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Skill Ceiling - who is on top in your opinion?
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Just reminder it took them 5 years to nerf iri head
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i do not think its high skill when it revolves around survivor making an error for killer to be successful.
survivor 1 is not using vantage points, Meg is suppose to be hugging the wall and reading red glow from either side. not being hesitating and waiting for curve to occur at mach 20 speed around corners.
Kate is camping an unsafe pallet and waiting for billy to chainsaw his 2.5 second charge on other side of loop in which billy is slowed when using his chainsaw. The smarter play is to wait for billy to charge his chainsaw for about 1.1~ seconds and than go around unsafe short side of the loop. Billy will be unable to make curve before survivor reaches end of short end of the loop and will be slowed for 1.1 seconds as you cannot cancel his chainsaw mid charge without either letting meter go down or purposely swing an m1 which will result in missed attack cooldown.
Survivor 3 is greeding pallets too hard. she is in range to be m1 by any killer and if your going greed pallets this hard without dead hard and if your going greed pallets this hard, you should at least make an effort to go on outsider part of the loop so that billy has to make predictions of whether he should curve inwords or outwards. The safer play is just dropping the pallet and getting a stun for free distance to next loop. Window loops are much superior vs billy than filler pallets.
How the survivor playing poorly on all 3 accounts revolves around killer having high skill-cap? Base-billy is noobstomper. he is designed around backrev instant down survivors out of position and curving survivors that make poor decision choices at loops. You will often face billy's with Lopros chains and Doom engravings and none of them are ever successful in curving good survivors with good movement.
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Plague is the only correct answers for any question involving high ceilings.
That said, I'd go with Nurse.
Huntress is a close second, but those volleyball hitboxes disgust me too much to give it to her.
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True, the devs are slow, but since they reworked Blight like 4 times by now, it think they would've removed more techs and flicks than just the old J Flick by now
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By that logic there's no skill in any killer other than Nurse because if a survivor makes no mistakes and has good rng on their side then pretty much no killer power will do anything.
The game is designed around misplays from the survivor side which isn't exactly a secret.
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for m1 killers, yes. a lot of loops are safe. base-kit billy vs good survivors is just m1 killer that travels from point A to point B and can really only instant down survivors in deadzones. I think billy with charge time reducation add-ons has much higher skill-cap because survivors need to make reads for whether to drop pallets and make reads in relation to curving. The reduced charge time makes that survivors cannot abuse his low m/s in his chainsaw feathering and cannot hug corners around loops so efficiently to avoid his chainsaw completely. chainsaw feathering becomes a lot more of mindgame. they have to make reads off his chainsaw and allow billy to curve them in which he either misses or lands curves. Dropping pallets becomes a lot less effective as billy break pallets pretty quickly. with current charge time of 2.5 seconds and 1 second break, it takes longer for him to charge his chainsaw fully to break pallets(3.5 seconds) than it does a killer to kick break a pallet(2.5 seconds).
Many killers have a control of a chase in certain situations. Ranged killers have a lot of control over open loops and window loops. Demo shred and Victor's pounce have a lot of control on the chase. Blight has like 70% control of the chase where his lethal rush is deadly between loops and on most maps that allow him to pounce. Nurse is labeled as high skill because your as good at nurse as you are able to blink and it is on you to make mistakes in the chase as Nurse.
Basically if its on killer to mess up their ability, they're generally labeled as high skill and if survivors have full control over the effectiveness of the ability, than it is labeled as noobstomp ability. there are so many killers that fall into this line. Legion's feral frenzy is perfect example of this which is why he is labeled as trash killer. Legion's feral frenzy cannot down survivors and is only good at injuring survivors, thus his ability is only good against survivors that are uncomfortable at playing injured and make poor mistakes at loops when injured. there is no high-skill input that the legion player can exercise in to beat survivors that loop m1 killers well. The same can be said about tier 3 myers, Tier 3 myers vaults windows quickly, but if survivors avoid using windows and just use safe pallets, than there is no skill input that default myer tier 3 can input on the game in the chase. Clown and Freddy are other clear examples of low-tier killers, pre-drop safe pallets counters hindered ability if the loop is big enough. Stealth killers and trap-based killers get countered by SWF information and how their ability is ineffective against survivor teams that have good teamwork capacity.
Moral of the story, Anti-loop killers that can use their ability in most/all situations have higher skill-cap than killers that revolve on survivor misplays. This is why Nurse is labeled as high skill as she has most difficult anti-loop to use with highest pay-off if used correctly.
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What do you mean by excel "at base"? Does that mean Trickster can't perform well outside of using his power? Trickster was never designed to be an M1 killer. If anything he was designed to catch survivors off guard, using his perks to his advantage, and finishing survivors with his power. If nothing else, at least trapping them and preventing them from easily escaping.
Also I wasn't aware that we were strictly comparing mechanical skill across the killer roster. If that's true then Nurse takes the cake, because there's not another killer like Nurse. Not only that, but Billy has to constantly worry about obstacle collision where the Nurse can simply bypass it altogether! If you really wanted to play a flashy killer, then Nurse is the way to go. Personally I don't like playing Nurse myself.
I still think Trickster is a fairly mechanically driven killer. Sure, you start out with 44 knives, but it's the precision that determines how long your chase will be. Furthermore, you control the precision to a great degree -- compared to Billy, who has acceleration during the first moments of his sprint. Not something I want to get used to by any means. Instead I can walk up to a survivor, hug them, charge up my sprint and get a down for almost no stress.
To me that's not very mechanically driven gameplay, but it seems to be the best way to play him. I agree though the in-game ratings are not 100% accurate and I don't expect them to be. I still think Billy rightfully deserves his 'Easy' rank because of the way his kit is designed to work. Plus all of his perks are extremely good.
Lightborn - no more flashlight saves
Enduring - less downtime between pallets when sprinting
Tinkerer - I hear this perk is still used quite a bit at higher levels
Why does Trickster have a higher skill ceiling? Well if you look at his perks, you can tell from that alone that he will be relying solely on his power to win the game. Starstruck doesn't give you any visual or HUD information to show who is Exposed. Crowd Control is a hex, and on top of that works only on rushed window vaults. No Way Out is the epitome of end-game perks, i.e your last resort to kill anyone who is left alive.
So for the majority of the game you are a slow moving M1 killer, who has a semi-decent range power, and 4 survivors to play against. Billy has mobility and a power advantage over him. The comparison is overwhelmingly in favor for Billy being the easier killer to play. I can't see how Trickster has an easier time.
As for the last question: what can any killer do with a thousand hours in this game anyway? We're all repeating the same strategies to achieve our goals. That goes for every killer in the game. Even Billy.
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Very High...
Being a Good Clown makes a hard difference in a chase,
Mixing and using both Antidote and Afterpiece is very tricky in said chase,
plus you gotta know the bottle arc and how much power chu need to hit a tree with
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Huntress doesn’t get enough credit. If we are talking about skill ceiling, she’s right up there. Compare someone like coconut to even a skilled Huntress, then realise that he’s nowhere near the actual ceiling. Just hitting consistent cross-map hatchets aline is something I doubt anyone will achieve, even though it’s technically possible.
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