Dracula is so painfully boring to go against!
Ok, I've gone against this killer long enough so I don't want any comment about how you just have to learn and play against him more to understand and counter him.
- His flame pillars are just a straight up hit-hit situation at almost every pallet or vault in the game.
2. There is literally no sound warnings if he uses his power.
3. His power is just straight up like pyramid heads the way it goes through most high obstacle's. Please reduce the height.
4. The same problem I have with pyramid head is how both their powers can allow them shred through the borrowed time and the unhooker. They are both way too strong and I think too fix this just please make a barrier that doesn't allow m2s to work near hook survivors.
5. The wolf mode is so useless compared to the other two. It definitely needs some tweaking to even be used.
Pyramid head was already a very boring killer because of the hit-hit situation and now we have 2 killers like this. I was happy that pyramid head wasn't a very played killer but now we have another like him so prepare to just sleep mid chase. And I still think that pyramid head and Drac are on the same level as skull merchant as of being dull and boring in chase.
Comments
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So he does have a sound tell for his fire, you'll here an ignite noise when he preps it, there is also a visual que where his hand ignites too. I do admit some obstacles like high rocks can just be hit over but they are quite precise and I've found myself as I've played as him how I can also dodge them on survivor side, it has really helped.
Wolf form is far from useless, it's very strong especially when built around so you are very wrong there imo, hug tech has also been found for it and it's tracking with the brown addon is so so good.
hellfire is thinner than pyramid head, he just has hellfire builds that make him able to use it more often, just bare in mind when you cause one to whiff throwing down the pallet so you can get some distance can be really helpful, which should force bat or wolf for you to further read and adjust gameplan there on.
I hope that helps, but how you feel is how you feel! <31 -
Sound cue is irrelevant when he is holding the power and walking you down at a pallet/window and can just hit you regardless. It also doesn't give time to dodge if he's on the other side of a loop.
It's basically hoping to predict his exact timing of release, and that's if he releases the fire at all. He can also just hit you in the animation lock. You can't even predrop against this because he can react and hit you. You would need so much distance it's unrealistic in most scenarios.
Let's also remember that if he hits you with the power the hit cooldown and recovery time are both low so he can set up free 2-taps. This is without addons!
I agree people can improve against him, but let's not pretend this isn't a silly power that is largely a one player game.
Perhaps you will find this useful, although your feelings may go in a different direction.0 -
how is it irrelevant. he can't attack you and he has release the fire attack. When he uses fire attack, he cannot adjust its trajectory. The attack fires where he was last looking this. This makes incredibly predictable where attack is going. It is like nemesis tentacle strike whip that has no adjustment.
If he cancels the attack, he gets slow down.
You can't even predrop against this because he can react and hit you. You would need so much distance it's unrealistic in most scenarios.
you don't need pre-drop or vault any windows vs ability. he moves at 2.00 m/s which is half speed of a survivor running forward. you just run forward and eventually he is out of range. so he has release attack but the attack is telegraphed with no ability to adjust. he has iri add-on that makes fire pillar supposedly track the movement but it doesn't seem to work or do anything from my 3 games of using it. the attack would still miss.
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his fire is easy to dodge imo; plus so far people have been very predictable with it
I think he gets locked into It as well so where he aims initially is where it will hit
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so is….oh wait…we’ve had this for every killer since….xeno I think? No it’s been since knight
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No, Knight was just a terrible killer on release and his guard's sucked he wasnt really a problem. Xeno also was pretty counterable by crouching under obstacles or predicting a hit since he cant charge it. But Drac can charge up his power and wait while also being able to hit through obstacles.
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Maybe in low mmr, but Dracs in high mmr just straight up hold it until they can cancel it and m1 you are get you in a locked position like vaulting or dropping a pallet.
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He can cancel the attack, and since you have to dodge preemptively he gains distance now since they buffed his speed while holding power unfortunately. So him holding/faking the power favors him immensely, much like many power designs now.
As for reaction, that only works at max range of the attack. At closer range you cannot react, and closer range happens when they hold their power and get close or they are on the other side of most loops. This is the most common situation and killers can make it more likely, in other words.
I'm not sure how much further I need to explain this. You hold power, survivor has to try and juke or go into a narrow space where the pallet is where it's a guaranteed hit. It is on the killer to mess it up. Survivor can counterplay by faking when they run through the area but it favors the killer greatly. If you can connect a loop then you can W key away, but most maps don't have connecting loops anymore….0 -
"Boring to go against" just means that you want the dev to make it easy to get away.
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Killers can be strong and interactive. Dracula is not very interactive.
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He can cancel the attack, and since you have to dodge preemptively he gains distance now since they buffed his speed while holding power unfortunately. So him holding/faking the power favors him immensely, much like many power designs now.
have you checked how much slowdown you get for canceling his ability? it is a lot. I am trying tell you that canceling his ability is severe that your almost committed to the ability. why bother going to the pallet? Just run forward. you gain distance for running forward and eventually, you'll be far enough away that you can react and move to the side or be out of range.
Just take any two pallets that are somewhat close and cycle between the two of them. he moves at like pre-buffed dredge movement speed that you can leave loops. as long your not in the corner of the map, his hellfire is not that good. Hellfire excels as an ability when your cornered in the map and he can stand adjacent to a loop and just spam the ability.
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You get a lot of slowdown for canceling the ability, but it doesn't matter when you can block the pallet via forcing the survivor to juke away from it then you stand in it then get an M1. It's the same thing pyramid head can do. You cannot just run forward because the fire will hit you running through a pallet. If you charge fire when you cannot hit through a pallet, then you charged the power from too far.
Two pallets close together is no longer common in dbd map design, but if they designed maps to have more connected loops closer then yeah you could hold W to them more and negate this strategy more.0 -
Neither is the Nurse. You just want the new killer to be weak for a cheap thrill.
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There are SO MANY killers in the game that aren't interactive and they all need to change! I'm glad we can agree on that :)
I want there to be more skill expression and therefore fun on both sides actually. How is winning with Nurse doing the same blink strategy every time fun? How is holding your power to zone or hit in animation lock every time with Dracula fun?
Killers do not need to be weak to be fun. Wesker and Unknown are both A tier killers and you have counterplay in their chases on both sides.
We can do better!0 -
i am saying that there is no reason to go through pallet. you either go around in a circle while being far ahead of the killer or you change between two loops preventing the killer from firing the shot and slowing himself down for canceling. there is also no reason to vault windows or use any pallet when he holds his hand out as it is free animation lock hit. This is unlike PH that moves at 4.4 m/s and gets a much less penalty for canceling his ability.
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I am saying at filler loops you run around the pallet and take an unreactable read dodge or he holds and blocks pallet as you keep trying to preemptively dodge, or you leave the loop and often go nowhere and he cancels and gets an M1.
Once again, Dracula holding out his power when it can barely hit at max distance is incorrect play and also not what usually happens due to most loop design anyway. Most loops by the time you are running away from Dracula you are more within his power than at max distance. Most loops also have a bottleneck or multiple bottlenecks for more guaranteed hits.
Dracula can run up to you at normal speed, and then when you are forced to play a pallet or window, he will pull up his hand. You now lose. He is close, not at reactable distance. You cannot hold W because he is close. This is what happens in real games and not use power around every corner gaming.
If you're not understanding at this point I'm not sure you'd be convinced with a video even. I'll let you have the last word then just respond to other people about the topic.0 -
yet people comapkimed about every single one
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