Avatar

DexyIV

DexyIV

About

Username
DexyIV
Joined
Visits
206
Last Active

Comments

  • I'd like to assume it's a bug. Came here for the same reason. This is something that's really hard to play around and I've seen a ton of maps abuse it. Really hope it'll get fixed (or changed, if it is in fact intentional)

  • I was in the same boat, you may just need to wait after you sent the DM to Mandy. I didn't receive any notifications that I got it; I actually only realized I had it after I replied to this post lol

  • I did not get the email, so they'd have to send that to me first I suppose

  • I also migrated over from Discord but still have yet to get my role or badge. Unsure of what else I have to do to get it

  • Jeez. A lot of interesting takes in this post lmao

  • Probably wasn't necessary, but when a perk is this much of a problem, I cannot fault them for being overbearing on the solution. Rather thankful for it, really. It was so boring going up against 3+ DHs every game in high MMR

  • Same meta? Dead Hard is getting nerfed to actually have counterplay, so it'll seldom be used. BT won't be a necessity for risky hook saves now. WGLF and BBQ will be used for their actual perk effects rather than the bloodpoints, so they'll see less use. Pop got hit and Pain Res is no longer a "do everything" perk, and other more otherwise useless perks like Overcharge and OTR will see play. You can say that the meta will still be second chance for survivor and slowdown/delay/regression for killer, but what else would it be?

  • Sure. It's been the go-to "counter basically every killer" perk for the longest time. I'm glad to see it actually have limited usage

  • Yeah that's not how this works. Always some genius that comes in saying that "I paid money so you can't nerf my stuff". Yeah...no

  • reading this hurt my eyes lol

  • You say not to mention BBQ, but you already get bloodpoints so fast with BBQ. Killers don't need increased BP incentives, they already have them lol

  • Oh dear. You are comparing iri head to a killer who

    1: Takes a significant amount of time to injure with green puke

    2: Whose opponents can simply opt out of being injured AND get fully healed at the same time

    3: Whose instantly-damaging ranged attack is on a time limit

    From a very simple and absolute standpoint, sure. But Huntress has insta downs for the entire match with iri. Plague comes with a long wind up time, and has some major downsides unlike iri head

  • Yes, which is typically why PC players are the most vocal when it comes to nerfing the top 3 killers. Because there isn't much but that at rank 1 on PC sadly lol

  • I've pretty much exclusively played Deathslinger since he released. Here's what I think about this:

    115% ms would require a lot more of hit kit to be sacrificed than just his terror radius, since the movement speed gives large advantage. Add a longer ADS time and then that would be more balanced, plus it would make survivors screech less about having to play a "guessing game" of when he's gonna shoot.

    Dragging over pallets should not be a thing, no matter what. If you make him both 115% ms AND he can drag you over pallets, he literally just becomes a faster Huntress. They should, however, fix the issue where a survivor is able to vault/drop a pallet even if they get speared just because they queued the vault/pallet drop right before they got shot. That's all they should do regarding the interaction with pallets and vaults with his gun.

    I'm assuming when you mean the harpoon dealing damage, you mean that if a survivor breaks free while injured, it'll down them. Even if this effect was exclusive to an addon, this would also be a terrible change. Part of the skill floor for Deathslinger is to learn what shots to take in regards to your chain durability. So basically just because you hit a nice shot, doesn't mean you will gain from it. I think that's an important thing to keep in tact just due to it being a distinguishing factor from Huntress, and I don't think we need more people saying he's even more braindead to play. Removing this element would make it too easy imo

  • As a survivor I've been using Detective's Hunch since it got its buff. It's soooooo good, especially since every killer starting using NOED since Ruin got changed. Pair it with Inner Strength and it's even better

    As killer I've been really loving Shadowborn. Kinda wish there was just an innate fov option instead of pushing it into a perk, but whateves

  • No. As Huntress the only thing you have to learn are the different ways you can get hits with her hatchets (so the hitbox of the hatchets, the hitboxes of terrain, when it's best to prepare and take a throw, etc.). With Deathslinger you have to learn all of this, but you also have to learn how to properly reel survivors in and the limitations of it. Sure you can hit that shot on the survivor about as they vault the shack window from 15m away, but can you get the follow up hit? Probably not. That's the main thing distinguishing Huntress from Slinger. You aren't guaranteed a down even if you hit a good shot

  • @Aven_Fallen said:

    She was by far the strongest Killer for 3 years. Logical that she will get a Nerf someday, and honestly, for overall game balance something like Nurse needed to be nerfed. You cannot balance the game and keep Nurse as it is.

    I also highly doubt that you have been a "SS Nurse". People who were really good at Nurse (aka using her without Add Ons for example, not those people who bypass her Skill Level by putting on Extra Blinks or Range Add Ons) still do really good with Nurse and she is still the best Killer, despite people claiming otherwise.

    I don't understand these people that actually think Nurse is ruined by the changes they did to her, when the only thing that was changed was her addons that she didn't really need anyway and the fact they added an extra second of wait time after fatiguing. Seems like a slap on the wrist compared to what they could have done. But I don't see her as much anymore so I guess I shouldn't complain too much

  • My girlfriend and I bonded quite a bit over DbD, and enjoy sending funny DbD posts and memes to each other. We kind of compliment each other's weaknesses when we play too. She's much better mechanically than I am. I still can't moonwalk after 1.5 years of playing, and it's a miracle if I 360 a killer. She tends to not pay attention to things like underused perks though, and that's usually my field of interest. When Plague had just come out, she wondered why she kept randomly screaming. I had to explain what Infectious Fright was xD

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1139473#Comment_1139473

    Or, as it was plainly stated. It's fine. It's an endgame build. Maybe people apply pressure early game and get one or two easy hooks PLANNING for the endgame.

    Just because you think killers should go tryhard from the start and after 5 gens give up, doesnt make it the only way to play.

    Dont run BBQ. Dont run enduring or franklins or bamboozle. They all inhibit your ability to improve by handing you aura reading, less stuns, less items, and short loops. All things that you should just git gud at. Right?

    See why the "NoED is a crutch it makes you worse" sounds stupid? Because EVERY perk foes that. They pick up slack in areas you're not good at. That's the ######### point.

    None of what I say implies any of that but alright. The lack of effort or control is the problem with the perk, but you can go ahead and interpret my comment as killers should give up once the endgame starts I suppose. lmao

  • I don't see Spirit on here. But I guess Legion comes in second

  • Just because a dev said it isn't doesn't make it true. It's a matter of opinion. Most people think it does reward bad gameplay, and for good reason. As a killer with NOED, you lean on the endgame to exert pressure that you failed to do during the earlier parts. So, if you keep using it, you'll develop a mentality of "oh well, I can afford to make mistakes since I have NOED in the endgame". There's no motivation to improve your mistakes because of it. Not to mention the entire functionality of the perk relies on survivors being careless and not doing totems. But, suppose they do all of the totems. Then what? All those mistakes that you allowed yourself to make earlier in the game add up, and you end up getting no kills. It's just an unhealthy perk for so many reasons. You're free to use it, but you'll inhibit your improvement as a killer if you do

  • I didn't even know that was a thing. That's stupid as hell lol

  • Anyone that actually has that opinion probably hasn't actually played with the perk lol

  • Dude skillchecks are already super easy, and Ruin skillchecks are gone. If you can't hit skillchecks with a little bit of added difficulty that's on you, not Doc. There are far worse killers to play against

  • I certainly hope map reworks are coming. And yeah I'm tired of seeing the same boring posts over and over again about how oppressed killers are or how they run into SWF deathsquads every game. The cherry on top is the "I'm quitting the game, your survivor queues just got longer!" posts. It's so old.

    As for Ruin changes vs the maps, yeah I agree. You don't need Ruin to win games if you know how to pressure gens. You're not able to do that on a lot of maps though, so if they resolve that issue it'll be good.

    Yeah there are a lot of annoying survivor perks, but we all know why BT and DS are so strong. BT needs to be as strong as it is, but I will admit DS is obnoxious at times. There's so many ways survivors abuse it past its intended use of anti-tunneling. It's better than dealing with the old DS, yeah, but it probably does need some adjustments

  • Yeah it's fine. No reason to nerf it just because sound is inconsistent.

  • Dead Hard saving a survivor's ass after they make a massive mistake is what pisses me off the most. That and people with DS forcing me to grab them so they can use it

  • I used to main survivor, but I don't enjoy it very much anymore. So I pretty much just play killer now. Doc is fun, still waiting on Deathslinger because he matches one of my favorite aesthetics. I generally feel like I have more control over my performance as a killer than survivor. More nerve-racking and management that survivor, yes, but less things completely out of my control

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1135086#Comment_1135086

    THEY ARE NOT FACTS. THE DEVS HAVE ALREADY SAID THAT THOSE STATISTICS DO NOT TELL THE FULL STORY AND ARE FOR EDUCATIONAL PURPOSES ONLY AND SHOULD NOT BE USED TO DISCUSS GAME BALANCE.

    And if you want to argue that they are totally factual, well, let us not forget the whole "80% survival rate" rate fiasco.

    https://us.v-cdn.net/6030815/uploads/656/WCL1UIJS2UQK.png

    You know why there (was) an 80% survival rate at red ranks? There's only one pip in red ranks. Meaning that in 20% of games where a survivor died, they managed to get enough emblem points in other categories to stay/get into rank 1. That's what it means. It doesn't mean that rank 1 survivors survive 80% of the time.

    Same thing applies to killer. We'd see a similar trend since you pretty much always need at least 3 to 4 kills to pip into rank 1, right? So does that mean the kill rate at rank 1 is above 75% just based on data like comparing kill rate to rank alone? No.

    They said there aren't any SPECIFIC conclusions you can make on the data. The example they gave is you can't say Freddy is overpowered just because he has the highest kill rate, but that there is something about him that is making him overperform such as the pallets, specific addons, or synergies with certain perks for example. That does NOT mean the data is void and not representative of what it shows. You'll probably filter this out too though so I don't know why I bothered explaining it lol

  • These posts at this point are just sad

  • If only. The biggest things they can do are rework the maps, and buff bad perks like they already are. Mostly the maps though

  • @LustForBP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1092792#Comment_1092792

    Survivors do not need any more help with communication. You have the option to play SWF and you’re gifted perks that give plenty of information.

    Exit Gates open or not, you’re warned when NoED activates. Either cleanse the Hex or get out.

    If you're going to get that information anyway as SWF, there's no harm in making it so solo survivors also get the information. Adding a totem counter would also emphasize the importance of doing totems as a secondary objective to avoid NOED, which would give killers more time to do what they need to do. Being against this is just shooting yourself in the foot

  • @avilmask said:

    https://forum.deadbydaylight.com/en/discussion/comment/1093138#Comment_1093138

    If you have the same killer all the time it means that there is enough killers, actually. That means that there is no other teams waiting for a killer.

    Question isn't how to encourage more people to play killer, it's more like "how to make more people to play killer consistently". There is enough (if not an abundance) of killers in low "I don't really play that role" ranks.

    That doesn't really make any sense. If there are no other teams waiting for a killer, then you would get a different killer that is waiting on a survivor team since they would be in the queue before the killer you played against. If there are no other killers in the queue (such as what happens late at night since fewer people in general are playing), you'll get matched against the same killer you just played against since they are the only opponent at your rank.

    How is getting the same killer repeatedly an indication that there are a higher number of killers?

  • Do we even have a reliable source to see how many killer players there are? I see people saying that there's like no killers and it's an issue, but the only thing we have to go off of is queue times.

    From my own personal experience, when I play around 3-8 PM CST, I always get different killers for every game. Even at red ranks. The only time I get the same killer is when I'm playing super late at night around 3 AM or so. So unless the killer count is so low that survivors are playing against the same killers over and over, what's the issue?

  • This "nerf x after y has been nerfed" mentality is kind of crap and isn't good for balance, ngl. That being said, there's a lot of problems with Dead Hard at the moment, and that alone should be looked at rather than nerfing it because a commonly used killer perk got changed. The most notable problem is the fact that it can be used while standing still for some reason. I've literally body blocked a survivor on the corner of a pallet before (they vaulted over it, and I was within quick-swinging range on the other side) and they were STILL able to use it. I think DH have a momentum requirement, since it seems to work whenever you hold shift and any directional button even if you aren't moving. Like you have to be moving in a certain direction for 1 second before using it or something like that. I think that'd fix a lot of the issues it has atm

  • Check Steam profile. If they're all friends, dodge. If all their profiles are private, dodge to be safe. You have the tools to be selective as killer, you can use them if you care about it

  • Maps need to be looked at obviously. I personally think there should be little to no RNG associated with map tiles. It would make it so much easier to balance that way since RNG is impossible to balance. On Rancid, you can get a god window or a pretty mediocre window. If you get a long wall by the pig tree, it's literally an infinite if you aren't Huntress, Spirit, or Huntress. RNG sucks.

    Otzdarva came up with a solution during a recent 4-man podcast that was similar to the End Game Collapse, except that it's at the start of the game. He said that gen speeds should be greatly reduced during this time, and this allocated time at the start of each match would be used to do other things such as cleansing totems or searching chests. Others rebutted the idea with the fact that survivors would just immerse during this time and would make Whispers a must-have, which is the problem that Ruin had in the first place. I think if the idea is tweaked a bit, it could work well in the game. It could allow the devs to repurpose some of the more obnoxious things in the game at the moment.

    Gen speeds are fine, killers just need time to exert pressure at the start of the game.

    Toolboxes, however definitely need to be looked at. I think the best way is to change what they do entirely. Seeing 2 toolboxes in a lobby is basically a guaranteed instalose if you aren't playing a top tier killer.

  • Here’s why he’s bad: all his power does is force an early pallet drop or punish mistakes that survivors make. Dropping pallets early when games go so fast isn’t that big of a deal for survivors, so an ability that forces that is very meh. I love clown, but there’s no reason to play him over any other m1 killer

  • @Eye66 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007084#Comment_1007084

    Dude the long cooldown they put after using shock therapy is at least 20% longer than it took to switch stances and swing. No more pallet stun shock. The extra speed won't matter

    They literally said they're going to reduce/remove the cooldown. The feedback was overwhelming in that field. People said the cooldown was too long and they acknowledged that, and will adjust accordingly

  • @Xerge said:

    Look at this video:

    https://www.youtube.com/watch?v=8UyEBSIUmlE

    This Plague got 5 hooks in 5:37 minutes, that's almost one hook per minute which is pretty decent in my opinion and yet all gens were still done in less than 6 minutes on a small map.

    I don't think the issue are just maps.

    The Plague also seems to be rather inexperienced. She spent a lot of time just doing random things. She hooked the David and kinda just patrolled around him for 15 seconds instead of heading across the map where the survivors obviously were doing a gen. She also let the survivors lead her on a chase to the carousel twice when the generator was completed, with Bill and Dwight. They were both infected, so if they go over there, there's nothing for them to do. Best choice there is to leave them and pressure the objectives. She applied pretty much no pressure whatsoever the entire game, so yeah they're gonna fly through gens

  • As a Doc main, this isn't a big deal. You actually get to have more value out of his Restraint addons since they go back to Madness I due to the change. Static Blast lets you apply Madness II effects (pallets, illusionary docs for tracking) with the press of a button. It's amazing. This is not a nerf, stop acting like it is

  • I'd be the collector if I'm collecting bones from totems. I'm always the guy that makes sure there's no totems left on the map when the last gen pops

  • @MrMisanthropy66 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1005087#Comment_1005087

    The only ppl that ever say rank doesn't matter are red rank players. That says it all right there

    If everyone is red ranks because it's so easy to get there, then yes it doesn't matter. There are a lot of bad players in purple and red ranks

  • Second Wind: The perk is honestly fine as is in game already. This iteration of it is like Adrenaline but can be activated in the middle of the chase. Not a good idea. All you'd need to do once you get it activated in chase is go to one of the massive loops where the killer basically can't get you, and it's a free heal in the middle of the chase.

    Mettle of Man: Okay this is even better than its release iteration. Way too easy to activate. Getting hit and then healing up is not a difficult thing to do. There's no way to balance this perk to be a free hit and be balanced. It needs to stay in this unviable state.

    Dying Light: This seems worse than the current Dying Light. As it stands, Dying Light isn't powerful at all. The obsession isn't affected by it, and you only get stacks from hooking survivors that aren't them. So you hook a survivor for a stack, and get in a chase with a survivor that isn't the obsession for another stack. What does that leave? A survivor that is affected by the small amount of slowdown the perk offers and the obsession that isn't affected at all. With this iteration, you don't even have that one person being affected by Dying Light because they stay immune to it for so long. Not a good idea either

  • Go for it. Most of the purple and red rank players aren't even deserving to be at that rank due to the nature of matchmaking and the way rank reset works though. Rank doesn't mean much. Plenty of purple and red rank potatoes

  • Gen rushing isn't even that. It's deliberately ignoring all other objectives (usually unhooking) for the sake of getting the generators done as fast as possible. When the 4 man SWF deathsquads let one of their teammates die so they can do gens, that's genrushing. If you ignore healing others or yourself to get gens done as fast as possible, that's genrushing. Otherwise, if you are healed and there's nothing left to do, what are you going to do? Get on a gen. At that point it isn't genrushing

  • Nurse in B? That ain't it chief

  • I've been loving killer recently. Most of the killers saying they're going to quit playing because of Ruin weren't too fun to play against anyway

  • Genrushing only exists if you literally ignore all other objectives to complete generators. Don't do totems, let teammates die on hook, etc. So this really only either applies to survivors that are generally bad teammates or those sweaty SWF deathsquads in red ranks. Simply doing the generators when you're supposed to isn't genrushing, that's like saying that staying near a hook when you see a survivor going for the unhook 3 seconds after you hook them is camping.

  • I'd like to see it worked into the ranking system maybe. Before they changed matchmaking and made rank reset not really a reset anymore, it was a viable option to tie a bloodpoint bonus to your rank at the end of the month. Now I do not think it is a viable option, but if they make good changes to the ranking system it could make actual incentives to rank up instead of longer queue times and sweatier players

‹ 1 2 3 … 9