Johnagon_Infinity
Johnagon_Infinity
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400897#Comment_3400897
Gideon is killer sided. Once they changed it from 34 pallets to 25, it's generally killer sided. Especially for nurse, nemesis and legion w certain build + it suffers from indoor map complex. Even Otz agrees to this.
Rotten fields have 7 pallets and so are also killer sided.
Family residence is survivor sided in what realm? Torment has very low density of things to loop making it easy for huge number of killers to get hit before u can move to another one (exactly the opposite of what OP said btw).
Blood lodge and gas heaven are just getting rework to make it easier for killers.
Suffo has one of the most nasty 3gens no matter what - which survivors can't even identify from a get-go. So again. Free killer win if he decides to camp it.
Shelter has main, shack and filler pallets. 1/2 of the map is totally killer sided, the other is surv sided. I have no idea how you can say it's just surv sided map.
Also if all the maps are so much survivor sided. How is it possible, that killers for a long time now have above 60% kill rate? This does not compute.
Rotten fields is killer-sided? You don't play killer.
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@Gandor said:
Sure. Connected pallets and strong loops. Midwitch, wretched shop, wrecker's yard, Lery's, both RPD's etc would like a word with you guys
Mother's Dwelling, Gideon, Family Res, Badham 1-5, Rotten, Cowshed, Rancid, Torment, Thompson, Blood Lodge, Gas Heaven, Ormand, Borgo, GoJ, Eyrie, Groaning, Suffo, Shelter Woods, Disturbed Ward, Father Campbell's Chapel are too busy talking for those other maps to get a word in.
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@Freddy96 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398640#Comment_3398640
As a wise man once said the best day to fix dbd maps was 6 years ago, the 2nd best day to fix maps is today
I don't think the DbD map design team even has a remote idea of what balance could possibly mean. Look at Eyrie, GoJ, Shattered Square and Mother's Dwelling Rework.
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@Freddy96 said:
https://us.v-cdn.net/6030815/uploads/89D9C6IZRA7D/image-281-29.png
The perk idea would indeed be awful, devs should just balance maps not make bandaid broken perks
Devs are incapable of balancing maps. Ex. every rework and map in the last 2 years.
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@DjEnderFox107 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398146#Comment_3398146
Haha🤣 I would never thought there would be a post like this one but yeah being able to break a pallet before it drops would be literally getting rid of all chase mechanics. As a killer assuming this wasn’t a perk you could go around the whole entire map with that one oni perk that lets you see windows and pallets and just destroy all of them. If this was a perk the cool down would be massive as not really earn and useful as by then the survivors would have already dropped the pallets.
Comments like these are why I really wish there was a forum with like 10+ devotion requirement to post.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398066#Comment_3398066
Exactly. That's the reason why I don't like the perk. Also this perk would be also indirect buff to WoO, because u will just never know. Because of a perk that changes interactions from observing your surrounding to just pure luck.
This would still be a useful chase perk. People will run WoO regardless of this perks existence within the game. It's like when people say "New Dead Hard just encourages tunneling." Tunneling will always be viable. WoO will always be useful. The ability to break undropped pallets would make some of these broken, OP loops more manageable for M1 killers.
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@Gandor said:
We went over this idea multiple times already. Pallets are by far not created equal. This is not a good perk even if you consider huge CD time (I think it would not be balanced even if it was token based). Don't like the idea. Let killer earn his pallets instead of just winning by default.
Also some map can have like 7 pallets. That's not much by any standard
How is this a bad perk idea? There's plenty of b-tier chase perks in the game already. This perk design would reward smart usage. Sure, you could use it to take out shack. Or you could use it to destroy one of the million filler pallets that some maps get. On a map like Gideon -- which is a garbage map design anyway -- this is almost a wasted perk slot. On a map like Wreckers, it would be a great perk.
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If I was bad at my job, I'd be fired. At BHVR, they have them design maps.
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His speed is fine. They encourage skillful play and take many hours to master. They have a ton of counterplay, too.
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The only reason his Doom/Death engravings were so highly used was because their garbage rework made all of his addons trash. Billy has about 4 viable addons, and 2 of them are engravings. BHVR needs to play their own damn killer before they make such dumb, haphazard nerfs. Billy needs addon BUFFS. His basekit is trash, and overheat is dumb, but his addons made him okay-ish at best. Playing him against competent survivors is literally punishment. He has nothing going for him against people that drop safe pallets and run away from loops.
BHVR is beyond incompetent with how they've handled Billy.
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@martinj97 said:
You've made some very thoughtful points about Billy's current state. Have you considered playing survivor instead? There's a huge variety of reasonably priced survivor cosmetics, one or two of which will surely help you forget about Billy's shortcomings.
How many skins do I need to buy for them to care about Hillbilly?
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Windows of Opportunity isn't the problem. The problem is BHVR's map design is complete garbage and any half-competent survivor can drop enough safe pallets to evade any A-tier killer long enough that gens will fly. Windows of opportunity didn't make absurdly strong-filler pallets, BHVR did. Windows just exposes how bad the maps are. And they're pretty damn bad.
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@RhodosGuard said:
At the level I am currently at, I still regularly get teams where 3-4 people pick DH, even though I have learned to bait it out, or maybe that's just the survs I play against being bad.
I recently heard something that makes a lot of sense to me, which is that for a killer your success seems, more often than not, more dependent on the survivors skill rather than your own.
That's why I barely get fun 1k, 2k or 3k games, it always flips between "getting stomped by people running every loop at a pace where I cant compete with the gen progress" or "these 3 survs keep orbiting the same 2 gens and expect me not to abuse their inability to spread out" and if I get 2k/3k kills it's often people sacrificing themselves for gen rushes, or games where I get teabagged at gate.
This is important here, because it seems like DH applies to that pretty well. I currently only play knight, and I dont yet get why he's supposed to be "anti loop" as soon as I go to spawn a guard survs go "haha goodbye" and are already running to the next loop.
I can honestly say, that at my current rank, when facing a non-swf, non-stomp Surv team I can outplay Dead Hard when I know someone has it. Get close, wait for the funny animation of them ducking slightly lower, press M1.
This is the lower skill level, agains this, I can do something, but if you get people who know how to utilize it, it probably goes down the drain pretty quickly as I cant lunge at pallette.
I suck at this game. I'm not gonna lie. Probably because I insist to play with those 4 perks only, and because I have 0 ideas how to break loops. I always feel like at every pallette my option is to take the stun, chase them for 1 minute and have 2 gens pop, giving up the chase, or breaking the pallette so I can chase them to the next one. So, you can take everything I say with a grain of salt, but I feel like if something is unfun to play against at low levels, just extremely bothersome in mid-ranks, and dominate the mindgame at high level, then there is something wrong with that aspect. I think that is what dead hard is. One of those things where as a killer it either means a surv wasted a slot or it dominates the whole games mindgame.
Your success relies on the survivor's skill unless you're playing one of the top-tier killers.
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@legacycolt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3357480#Comment_3357480
Yes but the devs don’t want to change the nurse sadly. They mentioned it in recent patch notes.
Nurse is the culmination of literal thousands of hours of man-power in coding and people just want her to be eviscerated till only a select-few number of people can play her competently. BHVR has made a killer that is inaccessible for 90% of the playerbase because she requires significant time investment to become lethal with. Keep in mind, 90% of the playerbase are people who'd never come to these forums, work 9-5 jobs or go to school, and play at most 6 hours a week.
However, when mastered, her skill ceiling became quite shallow and she overperformed with certain addons and perk combos. So she was nerfed further. I know people still despise the fact she was nerfed from being #1 to still being #1, but look at it from BHVR's perspective. Why would they take this killer that is extremely well-made (in terms of playing her), very polished and fun --- and then just take her out back on shoot her? Makes no sense to ask from a company.
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@TeabaggingGhostface said:
Just delete it at this point
I wish they'd give it the eruption treatment.
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New Dead Hard definitely needs a nerf. Personally, I think it needs a complete rework. A third health-stage on command is far too strong.
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Billy's curving was an exploit, too. That's why the sensitivity is tied to controller sensitivity. Hug-teching adds a new dimension of skill to a difficult, complicated killer. It's a new level of mastery that sometimes allows for interesting hits, but is easy to outplay most of the time. Bump logic Blights are stronger than ones that try to Hug-tech.
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@Quizzy said:
Comparing dh and eruption wont help you at all. Eruption was without a doubt the best gen regression perk as there is no counterplay to it for solo q players.
Dh in certain situations and against certain killers(one hit killers) is useless and doesnt shine over other exhaustion perks at all. It has a counterplay to it. Doesnt matter how boring it is for killers of "waiting it out." Survivors wait out pain res and thats a solid counterplay so im confident it wont be touched at all.
They're both "obvious choice" perks with too much value. They're both problems for the game and should be addressed. Eruption was stronger than Dead Hard in terms of effects on a match. But that just changed. Dead Hard is now the best perk in the game.
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Cool, now nerf Dead Hard.
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I made a thread about this awhile ago. I still feel DH is far too strong and far too common. I'll repost my old post:
"I'll preface the whole thing by saying I have about 6.5k hours in the game. Most of those hours have been on killer, most of those hours have been on the Hillbilly. I play on NA West servers at nighttime, which is referred to as the "demon hours" or "juicer-hours".
For those unfamiliar, it's when all the sweaty SWFs, God-tier solo-queue survivors and literal comp teams get on to destroy late-night killers. I have a few problems with Dead Hard. Firstly, I will address: yes, Dead Hard was nerfed for bad/average players. The people who used E for distance promptly dropped this perk and picked up something that was easier to get value out of. But for those who always used DH for the ability to dodge attacks, this perk HASN'T changed.
Some of the issues I have with the perk are: the passive deterrence it grants, the fact it's now the obvious choice for an exhaustion perk again, the immense value one-usage of Dead Hard can grant, and the fact it is ping-reliant. When I know a player has Dead Hard, I now have to play around it when it comes to pallets/windows. This means this survivor now gets even more time before I can lunge at them when they are looping structures. The standard lunge-distance is effectively shortened against anyone who is using DH. This is a passive deterrence that the existence of DH has on the game.
Having Dead Hard will indefinitely grant you maybe an extra half second or so around EVERY pallet or window. This effect is exaggerated if the survivor is using resilience or doesn't have an item (watching an item disappear when a survivor commits to a vault is how you can be certain to swing at a survivor and avoid their DH.)
If a survivor is looping a pallet, they are able to, rather easily, time their DH effectively enough to where you either hit their DH, and they get to run off to the next tile. Or if you don't swing, they get to pallet stun you. In these situations, survivors can be exceptionally greedy with little repercussions. They can choose to pretend to drop the pallet, and you respect it, now they get even more distance for perhaps another loop. Or they do a spin, run right at you, but you wait it out, and then they do it once more, but this time they actually use their DH. Either way, this enables the survivor to get an extra couple loops out of a strong pallet.
It is also now the obvious choice perk all over again. DbD has tons of perks where the option is "I can bring this off meta, kind of niche perk that could be super handy, or I could bring the safe perk that always gets value." Because Dead Hard is the best exhaustion in the game, the other exhaustion perks don't matter. Kind of like how Deadlock is a fine slowdown all on its own, but doesn't compare to eruption/brine combo.
When I go up against the God-squad Seal Team SWF who I know is here to ruin my night, do gens in 5 minutes and leave, you bet your ass 3 out of 4 -- if not all 4 -- of those survivors going to be bringing Dead Hard. I don't mean guys with 1.5k hours, I mean literal 3-6k hour survivor-mains who are deadly with Dead Hard. Those guys will very likely get value at least once -- if not multiple times -- every game.
As a killer, there are few things more miserable than when EVERY survivor in a match is running DH. I will pull off some crazy-bump logic on Blight that took my hundreds of hours to master. I'll line up everything beautifully and the survivor presses E and it doesn't matter that I landed a frame-perfect hit on them. Or if I managed to land a sick chainsaw curve on a survivor, they'll just tank it and keep running while I sit there fatigued.
Another issue is that some killers Dead Hard will work nearly all the time on, because their attacks are predictable. Plague's red vomit, Trickster's knives, Huntresses' hatchets, Blight's rushes, Nurses blinks, Oni's kanabo, etc. This is honestly one of the biggest issues with the game I can think of right now. As a killer, the meta of the game encourages you to whiff attacks on survivors. As Blight, I have to rush past them the first time, to bait out their DH. As Oni, I have to glide off of them, stop, turn around and slam, as plague I have to fake a puke. The list goes on. Dead Hard encourages killers to not use their power. If you're thinking about Legion/Slinger, okay. There are two killers in this game -- 3 if you include Pinhead with Original Pain -- who can completely ignore Dead Hard. That's 3 killers out of 30.
And now let's get into the biggest issue: dead hard is now even stronger than before when activated. Old Dead Hard got consistent value. New Dead Hard gets less consistent value, but when activated is FAR more useful than any other exhaustion perk in the game. One usage of Dead Hard easily outweighs whatever 3 Lithes, Sprint Bursts or Balanced landings might buy you. The killer is now forced to sit through a weapon-hit animation, slowed down movement, while the survivor gets an maneuverable boost of speed in ANY direction they'd like, not just one straight line like old DH.
If I could pick any one perk on the survivor-side I'd like to see get re-worked, I would pick Dead Hard again. I hate Hyperfocus /stakeout as much as the next killer-main. And those do need to be addressed, but DH is still the best exhaustion perk in the game. I'd definitely take an eruption nerf in trade for a DH nerf.
Ping is also an issue with Dead Hard. If you have high ping, or the killer has high ping, your perk is now useless. That's not a good design and it rewards those who have low ping -- something the game already does naturally with vaults. The argument that "Well, I suck with it anyway. I can never get it to activate." is not useful to the conversation. I'm bad at Nurse, she still got nerfed.
What's my solution? No more third health stage. DbD has come a long way in the last 6 years and the community has gotten good enough where having a third health-stage on command is too much. It's not viable, it doesn't need to be in the game. People have had 6 years to master this game, they have THOUSANDS of hours invested in it. If you set a new level of mastery for them, they will reach it eventually. Ex. Nurse.
I have some ideas on possible rework ideas, but I know they'd not be a compelling alternative to how strong Dead Hard already is, and it would just anger those reading, so I'll leave them out of this post. I've heard a common complaint that feels necessary with new STBFL in the game, and if it would make the transition easier, I'd be all for a nerf on STBFL. Dead Hard is a problem for the meta of the game, and it has been a problem since its release."
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@Gandor said:
What about finally fixing midwitch?
The map needs fixing for a years now - longer then whole eyrie of crows even exists. Or is it only maps that favor survivors that needs to be looked at?
Okay, fine. Buff Midwhich, and then balance all the maps that favor survivor like: Gideon, Blood Lodge, Gas Heaven, Mother's Dwelling, Temple of Purgation, Groaning, Ormand, Suffo Pit, Shattered Square, Cowshed, Rancid, Torment Creek, Rotten Fields, Disturbed Ward, Father Campbell's Chapel, Grim Pantry, Haddonfield, Badham Preschool 1-5 and Garden of Joy. This was such a good idea you had.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333281#Comment_3333281
Take away OC + CoB + eruption completely and you can take DH away. These 3 killer perks carry some killers waaaay more then healthy. Killer couldn't catch that survivor in 40s? No problem. Just abandon chase and go kick gens. You will have another try without risking anything.
CoB is totally fine on its own.
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@Quizzy said:
"I have some ideas on possible rework ideas, but I know they'd not be a compelling alternative to how strong Dead Hard already is, and it would just anger those reading, so I'll leave them out of this post."
Good because i doubt you'll have a good one. Dead hard was intended to be a high risk high reward in your face perk. And the survivor should be rewarded if they managed to pull it off successfully or be punished when it fails. Its has a counterplay.
Funny, I left out my nerf ideas to cut down on the angry responses and you still found a way to be angry about it. I guess that means you didn't have any complaints about my argument.
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@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330679#Comment_3330679
There is no way to play badly enough to avoid Dead Hard unless you commit to never killing anyone and stomping people who just bought the game.
There are many instances where Dead Hard is either unavoidable, or the choice of hitting it is just as damaging to the outcome of the game as not hitting it and being unable to down a survivor at a pivotal moment.
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@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330572#Comment_3330572
I definitely haven't played that much, and I run into at least one DH every game. Comes or goes with the time of day, which Killer I'm playing, and by appearances the phase of the moon, sometimes there'll be three or four.
Like, it's really not that uncommon or rare for someone to use in my experience. The skill floor is way lower than reported.
Using Dead Hard when looping pallets is pretty easy and by far the most consistent form of value. You either strike their DH or they get to pallet stun you.
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Boons don't bother me. I'd even say they're not meta. The survivors who are gen-efficient don't care about healing; they bring adrenaline. You lose 3 gens first chase, and unless you get crazy pressure, you'll lose the next 2 not soon after. Who needs CoH? I'd say the most common builds I see are 2-gen related perks like Prove, Hyperfocus, etc. and then Dead Hard, and maybe Resilience or OTR. I would absolutely take a Dead Hard nerf over a CoH nerf. I don't even much care about CoH. If they're setting up boons and healing, they aren't doing gens.
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319659#Comment_3319659
The people who leave are tilted and thinking irrationally. As soon as you rescue them you become the enemy in their eyes. The object of their ire. Of course they'll try to sabotage you.
It's odd that you think my very dry, sarcastic responses somehow indicate that I'm upset. You're wrong and I'm very carefully trying to walk you through why you are wrong. It's okay to have a bad idea and it is okay to be incorrect. At least you're trying new things. Today you got to learn something and that is a net positive.
You're stretching incredibly far with this one. Like I said, you get tilted rather easily over what should be unheated conversations. Consider taking a break from the forums.
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Okay, since you edited your post, I guess I'll address that, too. But I won't mock you about it, because I'm a mature adult.
All you're doing is drawing up an unlikely disaster-scenario in which you think you've made your point brilliantly. The alternative is what we have now where people leave the game preternaturally because of any number of odd reasons. Go and solo-que and see how many first-hook suicides you get. The "Kobe" game mechanic is ruining games at a far higher frequency than people wanting to grief for the sake of poor sportsmanship. You're arguing if we don't let these selfish survivors go to the next game, they're now going to turn petulant and take it out on the other remaining survivors instead of attempting to play the game normally.
What is to say they don't act in that manner and instead attempt to do generators or heal teammates? Maybe the unhooked survivor takes chases more frequently now, in an attempt to leave the game quicker. Why is your scenario the only likely one? Maybe if you didn't assume you were correct and everyone else didn't have a point to be made, you'd resort less to personal attacks and think things through a little bit.
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@Anti051 said:
Well, he'd knock you down, go for your buddy, you get up, your buddy gets knocked down, then the killer comes for you again, your buddy gets up, killer knocks you down again, then goes and knocks your buddy down, then hooks both of you anyway unless the hatch spawns on top of you....so this just seems like it would make the match last longer.
That is one scenario, sure. But the alternative is you lie motionless on the ground for four minutes, getting zero killer-interaction while you alt-tab out of the game or look at your phone. And if you're consistently being slugged by the killer, at least you're still getting blood points.
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319614#Comment_3319614
It's literally not, for reasons I've explained twice now. Do you need a third time?
If you get this worked up when people disagree with you, I'd suggest taking a break from these forums.
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@Anti051 said:
Wouldn't something like this make the game take longer since the killer would have to do another chase to get you again after they get your buddy?
No, this would force the killer to hook you, instead of leaving you slugged for 4-minutes while he searches for your last teammate.
@kingcarl2012 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319608#Comment_3319608
What you are actually lobbying for in your specific suggestion is a huge buff for survivors and has nothing to do with game health.
Simply put as long as Hatch exisists, slugging for the 4k will as well, because Hatch is a mehanic that favors survivors.
The existence of the hatch mechanic is not why killers slug for the 4k. Removing hatch would not all of a sudden make killers stop slugging for the 4k. That doesn't make sense. Killers slug for the 4k because they want to kill all four survivors. The problem that comes along is that now a player is going to spend the next 4 minutes on the ground while the killer is searching for the last survivor, downing them, hooking them, and then finding the slug again.
Giving two-survivors basekit unbreakable when it's a 2v1 scenario is hardly a "huge buff". Literally any 2v1 scenario is easily winnable by any killer in the game on any map. If you really wanted to expedite the process, when 2 survivors are left, the struggle phase can be 200% faster. This would mean the sole survivor would have to greatly prioritize unhooking his friend, or find a place to wait and find hatch.
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319606#Comment_3319606
Wow, what a rebuttal.
It's going to happen regardless and my point stands. It's more frustrating to have someone actively working against you than it is to not have them there at all.
Players may act as "bad actors" and try and sabotage the game for others. Suiciding on hook or "griefing" achieve the same outcome of both being undesirable because of a selfish player. At least my suggestion forces them to stay in-game which is better for everyone.
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@YOURFRIEND said:
I don't do it either, but I will defend people's choice to play however they want. It's fine.
I'm not sure if you're grasping the fact I'm not critiquing the playstyle but lobbying for fundamental changes to mechanics for the sake of game-health.
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@YOURFRIEND said:
Pointless. Let people who want out of the game out of the game. If you don't they'll actively sandbag which is a worse experience than them simply being gone.
Not pointless. Don't que up if you don't want to play.
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Looping isn't meta. Pre-dropping pallets and running to the next tile is the safest and easiest way to play.
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@Wexton said:
I've gotten sent to coldwind farm via offerings for like 5 matches in a row and I just wanted to know why. Is the map survivor sided or something? I never really got that vibe from it whenever I play it, I honestly really like the map, usually when I get it I actually do pretty good since I know it better than a lot of the other maps in the game. I was just curious, since I don't play survivor much if at all.
All Coldwind maps favor survivor to varying degrees. Some are a one-sided joke, like Rotten Fields and Cowshed. Others are usually rough, with unfair RNG and strong main buildings, like Rancid Abattoir and Torment Creek. And then there's Thompson House that's just too big and for that reason favors survivor. Long-story short is that all Coldwind maps have strong main buildings, lots of safe and are much bigger than they need to be. Survivors should have an easy time escaping on them.
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Dead Hard is overused in high MMR and enables the same interaction of "being safe while greeding", with the payoff of it's activation being stronger than old DH. DH also has passive deterrence of discouraging killers from lunging at pallets/windows because it's just easy DH bait, giving survivors even more distance than old DH because swinging at new DH is MORE deleterious to the killer than before.
The passive deterrence of new DH is even greater than old DH. Survivors will twirl into you, attempting to bait out a hit, you wait out their twirl, they do it again, you wait again, they do it once more, you swing, strike their DH, they sprint burst off to the next tile and are safe again. Dead Hard can reliably be used against Huntress, Trickster, Oni, Billy, Bubba, Nurse, Blight, Plague, Pyramid Head, Nemesis, Twins, Wesker, etc.
It's also the "obvious choice" perk for exhaustion perks now. Sprint Burst/Lithe/Balanced are all great, fantastic, even. But they're not as good as DH. And if you're a skilled survivor, it's obvious which one you'll take. When I get the "4-man sweat squads" that are pub-stomping, they're all bringing Dead Hard.
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The only people playing on Christmas Eve/Day are people that play this game too much. People that play this game too much are really good. Good players tend to be sweaty.
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299258#Comment_3299258
Why does it need a tit for tat? Losing collision is goofy as hell. The killer should be able to protect their hard-fought down with good positioning. Full stop.
Definitely well said. I am fine with flashbangs being incredibly easy now. Sure, they're making the game more and more casual. Fine. But losing collision with a killer and getting a bang save when he's clearly facing a wall is just inconsistent with pre-established rules. Want to avoid a flashlight? Outplay it. Look at a wall, be weary of your surroundings, etc. Want to avoid a flashbang? Search the area thoroughly while the survivor's teammates skulk around, giving your slug enough time to crawl to a pallet, opening YET ANOTHER WAY they can be rescued from your grasp.
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@sonnynerd said:
Anyone who teabags gets the exposed status effect cannot leave and mori able
Now why such a stupid perk simple
To teach survivors not to linger when there is no need I play killer most of the time and when survivors just linger at exit gate is open it's like your just wasting everyone's time but when they teabag oh boy just makes you want to spit in Thier face
I actually really like this idea and think it would be healthy for the game.
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I think the people who want a Legion "rework" don't really grasp what Legion is supposed to be. Legion is a training-wheels killer. You play Legion for about the first 600 hours of gameplay, then you switch to someone who takes a bit of skill to play. Simple as that.
Legion teaches you how to be an M1 killer and his power has no mastery. That's what his role within DbD. He teaches you how to effectively be an M1 killer and how to mind game tiles as an M1 killer should. His power has virtually no mechanical mastery beyond hitting M2 as soon as you see a full-health survivor. His playstyle is uncomplicated, one dimensional, requires no muscle memory, timing, collision knowledge, etc. He is about as easy to play as Wraith. Legion can borderline play themselves at this point.
Legion will pub-stomp until high MMR. Competent teams will pretty easily outplay you and make your power obsolete. The maps are also big enough that Legion can't really get a good frenzy going half the time. Legion is fairly easily outplayed by competent survivors who split up and pre-drop when they're injured.
I'm fine with where Legion is because a killer that is that easy to play should lose handedly by half-competent teams. No killer should be both easy and able to 4k against excellent survivors on bad maps. That's how you wind up with an overplayed killer. I think of Legion and Bubba in pretty much the same category. Training-wheels killers who help you play killer with a basekit that is a bit too good against newer players, but then is very easily outclassed by survivors who have a good idea of how to play the game. Bubba will absolutely decimate lower MMR games till you run into a group of survivors who understand pre-dropping and splitting up on gens.
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@Loldino said:
https://forum.deadbydaylight.com/en/discussion/comment/3278610#Comment_3278610
I've said this in another thread but I bet that the new map glitch that spawns every pallet wasn't a glitch but them testing our reactions to it
This is such a silly thing to say. The map RNG is clearly bugged because we're getting all of these fat-shaming spots in nearly every map and getting obstruction inside of tiles that hinder looping. Why would anyone think having a tree blocking a shack exit is a good design choice?
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@Nick said:
Isn't he the guy who just stands like a sentry gun on an elevation and snipes everyone? Would like to see him do that against an actual team with eyes and maybe even fingers.
This is a ridiculous oversimplification of Coco's skill as Huntress and his game competency. If someone with as many hours as Coconut takes a deep dive into the mechanics of the Knight and doesn't find his power to be redemptive, there's definitely issues.
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@Kirarozu said:
I am tired of being left on the floor to bleed out wasting my time because the killer can't stand someone possibly getting hatch. This has got to stop.
Killer main here. I absolutely HATE killers who slug for the 4k. I'd rather be tunneled than slugged. That being said, if you're the kind of survivor who makes a bunch of loud-noise when you find the hatch, or finds it and makes me watch you leave, you deserved being slugged.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3269336#Comment_3269336
You can and you will against hard camper+tunneler. M1 when you touch the ground (so OTR does not exist and is wasted perk slot) and sprint burst during on-hit sprint. Depending on killer you can go down in 20-10s later with your build.
Then that's 3 times he has hook you to kill you. If you can't drop enough pallets within 3 chases to buy your team the 5-6 minutes they need to do the objective, that's on you. And those killers who eat through your unhooked endurance, and then chase you down and down you again within 10-20 seconds also wouldn't be too affected by DS.
DS was nerfed to shift the meta. OTR is meta. Besides, the stun from DS isn't worthless. It just has to be used with intent now. Using DS in a Shelter Woods dead-zone won't buy you much time. But using DS in Gideon Meat Factory, or the middle of Suffocation Pit, and you're beyond safe.
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DS is in a fine spot. Off the Record is way stronger, anyway. Put on OTR + Sprint Burst and you literally can't be tunneled.
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I think people who say "Artist's counterplay is just hold shift+w" need to realize that looping the Artist is contingent upon having ANOTHER tile nearby that you can abandon to. Which is what the shift+w meta refers to. Survivors, at least in my MMR, have always played like this; looping as many resources and tiles into one chase as possible. So the fact that there's a killer who can at least punish that is nice.
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If nerfing Nurse made my killer ques quicker, I'd be all up for it.
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@dugman said:
I agree, this Halloween event and the changes to how the Rift works are great. 🙂
Yes! The Halloween event has been so fun and the cosmetics are awesome! I love the new fun weapons for Plague, Billy, Trapper, etc. They really did a great job with this event.
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@GrimoireWeiss said:
Great post. I'd take reverting all of the buffs to killers and nerfs to survivors in the last patch for an overhaul on most maps. You could probably cut every map 25% in size and most of them would still be survivor sided.
Nerfing maps is a little more complicated than making maps smaller. It would also need to address the abundance of pallets. Effectively, "w-gaming", or holding the w-key from loop-to-loop would no longer need to be meta. I heard someone say survivors should get slowed down when they're not in a jungle-gym. Like, running from one jungle-gym to the next would make them move at a slower speed, but being inside of a jungle-gym would make them move at 100% movement speed. This, of course, would require a significant balance overhaul, but it's an idea on how to address w-gamers. Just an idea.