Kwanghyun
Kwanghyun
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Being immune to anything for a minute is no, not fine. It punishes the killer for playin too well and rewards the survivors for making dumb mistakes as long as it's active. It's original purpose is anti tunelling but it does a lot more than that, so should deactivate when you hook someone else.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1183067#Comment_1183067
You being too daft to understand doesn't change the validity of my comment.
Hahah it made my day.
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@just_a_noob said:
https://forum.deadbydaylight.com/en/discussion/comment/1183029#Comment_1183029
I’ve never played siege nor do I have any interest in it so your example means nothing to me.
and I read the “whole story” as you put it. Doesn’t mean I got to read everything before I commented. I started to reply and had to go do something so yes, other people posted their responses while I was mid replying so I didn’t get to see them all first.
we have different opinions so all good. have a good day
Don't let red ranks play with anything but red ranks. I don't see why would someone disagree with that.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1183029#Comment_1183029
No. Completely different games, completely different player balance.
Empty arguement again with no point to back it up. Seriously what are you doing here troll?
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1183029#Comment_1183029
The Siege scenario is literally called "Quick Play".
This issue also works for the killer's side. Rank 1 Wraith, with pink clapper and purple Windstorm demolishing a team of Ranks 8,9,9,16 is just "normal gameplay".
I have never gotten teams like that in rank 1. The way the matchmaking works it's impossible. Only if the player count is abnormally low or something but that's definitely not normal gameplay.
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@just_a_noob said:
https://forum.deadbydaylight.com/en/discussion/140431/this-is-a-thing-again-really
I don’t see what the issue is? 1 red rank amongst other survivors that are around your rank? In theory, that red rank survivor is at a disadvantage because they are playing with people who are also still learning the game. In my experiences, survivors around rank 17-20 miss skill checks, are scared to do anything, hide when they see the killer even if the killer is right over the other side of the map.....and I could go on. how is that unfair to you as a rank 17 killer?
You’re complaining because you got 1 red rank in your lobby who you killed, you got a 4K and almost a perfect game. Hmm
The answer is all above, not gonna repeat the same to ppl who won't read the entire story. In nutshell, yes. That rank 1 has nothing to do in a rank 17 match. Imagne playing Siege in bronze while the enemy team magically has a diamond player. That's what this is.
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1182972#Comment_1182972
I highly doubt you're a newcomer when all your perks are teachables and all but 1 were tier 3
No? Im not? I have 800+ hours in this crap. Got deranked for inactivity, so I have to play in the newcomer tiers, and made this post for the sake of real newcommers who have to face these unfair rank matchmakings. Demit....there is no reason for this to be so difficult to understand.
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@twistedmonkey said:
With the new matchmaking rank won't matter so in your case you would probably be matched with more red rank.
In this case I don't see an issue as you clearly aren't a true rank 17 much like one or two of the rank 17 survivors looking at the perk loadouts. It looks like a bunch of players who have taken a break and came back for the extra BP's.
It's the true new players BHVR need to look after a bit better when it comes to this scenario.
"It's the true new players BHVR need to look after a bit better when it comes to this scenario."
That issue is really overlooked. And that's what I'm trying to point out here. For my case it's obliviusly not a problem it's 3 less good players than usuall I can go against them and win all day, but a new player would have a significantly different experience. But the problem is, EVERY team is just like this in these low ranks. Or 2 purples with 2 beginners still the ssame thing.
I haven't heard about this new matchmaking though, maybe it can fix this, but considering that it's Behavior we are talking about, I doubt it.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1182972#Comment_1182972
Wait, so it's not fun for that one killer who could just figure out not to chase the guy who clearly wants it in a single match, but it would be totally fun for those THREE survivors to get rekt by a level 2. 🤔 Mmmhmmm, seems legit.
Yes just like it was for a few weeks when they fixed this issue. The low rank killer can't chose to not play against red ranks if they queue up with low rank potatoes, but the potatoes queueing up with the red rank, they do it voluntarily so there'd is nothing wrong with that. Either play in YOUR tier or get dominated by the much better killers its all your choice. Really simple logic.
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/140431/this-is-a-thing-again-really
I don't see an issue. This is actually not bad simply because if this was a new killer, 3 new survivors, and a rank 2 survivor the game actually has potential. You have 4 people playing and the experienced player giving people chances and letting them play.
A new killer with no game knowledge would go after the rank 2 guy all game while the rest is rushing the gens. That’s why he got only this few poins. He was trying to get my attention all game but only chased him down when everyone else vas disabled. It’s not very fun for a newcomer chasing the same guy all game that you can’t even possibly catch before all gens gets popped.
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Right after keys and hopefully bs survivor perks are nerfed. Untill than nope. iTS pARt oF ThegAMe
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Because they suck at the videogame and the few tines they escape, they wan’t to BM it. The good survivors who do that are even worse. They must suck at life.
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@Waffleyumboy said:
Wait until you face a Head On team
Those are memers. They won’t get away no matter how many times you get stunned if any.
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Bill and maybe Nurse with her “oh ######### I stepped on a mine” skin
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Don’t do bait threads. BHV’ll take it seriously.
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This game is ded. Unless they to a major hotfix.
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@Steel_Eyed said:
Idc
You will when the game dies because noone gonna play killer anymore. After the recent ######### patches I only play this game in like once a week. If little shits manage to cry out a noed nerf though it’s an other uninstall to the pool.
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Happy infinite queue day 🥳
It’s only gonna get worse from now 😌
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@honestlybaffled said:
With recent nerfs and buffs, I’m wondering if brand-new parts with comodious toolboxes could finaly see a huge well deserved nerf soon, or they are buisy “fixing” the other aspects of the game.
Not interested in arguements about this add-on. It’s clearly broken when you get people DC-ing more often than not if it’s being used. And you can’t blame them either. It’s the survivors fault for bringing in something obliviously ridiculous.
And what was the point of this comment? Sure I agree because you know what? In not a survivor main but unlike the selfish peasants who only play half of the game and protect their broken stuff, I acknowledge what might needs to be fixed.
EDIT: It’s more like the toolboxes that needs to be nerfed imo, but that deserves it’s own thread anyway.
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@T2K said:
https://forum.deadbydaylight.com/en/discussion/comment/1011547#Comment_1011547
No need to justify a goal here? Man you said yourself "Considering recent balance changes..." get called out about it and now you dont say anything just nerf it.
So you are saying the devs dont know about this. and thats not a weak point? but if I say they do it is a weak point? wth?
Clearly they know because iri heads once got nerfed. and you could always combine them with belts. Just laughable. Sry Im out. this here is just a meme thread for me. Cant take you serious. cya
Better for both if us. Whatever you were smoking I could use one too.
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@T2K said:
https://forum.deadbydaylight.com/en/discussion/comment/1011459#Comment_1011459
They are not broken. They work as intented. The devs are well aware that you can combine them with belts. what are you talking about? Its not a power increase with more hatchets, they still one shot. You just have more hatchets dude. How the hell people think its an exploit. omfg...
No need to justify a nerf goal here. It is clear that the add-on is owerpovered. It was being ignored because it isn’t used that often so less people complained.
Also this “You just have more hatchets dude. How the hell people think its an exploit. omfg...” you can’t be serious there lol. And again, referring to the devs knowing about it is a weak point.
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@T2K said:
You are not interested in a discussion about iri heads and just say they are "broken" what they are not. People DC-ing is your argument for a nerf... alright.
I hope they never change iri heads. If players would at least try to learn playing against this instead of just DC-ing it would make playing survivors more skilled and less "nerf everything I dont like or I DC".
It was debated many many times in many places. This post is just a reminder to the devs so they won’t forget about it. I’ve already made a post about this in the past, and as you can guess it was filled with nonsense arguements to protect it.
Considering recent balance changes the devs have no reason not to nerf this add-on since they are open to nerf less impactfull stuff too that noone asked for.
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@Cetren said:
Wait, its the killers fault that SURVIVORS choose to DC for bringing in an add-on that the DEVS put into the game?
Even if I agree with you, your logic is so nonsensical that I cant help but be argumentative. It doesn't get more comical than this.
Your logic is flawed because you put the devs will above common sense. But anyway I’m not gonna debate this now.
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@Artyomich said:
That's gonna be double the wait time once the Ruin nerf drops and the killer either start playing Moris left and right or just switch to Survivor since that's where the fun is.
Killers are not required for the game, They're A.I. Welcome to the 1 hour queues.
An A.I would be horrible. I mean Friday the 13 devs couldn’t manage to program an A.I killer. What do you expect from BHV? But regardless, it would be boring as hell after a few days and nobody would play anymore.
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@Shirokuro said:
Christ. I feel like the changes to Spirit and Nurse were needed but now Freddy?
There's a bunch of different ways to wake up. If you fall asleep during a chase because of getting hit or the timer, it's mostly your fault.
Not to mention, even if you are asleep, Dream Snares are quite visible so you can easily avoid them. Even if you touch them, they don't do much at all. Dream pallets can be countered by memorizing the real ones, pulling them early and/or not relying on pallets at all.
Freddy crisis is already over and he got nerfed recently. These crybabies are unworthy to reply to. And these are the people who tells you that “JusT aDapT” to the obliviously bad new ruin. Joke.
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@baron said:
Survivors complained when self care got nerfed. Were told to adapt. The no heal meta was born and adrenaline got chose more. They adapted.
Survivors got pallet amounts nerfed. They got told to adapt. Pallet looping grew into an even bigger meta.
Exhausion perks got....well.....exhausion.
Gen speeds were nerfed in the games first year by having 10 seconds added to completion at the same time hook sabo got nerfed. Tool boxes then got used mostly on gens. They adapted.
Something tells me killers will be and do just fine with the ruin changes. And no one that quits over it will be gone long. They rarely are.
What a dumb point. You don’t need SC in the first place and it wasn’t even nerfed hard. Ruin on the other hand was a most have otherwise the game gets handycapped.
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You suck that’s it.
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@CosmicParagon said:
Honestly, just deal with it. A 3K is a win in my book. If you're THAT worried about it, slug the 3rd guy. Bonus points if you use knockout and/or deerstalker.
Well there is 4 targets to kill. That’s the killers objective. If survivors won’t do theirs, noone gets to the fookin’ hatch. I don’t care about points or pips rank doesn’t matter anyway (can’t get away from red ranks anymore). If there is no gens done, why would you take 3 ppl and give a free escape to the last one?
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1006753#Comment_1006753
Wow youre....oblivious. Telling someone to KNOW the outcome of RNG before it's even implemented that game, as a counterplay....oof.
Especially considering if you're on opposite sides of the map and it spawns under the survivor, there is no way to counter luck/RNG from 100 yards.
"Find it first is the counterplay" is like saying "dont get seen by spirit" is a counterplay. Or "dont let the killer hook someone" is a counterplay to BBQ.
I'm out. Good luck, mr or ms brick wall.
Ignore him
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@Peanits said:
It's more or less there out of necessity. It did not spawn with zero generators completed before. The problem was, the survivors would then have to power 4/5 generators alone while the killer patrolled them. Since the killer could patrol them faster than a survivor could power them- and touching a generator tells the killer that someone was working on it- the only conceivable way a survivor could win was by waiting until the killer got bored and gave up, then do a generator. As a result, it became a very, very long game of hide and seek, and it wasn't fun for anyone involved.
These days, the hatch spawns. If the survivor gets there first, the game ends and you still win with three kills. If the killer gets it first, they close it and the EGC starts (odds are they'll get that last kill). Either way, the killer still wins and the game ends, you can move on to the next match.
I would much rather have the game end and move on, personally. If anything, I would just prefer if the emblems were more lenient when there was a hatch escape (since you basically had it in the bag).
Well that is true and all, but in by opinion that’s still feels like a cheap and easy way to avoid an issue instead of fixing it. Obliviously it’s not my job to come up with a solution, but your team who works on the core game itself could be a bit (lot) more creative to make these problems disappear in a more fun and more importantly fair way. For example instead of opening the gates right away when the hatch gets closed, the survivors should find the switch firs if they don’t already carry one. Same goes for gens and the gas suggestion which I’m sure you already heard about.
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@TheBean said:
Should have slugged the 3rd to get the 4th.. Don't complain just cause you weren't good enough to get that last survivor in the 4 minutes it took for the 3rd to bleed out.
The hatch has counter play.
You aren't entitled to have a 4K... You have to earn it.
Also that baby is terrifying
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@Karl_Childers said:
If there’s no hatch, then you also should not get any assist in finding that last survivor though. If they want to spend 30 minutes trying to stealth gens and hide, which is the only way to escape, then that’s their right. They are trying to survive. So if you are ok with the fact that it’s your job to find them, no matter how long it drags on, then sure bring back the hatch only after 2 gens. That’s the tradeoff. You don’t get to see their aura after a few minutes or get any sort of EGC help. Find and kill them for that 4K yourself.
Well that wouldn’t be much different from the scheiße we have now. If you don’t want the hatch to spawn, you have to slug which is just as boring.
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@TheBean said:
Should have slugged the 3rd to get the 4th.. Don't complain just cause you weren't good enough to get that last survivor in the 4 minutes it took for the 3rd to bleed out.
The hatch has counter play.
You aren't entitled to have a 4K... You have to earn it.
Bruh I’m playing this game for over a year and ever since the EGC, I’m slugging every freaking time when I feel like noone deserved the hatch. Thing is, they often leave their teammates to die on the floor. How am I supposed to find someone who just keeps walking from locker to locker you dumb dumb?
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Playing for fun as killer is easier than playing for win because that’s what is allowed by poor balance. On the other hand, survivors are always expected to play at 110% tryhard mode no matter what.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1005791#Comment_1005791
"Killers got many nerfs recently though a and if survivors riot about about having a second(and third) chance all the time, it’s time for civil war then."
*ignores the months of Survivor Nerfs before*
Cool guy. But maybe the Memory of Killer mains is simply a little bit weak, who knows. Because all of them seem to forget this.
You say killers have bad memory when survivors were and still have the power role in the game. For comparison, in Friday13 the killer has it which means that, if the killer players do well enough on their own, they can win no matter what. It’s diffucult at times but always possible. In DbD that’s not the thing though. And in the game’s early days it was outrageously clear that the killer has little to do with the outcome of the match. No wonder survivors got so many nerfs since they were way to overpowered to call the game any healthy and sell it.
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@YaiPa said:
Long story short: it’s done to prevent survivor hiding and taking the game in hostage.
sure, they could make that the last survivor aura at 5 gens is being shown to the killer, but you know, survivor always deserve a second chance, otherwise they riot.
Well fair enough. So basically the devs swept that issue under the rug like everything else. That case they should implement a mechanic to prevent that last survivor from exploiting without having the hatch spawn for no reason.
Killers got many nerfs recently though a and if survivors riot about not having a second(and third) chance all the time, it’s time for civil war then.
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@sneakymeghead said:
https://forum.deadbydaylight.com/en/discussion/comment/1005737#Comment_1005737
You are wrong ... I care about dev's opinion :)
They have the source code, they do WHAT THEY WANT about the game ...
If you don't like the recent changes, adapt your gameplay OR play the other side OR just play another game :)
I heard that former killer mains enjoy a lot Civilization :)
My thread says nothing about recent changes. It highlights an old one that was around for long enough to think about rewiewing it. And again I’ve already stated my points and you failed to oppose any of them so I have nothing to say to you.
Also if killers keep leaving due to poor balance you get nothing but infinite queue times lol. Have fun finding a new game yourself.
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@sneakymeghead said:
According to devs:
- 2K, 2 escapes is a draw game (and what they want)
- 3K and obviously 4K are a win
So, you had a game where you clearly won and you still complain ?
These crying baby killers ... .seriously ... !
Oh the democracy....read the thread please. And noone cares about the DEV’s opinion of what is a win and what not lmao.
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@laurelstroodle said:
If I need tbh nurse's kill rate dropped cause they increased their skillcap cause she was easy af to play with addons, you just had to play for a complete day and you already are decent playing her and say welcome to the 4k party.
And if I remember most nurses I faced relied on omega blink or 3 blinks so since they nerfed those addons all of them quit playing nurse.
It was NEVER easy to play her. They just adder a cooldown on top of the cooldown which is dumb and makes me don't want to play her anymore.
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Tunneling is the only decent counterpay to answer for a gen rush. Basically you can call it kill rush. If you hook everyone 3 times in the match, get hooks frequently but each time you hook it’s the survivor who got hooked for the last time you gonna lose even if they doing the gens slower than usual.
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Balancing around the noob tier is dumb. Also you do not have to escape to pip or even double pip as survivor.
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Bamboozle is broken and the ficken devs still didn’t do anything about it for months even though I already made threads about it on multiple forums. (Window block is delayed so the survivor can climb back after you block it with bamboozle. Same delay happens in normal 3rd vault block and still no fix...)
Also thanks for showing the Oni prestige sword. I was about to prestige him but it looks like none of his pieces look good.
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You have to combine her good pieces. Than she can look ficking amazing. But I think the outfit with the bag looks super cute.
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@SirFloofington said:
https://forum.deadbydaylight.com/en/discussion/comment/902474#Comment_902474
Please provide counterplay then other than the very obvious: 1. Don't get hit, 2. Stealth and 3. Die in a locker (If that counts as counterplay). Because the counterplay listed here are applied to all killers except for #3.
What counterplay you want? Rush the gens as usuall before he could get all his 12 hooks and you win...end of the story. You’re not suppsed to be able to do something to counter everything that killers have. What’s the point of that? Sure easy free wins, that’s what you want and that’s why most of the killers are garbage, because they’re just like that. Also just loop Lmao he can’t do #########. Adrenawin borrovedhook dickstrike, nevertheless none of these has counterplay to them.
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@Johnny_XMan said:
I disagree, Hex Ruin is not always necessary.
I think a lot depends on your ability to pressure and catch survivors, plus also the mobility of the killer you are playing.
I’m not saying balance should revolve around red ranks, but from my own experience I’ve seen teams get demolished when Ruin isn’t even being used. Ruin is suppose to only slow down the gens, but not permanently. The problem is it’s spawn locations atm.
I just don’t think a perk that is gone nearly within seconds is necessary.
You can slow the game down through other means (Thana, Dying Light) if gen speeds are really affecting your playstyle.
@Thatbrownmonster said:
I see often that survivors claim that killers lost because he didn't apply pressure
Sorry but what?
A killer can down someone in 1 minute, but by that time 3 gens can pop, soo what are survivors expecting? for the killer to stop mid chase and check on every generator?
Maybe I am dumb because how is a killer supposed to apply pressure when survivors simply don't fear the killer
This should answer your questionable argument about applying pressure. You CAN’T do it, not at all, not with 80% of the killers.
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Flex main. Play both equally. This version is definitally better, but the range it gets activated from should be heavily reduced and by no means should be linked to the terror radius. It meant to be an anti camp perk but it’s not. It’s a free unhook perk in every situation and the unhooked survivor will automatically go for bodyblocking after you target the unhooker. (which is anoying as #########) Deep wound progress should be a lot faster too.
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@CloakedDagger1 said:
https://forum.deadbydaylight.com/en/discussion/comment/901137#Comment_901137
if survivors ran slower they would never get away from killers killers can catch up and catch them already if you don’t understand me move on no need to comment anymore on something you don’t understand
It’s you who don’t understant what am I talking about. Maybe use a translator to understand foregin words in people’s comments so you wouldn’t respond some nonsense to it. But since you don’t even know this mechanic of the game, I’ll explain it.
Both killers and survivors have a collision box around them which is basically the physical point where their modells should start in a less clunky videogame, but killers have a much larger one than survivors. (collision is also what causes body blocks). But if you’re running around a loop being as close to the wall as possible (hugging it) since killer collision boxes are larger it takes more distance for them to walk around the same loop as it takes for the survivors so the higher movement speed of the killer and the ability to catch up with people is heavily reduced while looping because of it.
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@CloakedDagger1 said:
https://forum.deadbydaylight.com/en/discussion/comment/900488#Comment_900488
Survivors run faster because it’s their only option to do gens loop and escape
I missed the sense from this sentence..but have a feeling there was none.
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@Desolate_Sands said:
You lost me at pop is poop. It's the best gen control perk in the game, standalone or combined with others.
Ruin usually just gets me to my first down when I am playing killer, because it's typically dead within a minute. But that's all you really need. The diciest part of killer is right at the start, when you are chasing 1 person and 3 are on gens. Once you get 1 person on the hook the gen repair progress slows significantly. I honestly think in many of my games sloppy butcher is slowing it down more than my ruin overall.
I use devour over ruin on the stronger killers. Pop + Sloppy is usually plenty to keep the gens under control while devour stacks. You definitely don't need it as a killer, it's just nice to have.
PoP is amazing but still useless when they pop 2 gens by the time you get your first down and they have another one at 80% or so. Since we are talking about the early game there is no way you can down someone quicky when all the pallets are up and in place no matter how good you are. (survivors can be trash but it’s not worth considering). And even in you get a 25% reduction in one of the remaining gens it won’t be the reason if you still manage to win somehow.
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Yeah and I think that I made a pretty good point here. There is hardly a room for disagreement for a system like this. The fact that a mechanic like this is not implemented in the game already, shows the ignorance and inability of the developers.