Thr_ust
Thr_ust
About
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- Thr_ust
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Comments
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Dead by daylight has been pay to win for a very long time now.
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very late to this but I’d love to finally see updated mori’s for the OG killers. As well as a unique Terror radius for wraith.
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I just love how painful the clown’s laugh sounds. He’s actually coughing up a lung every time he does literally anything.
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If it was a common thing I think I would dislike it, but with it both being rare, and Myers still scaring the crap out of me by default. I’d say I like going against him every now and then.
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Nah give nemesis a tier 4 where he pulls out an RPG and instakills whoever he hits with it.
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Meant to hit the item one. But yeah I used to play more but between work and school I only maybe play a match or two of killer a day (if any). And I’m not gonna play that match against a team with 3-4 medkits regardless of if they’re a swf. I’m trying to enjoy the free time I have.
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I knew if I used agitation for long enough it would become meta. Who’s laughing now?
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Ironically, the fact that nurse can still curb stomp on a map that is bugged to spawn every single pallet possible is just further proof that nurse is broken.
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@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/3275965#Comment_3275965
As far as I'm aware, the offering hasn't been disabled, no.
Can I ask why? I don’t mean to sound rude but doesn’t leaving an item that can 100% guarantee a map kinda defeat the purpose of lowering the odds of going to that map?
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I kinda agree in terms of the toxicity and stuff, but doesn’t the lobby have a little bar in the bottom corner that lets you know if the ping/connection is ass?
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@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/3274611#Comment_3274611
The bug has been confirmed and at the moment they decreased the chance for the map to appear, to mitigate the issue while they are working on a fix.
I’ve been too busy to be able to log on recently. Along with lower chances to go there, is the map offering also disabled? Or can people intentionally choose to go to that map for the purpose of exploiting the pallet spawns?
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Because nurse is nurse. But a more serious answer is that since nurse is 3.8m/s she can’t really have restrictions on where she can teleport to. Because she is more reliant on her power than any other killer.
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@Brhoom said:
https://forum.deadbydaylight.com/en/discussion/comment/3101619#Comment_3101619
I'm tired of ######### comments like this
In this situation it’s genuinely true tho. Mediocre-high skilled players could still body wraith after his buff
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If I remember properly the only comment we’ve ever gotten on why Billy was nerfed in the first place was one of the devs on a personal stream (I think it was Almo?) saying that Billy was overpowered. It really is just a shame what they did to him for seemingly no actual good reason.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3060907#Comment_3060907
It’s a rare item with enough base charges for one heal, don’t see the problem. All they had to do was disable Botany when using a medkit - just like Autodidact (which I never understood why that is a thing, but that’s another discussion). Instead, a perk now nerfs one’s own item. It is stupid.
the rarity of an item is irrelevant when discussing balance. And yes if it was just one heal it wouldn’t be the end of the world. The issue is all you have to do is slap on a green addon and now you get two heals. And still have another addon slot to boost your medkit speed even more. Of course, you can still just use bandages along with the green addon to get enough charges for 2 heals. But that still means you’re not running an addon to boost your heal speed. Which will make a difference.
It’s a strange change, I’ll gladly admit that. But it’s nowhere near as stupid as the state of Green Medkits.
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Not any longer than they have been. Which admittedly still takes a little while.
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I hate to rely on streamers/content creators. But Scott Junds streams where he uses and abuses green medkits recently do a better job of explaining why this had to happen than any words can.
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@[Deleted User] said:
Funny how they got rid of Freddy's slowdown addons but decided it was a good idea to buff Thanatophobia in the same patch they made gens take 10 seconds longer. It's like they have two different teams in charge of balance and they have complete opposite opinions.
Wasn’t the issue with Freddy more that the slowdown could be applied to maximum efficiency with absolutely no effort required from the killer. Don’t like the Thanataphobia buff but at least the killer has to do something to get it.
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It literally doubled your BP gained. And this whole discussion aside. The fact that they would in one breath claim to reduce the grind and then in the next decrease the amount of BP a player can get per match in any capacity is laughable and embarassing.
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Basekit is extremely high B. Even the slightest help from addons bumps him to A imo.
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It’s nice to get a reminder every now and then of why the devs shouldn’t take community recommendations.
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I mean…. I’d say nobody really has/should have the right to leave salty comments? It’s just a game, say what you want in endgame chat but leave other people alone, if ya can’t do that you aren’t ready to be a part of an online community.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2993748#Comment_2993748
Nice to see this confirmed as I had my suspicion after the second match.
though that kinda makes the addon that’s showing you which locker is locked pretty useless..
To be fair tho it can be used as a worse version of the worry stone for early game awareness if the bloodweb decides it doesn’t want to be nice to you.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2993737#Comment_2993737
Wait, is that actually how it’s implemented?
Yes if only 1 locker in a group is lockers gets locked. The teleport instantly prioritizes the locked one. In the same way if (for god knows what reason) a survivor hides in 1 locker in a group. The Dredge will always be sent to that locker and get a grab on that survivor.
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Because without em Dredge would be at best C tier
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2993694#Comment_2993694
I just edited my post above. I should have read a bit better. I agree that anyone saying you can't look at hours at all to judge skill would be a bad take. Anyway I've dragged to on for way too long.
Peace out!
All good, I’d be a hypocrite if I blamed people for not reading enough of a comment before replying to it. Happens to the best of us.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2993682#Comment_2993682
I absolutely disagree the claim you don't need data and statistics because "That's how people work". Anyway this will start getting into off topic territory.
My original point to you was that's it's not necessarily a bad take to mention that high hours doesn't always translate to high skill. Exception to the rule or not.
And I can understand that and to some level agree. My point is we shouldn’t see that as the standard, because more often than not that won’t be the case.
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@rha said:
https://forum.deadbydaylight.com/en/discussion/comment/2993541#Comment_2993541
Eh, I have 2500 hours and there are players with 400 who are better than I am. I recently had a teammate with 4700 hours who played as if he had installed the game two weeks ago. He died first to a rather bad Nurse with no perks at 3 gens left or so. Everyone else escaped.
If someone has 5-15 hours then yeah, it's likely unfair to go against people with 2000 hours. With a couple 100 hours, people can be really good. And if the other side has 2000 hours that doesn't mean they've got 2000 hours experience in that role, or that they can play well.
Again like I said those are exceptions. Not the majority, will there be people with less hours than you that are better? Definitely. Will there be people with 5k hours that don’t know how to loop? For sure, but we can’t look at these things on an individual level and point out every minute exception as if that is a valid argument. Exceptions will always exist to anything, but like I said. Speaking in general terms time investment means an increase in skill.
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@JawsIsTheNextKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2993662#Comment_2993662
While that is true, you can't compare one person's 500 hour investment into a game to someone else's 500 hour investment into a game.
Also my PS5 account has 2500 hours, my Steam account has 250 hours. But my skill (or lack of) is the same on both platforms.
That is true. Which is why I mentioned in another comment that I do not think time based matchmaking would be a good idea. Because there will be variety in players with hours very similar to each other. But the bigger that number gap becomes, the less variety you have, and the more you just have a complete difference in skill.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2993662#Comment_2993662
"Those are exceptions they are not the majority."
I can't say. I don't have the data for that.
Yes, spending more time on something does usually help but there gets to a point where some people just won't advance any further no matter how much time they put in. Then there's people who pick up a skill easier than others. There are a lot of variables. So yes, if someone is at 50 hours vs someone at 500, I'd expect to the 500 hours player to be more skilled. But when a player starts getting into the hundred hours plus zone I'm not going to assume they are worse than someone with a few extra hundred hours on that.
You don’t need data and statistics to know the basics of how people work. Yes there will be naturally gifted and naturally bad players, that’s why there are exceptions. But the standard person who is neither above or below average will get better with time. And I can admit probably past 5-600 hours it stops being as impactful. But The difference will still be there.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2993541#Comment_2993541
There is actually people out there that think just taking time played would be a good way for matchmaking?
you don’t even know which role they have been playing and how much of the time was spent in the menus/lobby queue
I don’t think they should make time based matchmaking. I’m just saying that in general, if you invest more time into something you’ll be better at it than someone who didn’t invest as much.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2993541#Comment_2993541
Well there is nothing wrong with this take. There are plenty of players with high hours but aren't that great. I've seen a lot of players with half my hours that are 100 times more skilled than I.
Those are exceptions they are not the majority. Generally speaking the more time an average persons invests into something. The more skilled they will become at that thing.
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I’m really conflicted because I absolutely love Dredge but this rubber banding is literally costing me I’d say a good 20% of my matches.
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Inb4 the absolute geniuses on these forums give you the amazing take that time played actually can’t be used to get an idea of a players skill.
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The perk has always been this strong and frustrating to play against. The only reason it wasn’t used before is because it was a buggy mess of a perk that didn’t do anything half the time. I miss when 3-4 people weren’t running it every game too. But let’s not act like the deadhard meta was because of a community thing.
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I really don’t see a reason not to implement it. It’s not like it’ll make killers tunnel more. If they want someone out of their game, they’re gonna know who they’re going for.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2992185#Comment_2992185
That's fair, but I would argue none of these nerfs except the last one need a lot of testing. Bloodlust not deactivating after you charge your power is surely just an oversight. Nerfing his tunneling potential is just a no brainer, and toning down Nightfall so it doesn't do more than the intended effect is also a no brainer in my eyes, and I believe could even happen in a hotfix.
The nerf to his remnant teleport is the only more "advanced" nerf, which is why I also said I am not 100% positive about that nerf yet.
The bloodlust one I can understand since it probably was an oversight. But all the others just straight up make him weaker. Which he doesn’t need rn. Give it time, people will learn how to give him a hard time.
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Dredge is fine. Give it a couple weeks before we start asking for nerfs. I remember people thought nemesis was A tier when he first came out ffs.
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What we need to remember is that Dredge is a power spike killer. It’s not like he can trigger nightfall whenever it’s the most convenient or just use it because he feels like it. Power spike killers need to have…. Well power spikes, and I think nightfall as it is accomplishes that.
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Just see better it’s not that hard.
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Dead hard that perk is responsible for like 70% of stress playing killer.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2977701#Comment_2977701
I miss those long games too. Gen times did not change but games are fast now.
theres really no winning. I want good chases and still games that last a decent amount of time without slowdown. Used to get that time to time. But now I get annihilated at high MMR, I end up going against bad survivors, I slaughter em and it’s boring because it’s so easy, and then it’s back to good chases in games that last 5 minutes.
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I miss build diversity. And I miss having matches longer than 5 minutes when I use meme builds.
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I still don’t understand why survivors don’t get exposed when their condemned bar fills up
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2977597#Comment_2977597
I hope you realize that anti loop isn’t the only thing that makes a killer strong.
I do, but wraith doesn’t have much else. He has speed and an ambush that barely works against people aware of their surroundings. He has no slowdown, no map pressure, and unless he uses the yellow clapper addon, he doesn’t even have a grain of map presence. And I say this as someone who mains the guy, cuz I think he’s cool.
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16 meters still gives a survivor enough time to react. While still being enough of an inconvenience that a survivor needs to be very aware of their surroundings.
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While I’m suspicious about this just being a circle jerk post. It’s easily survivor. For too many reasons to take the time to explain.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2977602#Comment_2977602
He has not any anti-loop, true but he is still better than killers like Freddy, Trickster etc. But i understood your point. Most killers feels weak against competent teams, that's not just Wraith.
Yes but most killers don’t become an m1 killer with no power against good survivors.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2977597#Comment_2977597
He is between low B and high C for me. I put him here because his add-ons are good. But his base-kit is bad, after his nerf. I would take this nerf back.
Even with addons I don’t see it. If we were talking about crushing low skill players maybe I’d agree. But against competent, semi-decent survivors. He folds faster than the vast majority of the roster.
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The biggest stand out for me is that you put wraith, a killer with absolutely no anti loop power whatsoever. Above that many other killers.