WingManning
WingManning
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- WingManning
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/3160965#Comment_3160965
Definitely needs his survivors detection buffed to 30cm.
I wouldn't disagree that a bit larger of a hitbox for survivors would be nice, I think that's a decent to prevent things like this, there's definitely a lot of times you think you're square on someone and you end up sailing past them (even worse on the 2nd bound because it's so much more distance)
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@Tostapane said:
https://forum.deadbydaylight.com/en/discussion/comment/3160935#Comment_3160935
doing streak of wins doesn't means that a killer is strong generally speaking, it means that you just faced below average suvivors, especially in wesker's case...
I literally have no way of proving to you that this isn't the case, I have a lot of hours in the game and have been around since trapper was the only killer, I'm not a newbie by any stretch of the imagination. I'm familiar with killers and how they play, and I have a decent feel for their overall power level.
Wesker isn't made or broken on just his bound hitting a survivor, in fact most of my games that's not how i've been getting the majority of my downs. Two bounds can get you halfway across even large maps, the mobility is extremely useful especially if you run an info perk or two (I've been using discordance)
Combine this with the knowledge you get from the first aid sprays and you can be where you need to be at all times to apply pressure, which is what Wesker is ALL about. Likewise the first aid sprays are a vital part of your kit, survivors must swap out their usually strong medkits and toolboxes in order to grab one, and they still have to use it. In my experience the green add-on that adds 2 second to the spray time is a hidden gem, the amount of survivor time you're able to waste just from having them cleanse frequently is insane.
Likewise, you'll likely never get max level infection and that's completely fine, it's more there to punish survivors for not spraying than it is to reward you for getting hits. Play to your strengths, own the macro game not the micro game. Apply pressure and be everywhere on the map at once with the amazing mobility his power offers.
Also don't forget, "god" pallets mean little to wesker. Yes a survivor can keep running while you vault, but many windows and pallets in the game are only strong because you're forced to go around them, even if they get a small head start using your power just to vault a normally unbeatable defense is great.
Wesker doesn't suck, people are being reactive to a new character that takes some learning that the average player doesn't have. Just wait until [famous streamer] says he's good and showcases him with a couple strong games and suddenly everyone will change their tune.
Yes, he definitely has bugs but those will obviously get worked out, and I'm sure one will eventually cost me a game in my streak, but they're not the reason to get in a tizzy.
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I disagree with the notion that wesker is bad. After my first game was kind of rocky, I have yet to lose with him. There are some troubling bugs like dropping survivors when you collide with short objects like chests, or instances where you go through them because of hitbox problems.
But outside that I have no doubt in my mind wesker is a strong killer, as my 10 or so game win streak can testify.
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An interesting thing to note that I don't see discussed very much: Survivor meta perks are much more accessible.
Now, the newest update will significantly change this, but up until this point you could get a completely meta loadout for your survivor with zero cost to you, neither iri shards nor auric cells.
Bill has unbreakable and borrowed time, dwight has prove thyself (bond and leader to a lesser extent), meg with sprint burst and adrenaline, david with dead hard, jake with iron will. You can have a competitively viable build without needing to do the iri grind for multiple characters (or spending money) and actually have massive variance between builds with some interesting picks all around. Kindred is available for all, which is a great perk all around, as is deja vu and a few others.
Killers get trapper who has agitation at best, wraith which has the extremely niche pick of shadowborn, huntress which has little to offer in the way of perks, billy who has the best free perk for killers (again, until the big perk shakeup) with tinkerer, and nurse having some decent all around picks with thana and nurses calling.
The killer time investment is massive to get the meta perks, either having to wait until they pop up in a shrine or being outright required to spend money for a good chunk of them. BBQ is a frequent popup in shrines but otherwise requires a licensed killer. Likewise with deadlock.
Even beyond the licensed killer lock-ins the lions share of "good" killer perks are locked behind killers you do not get for free, survivors cannot say the same. Survivors are pretty much just lacking DS (again reiterating I mean in the current meta and up until now) as far as the most popular perks go.
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If you dare to ever modify the meyers stun from being the objectively hilarious sound it is now I will quit this game and never return
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@RiskyKara said:
You can't say John Madden for some reason. In isolation both words are fine.
They don't want you leaking the next killer
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People defend nurse for two reasons, one more important than the other.
The first is that nurse does indeed take some practice. Now, for me personally it didn't take that long to get good at nurse but the statistics for kill rates will show you that a lot of folks do indeed struggle So, some people feel as if their investment in the character justifies the return, that she should be good becuase it took time to master. This is not the most important reason.
The most important reason is that nurse is fun. She may be the best killer by far, but that's not even why I enjoy playing her. Having super high mobility and zipping around the map is just enjoyable, and people don't want to lose the thing they enjoy.
Now i'm not one of those people who thinks she isn't busted, she absolutely needs some kind of attention from the devs, but that's the thing I'd estimate makes people jump to her defense
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/3036759#Comment_3036759
This just creates a prolonged match.
This was thought about but a survivor in that scenario can just walk about the map touching gens and hide when they see Or hear the killer. Without tracking perks the match could go on for a silly amount of time.
You underestimate how much survivors would hide and move around trying to slowly grind out the gens as the old hatch standoff where each side wpuld stubbornly stare at each other for over 1h showed how stubborn each side can be.
Personally I would rather have a 50/50 chance and finish with a 3k. The hatch mechanic afterall is a way to end the game quicker not to grant a free escape or kill. It's the fairest way so each side can move on to the next match.
Now they could just start the egc when its down to the last survivor but then high mobility killers could become more meta and the door rng would need looked at, this could make m1 killers less viable at that point otherwise it would be a guaranteed kill for some killers.
This would also mean a potential for more 4ks which seems great but that slowly starts to puts the kill ratio up and could lead to more killer nerfs to reach the 50% kill/escape rate, always be careful what you wish for.
I agree with most of the idea, however I will add hatch is not a "50/50" as is often touted by the community.
If a survivor finds the hatch, it is guaranteed victory, if a killer finds the hatch it merely starts EGC and powers the gates. If the survivor waits by one of the gates, particularly with something like adrenaline, they can often get out before the killer has the time to walk over to the gate.
Likewise, if the gates spawn in opposite corners of the map it is an additional "50/50" on if they will choose the right gate and find the survivor in time.
While I'm not saying the hatch is unfair or anything (I often give it away to the last survivor anyway) I take some issue with the idea that it's not survivor sided, at least in the idea that upon closing they get an additional chance at escape
There's also the more-unlikely-but-still-possible scenario of them having a key, or even plundering one mid-match
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Nurse getting an Oni style treatment could be cool. Make her movement speed a bit higher out of her special phase, but be unable to blink until you do enough.. whatever it is.
Basically to limit her powers availability to limited periods of time, so she would have bursts of strength.
Course she'd have to get retuned in other areas but I think starting from there would be a good step
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Hi I'm pretty sure I was the nemesis in this game (although I might not be!), and I made a forum account just to post this so it took a while to get approved before I could post.
I felt really bad about the DC, despite it making the game easier on me I know how much is sucks for survivors to get a disconnect early on because it sets the team back so badly. Plus it really felt like a rage quit and not an unavoidable DC which makes it worse.
That being said, you shouldn't feel like you're "wasting" your cakes! They only cost 3k bloodpoints, so as long as you do even a little tiny bit okay in the match you're coming out with a profit and so does everyone else. There's no need to feel spiteful towards others so much so that you set your own goals back!
I know the game can be frustrating (I am a killer main after all) but don't let a handful of bad experiences set you back so much that you let it ruin the event. I know that I've at least personally let survivors go after getting a few hooks just as many times as I've played the game normally, and no matter what everyone is coming out of it with more points than they normally would.
Keep your chin up, and remember that the bad moments always seem to stick out more than the good ones but there's plenty of fun to be had