Adjatha
Adjatha
About
- Username
- Adjatha
- Joined
- Visits
- 3,176
- Last Active
Comments
-
There's no good reason why a generator in regression shouldn't regress at the exact same rate as 1 survivor working on it.
There are 4 survivors, all of whom can bring items, perks, and partners to make the gen speed far faster than the 1 survivor standard. On top of that, it takes survivors 0.001 seconds to stop the regression.
Kicking a gen should be a small automatic damage and should regress at the full 100%
-
The eternal mantra: Buff solo, then buff killer.
So far, Solos have gotten:
- An always-on Obsession, so the killer doesn't know if the solo team didn't bring DS
- A per-character hook counter, so the solos know who's most in danger
- BT buff that applies its effect vs all killers, including ones with stealth, lullabies, or who are across the map to remove the danger of blindly unhooking
- Killer nerfs that advertise the power being used cross-map with loud sound cues
- Boon totems worth two bonus perks each that advertise themselves to solos through cross-map sound cue, cross-map auras, nearness screen glow, and a buff indicator
- Numerous killer nerfs on middling killers for the sole reason that "their power was OPPRESSIVE to solo survivors"
And now they're looking at additional ways to buff them, like cross-map activity icons or (maybe) basekit Borrowed Time.
Pray tell, when exactly are the buffs to all killers supposed to be coming? Because if you're waiting for Solo and SWF to have the same success rate, you're going to be waiting until the heat death of the universe.
-
I disagree.
They mentioned the possibility of a new game mode without outright rejecting it, which is the most they've ever done for new game modes. That's huge. It does nothing for anybody right now, but the fact that they're even willing to entertain the notion is the first babystep towards making this game deeper than "sit on gen, leave through gate."
-
Oh, I also forgot: During the period of time where DbD lost 22,000 players:
- There was a Halloween event, with its own unique tome
- TWO killers and TWO survivors released
- The game was released for free on Epic Game Store, flooding the cross-queue with a slew of new players to reduce queue times
Whole lot of "please keep playing" things getting deployed and still 40% (of Steam players) left.
Perhaps trying to "balance for the sake of balance" lost sight of what actually made the game fun to play?
-
MMR is checked first and foremost for survivors. If MMR is checked at all for killers, it's an afterthought.
-
@Carth said:
CoH: Check
SWF: Check
Overpowered addons: Check
only 3-4 killers being viable vs a team of anyone paying attention and with good game knowledge: check
Survivor mains: "Why do the queues take so long???"
Excellent points. We will deploy a hotfix to nerf Pig immediately.
-
There is no good reason for them to remove perk tiers.
A lot of players just play for the blood points. A lot of blood points go into unlocking perks. If they cut out 2/3rds of the blood webs you needed to go through to get your perks, bp would be a far lesser draw. Without an excuse to play for BP, people would start playing only for the win (which DbD is wildly not balanced enough to handle). When people don't get wins AND don't need the BP, they'd stop playing.
The grind is the game. Like it or not.
-
@AngyKiller said:
Some Survivors: Killers are not leaving! 🤪
Reality Of The Past 6 Months:
https://us.v-cdn.net/6030815/uploads/B094ZNEJ0924/image.png
Guess that's all Survivors leaving, then? 😂
I've been watching that stat every day for all of January. It was gaining .5 - 1% loss every day up until the Blood hunt went into effect. That stopped the bleeding for about 2 days, now it's back to losing players each day.
In all, since SBMM went into effect in August, 40% of Steam players have stopped playing DbD That's a tremendous amount, especially considering there has been:
- A new killer and survivor released
- A unique seasonal event that gave away free cosmetics
- A ton of free BP codes
- A 1.5x BP, week-long event
All that and the numbers are STILL going down? That's a pretty significant loss. And while there are plenty of reasons that cause people to quit, the fact that this freefall started right when SBMM went into effect suggests a pretty strong correlation (though not necessarily a causation).
Personally, I quit after the last big round of killer nerfs. I'd just bought Deathslinger, tried him once, found him fun to play (though not especially powerful), and then boom: gutted on the vine. Why am I picking up new killers if they're just going to get the legs cut out from under them the next time a Dev decides this killer or that killer needs to be a clown for new players to run around?
Don't get me wrong: I also have atrocious matchmaking with SBMM. It was "lose 3 matches by a landslide to a team with identical perks and matching names, then get 1 match against survivors who haven't found the run button yet." Awful, awful experiences.
I keep checking the forum for any positive news that reflects the DbD team recognize their problems and are taking steps to make the game enjoyable for everyone. The Mid-chapter was a joke, so no help there. The Q&A had some neat forward-looking concepts (alternate game mode maybe, possibly, sometime in the far-flung future), but no real help there either.
Maybe some day, but I'm not holding my breath.
-
CoH covers around 15% of the map on huge stages like Mother's Dwelling.
It also covers around 75% of the map on small stages like Midwich or The Game.
It also provides essentially unbreakable heal zones due to the sheer length of time killers need to snuff it on multi-floor stages like RCPD.
The healing speed is definitely a huge problem. But the biggest problem is how its game impact varies so wildly from map to map in a way that no other perk does. There is no good reason why it works through multiple floors and no good reason why its radius doesn't change based on map size.
-
Survivor 1v1 should be nerfed across the board, full stop. It's just like how they changed the NHL to give the goalies smaller pads for higher scoring games. Even if you don't kill anybody, if you downed and hooked survivors 6+ times every game, you're going to feel like you were having a back-and-forth.
The game is wildly more fun for killers if they can hit, down, and hook survivors without losing 2-3 generators per hook.
Being able to stand a chance at downing survivors discourages camping because you're not going to stay to secure one hook when you can just go off and get another one.
Having more hits means survivors have to get off of gens to save their friends, slowing down the gen progress dynamically instead of artificially putting in elaborate perks or nerfing repair speeds.
Having survivors take more hits means more health states to be healed, which gives survivors more points each game.
It's the right thing to do and the best way to make the game more fun for everyone (survivors included).
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2761408#Comment_2761408
https://us.v-cdn.net/6030815/uploads/4ZPEM8A0QU8N/image.png
funnily enough i read your comment at that point
https://us.v-cdn.net/6030815/uploads/64PQCQ2D25ZZ/image.png
Here's what I got from it.
So, to be clear: if killers perform poorly at low levels, but do well at high levels (like twins), they're fair game to get nerfed. (except Nurse for some reason)
If killers perform well at low levels but do poorly at high levels (like Freddy), they're ALSO fair game to get nerfed. (except Bubba for some reason)
So basically there's no internal consistency and things just get nerfed randomly and for no reason. Cool.
... Anyway, assuming the Reddit thread is semi-accurate, this is actually exciting MaybeNews:
- ...potential new gamemode, working on testing split queue times with SBMM and how they impact it and , “there is always a chance * wink *”
The balancing is a joke, the maps get worse every rework, the killer experience grows worse and worse, SWF is the only way to play survivor anymore, and QoL improvements are somehow the most difficult programming tasks ever attempted. But discussing giving DbD a DIFFERENT game mode without immediately shooting it down?
That.
That is news worthy.
-
@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/305232/pyramid-head-needs-a-nerf
Do you have a problem with Nurse too, since she can pretty much go through walls?
https://forum.deadbydaylight.com/en/discussion/comment/2751361#Comment_2751361
Yes. Thx.
https://forum.deadbydaylight.com/en/discussion/comment/2751540#Comment_2751540
I have 4.5k hrs and I can vs him far better than some other killers with anti-loop (I hate Nemesis and Artist for example). Idk... but some people just avoid his trail like it will insta kill and therefore get M1ed pretty easily. And yes you can "tunnel" with him more efficiently (first of all I need to get across the map for that lol), but maybe you should not depend on all your 2nd chance perks to carry you through the match? Or maybe don't heal right after uncaging/unhooking someone. Or maybe don't get on the killer's nerves. There are many reasons why a killer tunnels. PH is no different in that case than the others.
He's fine.
https://forum.deadbydaylight.com/en/discussion/comment/2751576#Comment_2751576
Don't forget, he's one of the killers with really bad addons. The others are Freddy, Twins and GF.
https://forum.deadbydaylight.com/en/discussion/comment/2752376#Comment_2752376
I think this was someone who did their daily or maybe an inexperienced PH-player, but it demonstrates pretty well that you can easily loop a new or average PH. You need a lot of practise to be good with him. Which is fine, since some other quite strong killers are the same (Nurse and Huntress f.e.)
Oh don't worry. I know full well he has bad addons. In fact, he has the WORST addons of ANY killer in the game. I made this whole account on this forum specifically to request an addon rework for Pyramid Head. He's been nerfed multiple times, his perks have been reworked, and a good number of other killers have had their addons redone, but PH remains the proud owner of the game's most useless addon selection by a country mile.
But hey, look on the bright side: You don't feel bad about Prestige wiping out all the addons you've built up because they weren't going to help you anyway
-
- Continual nerfs to bad killers, making their addons useless or their powers unfun and extremely punishing to use
- Either no compensating buffs or extremely insignificant tweaks to killers
- Broken Hit Validation put in on Pallets, no Kill Switched till the feedback bug was fixed, then the SAME BROKEN CODE applied to Dead Hard
- SBMM applying to survivors but being ignored for killers to give survivors faster queues
- SBMM not starting at zero for brand new killers, invalidating the whole point of killer-specific matchmaking to learn new powers
- A continual parade of survivor buffs in the goal of "gets solos to the level of SWF," but letting SWF benefit from all the same buffs, just making them even better
- No sign of the second half of the oft-touted "buff solos then buff killers" mantra
- Maps continually made brighter and brighter, losing the whole dark atmosphere of a horror movie
- And, of course: No rework for Pyramid Head's awful AWFUL addons, despite a dozen other killers getting addon tweaks.
-
@SuzuKR said:
• 40 second cooldown instead of token system
• Hooking a survivor will immediately end any current cooldown
• Lunge range reverted back to the original +100% on PTB
• Press (some button) to make the next lunge within 3? seconds become a super-lunge and put the perk on cooldown after the super-lunge animation is finished regardless of hit or miss
tldr; Giving killer more agency over when the perk is usable by not making it based off gens (something out of their control and requires losing generators) and being able to decide when to use it. Range reverted to original because it made no sense for it to be reduced when it came to live. Even with these changes it still wouldn’t be meta as it offers no gen regression, but it would make it an actually good perk otherwise.
No no. You are thinking of Dead Hard. That's a SURVIVOR perk.
Killer perks have to have obnoxious triggering requirements, punishing use functionality, and limited game application. Because, you see, killers get 4 perks while survivors get 16. So Survivor perks need to be stronger, more useful, easier to use, and more rewarding than killer perks.
-
@soos said:
I agree he definitely needs a nerf. If you vault a window or pallet he hits you with M2 if you don’t he hits you with M1. And if you run into his trail of torment he will tunnel the hell out of you. I have 5k hours on this game and I can say he is a badly designed killer. Hopefully the Devs listen to their community and nerf him.
He's been nerfed numerous times already.
You hardly ever see him because there's few enough people who DO play him and he grows more irrelevant by the day. He has an absurdly over-generous number of self-nerfs that make playing him feel awful, make using his power incredibly self-punishing, and despite his absurdly low play rate, everybody loves putting him in A-tier (if not S-tier), overhyping him to such an absurd degree that he'll never get the overhaul he needs to actually feel good to control (or the reworking of his addons to be at all useful in any way).
But there you go: It doesn't matter how much Counterplay the Devs build into a killer, doesn't matter how many times he's been nerfed before, and doesn't matter how little he actually sees use.
Somebody will ALWAYS demand MORE nerfs.
-
@FFirebrandd said:
Nicely done! I've not chased adepts myself, but Pyramid Head's can't have been all that easy. His teachables aren't amazing.
And that's AFTER they got buffed. Still garbo.
-
Pyramid Head:
- Makes more noise walking than nearly every other killer in the game
- Is one of the three tallest killers in the game
- Makes a tremendous sound cue when he drops his Great Knife into the ground
- Cannot activate his shockwave for a full second after dropping his knife
- Cannot turn nearly at all, and moves slower than survivors while his knife is down
- Projects a huge red light outward, even through walls, warning survivors exactly where the wave will hit
- The wave hits in delayed segments, giving you even MORE time to move slightly to one side or the other
- Has a longer cool down after using than a normal attack
- Cannot be used if his torment trail meter isn't mostly full
- Has an added 'cannot attack' window if he puts his knife back up, added as a nerf very shortly after his release.
HIs power has more broadcasts for survivors to move slightly than any other killer power. It can ONLY be used successfully if you are A) extremely new/bad or B) if you are locked into an animation, such as throwing a pallet or vaulting a window.
The counter play is to for the window, if you hear the knife go down, you fake it and juke to the side. Boom: instantly evaded every single time.
Pyramid Head is the most over-hyped killer in the game. He's not even close to broken or unbeatable. He's not even actually all that good if the survivors have any clue what they're doing.
-
I support both of these changes
-
The misguided hope of seeing some news on game fixes that would actually encourage me to start playing again.
-
Most new maps should have their brightness turned down by 20-50%, for sure.
-
Not all SWF are toxic, high-tier groups. But all high-tier SWF groups are toxic.
So, to avoid these awful players, who ought to be in their own bracket because they're abusing outside-of-game advantages that solo queue cannot benefit from and killers are not balanced around, you have to NOT do the one thing that the game explicitly wants you to do?
What an awful system they've built.
-
Killers need to FEEL GOOD TO PLAY.
That's the whole she-bang.
Using your power should not put you in a lose-lose situation. You shouldn't feel like you're moving underwater, trying to control your character. And while powers need not automatically assure you of getting downs, they need to punish you WAY WAAAAAAY less for using them.
A perfect example is Freddy. He was a fun, easy-to-play killer with a higher-than-desired success rate. Okay, they want to nerf him. How did they do it?
- They removed his most powerful addons, which made survivors take significantly longer to complete their tasks
- They buffed Alarm Clocks to make you immune to his sleep states, even his melee-sleep, which gives survivors a significant edge in chases
- They reduced the number of snares/pallets he has available by 40%
- They reduced his movement speed while setting snares/traps
The first two changes: sure. That's fine. You want to nerf him, so remove the passive slow down and reward player actions more with alarms. Those are fine nerfs. But they they also stripped out his snares and slowed you down. That objectively makes him less fun to play. It feels BAD to slow yourself down while setting snares and sucks to have so few snares you can't place them intelligently to help your map awareness. Those were unnecessary additional nerfs and they made him FEEL LESS FUN TO PLAY.
They wanted to buff Clown, so they gave him an alternate tool to use. But did they just give an alternate tool? No! Your antidote bottles use the same pool as your intoxicating ones FOR NO REASON. It's a super minor buff that gets the legs cut out from under it because of an unnecessary (and, frankly, nonsense) limitation.
Would Clown be OP if he had a pool for purple and a different pool for yellow? Not in a million years. But there's such a dogma of "Make killer powers unintuitive, hard to control, and extremely punishing if not used perfectly" that some of the folks over there can't remember what a "fun killer" is supposed to feel like anymore.
Pinhead's controlled chains control as badly as Hillbilly's dash, but provide so little actual impact that they are ONLY useful up close as they're nearly impossible to hit with from afar against anybody but brand new players. But they've been explicitly designed to control badly because the Devs have lost sight of what makes killer powers fun.
I mean, if you need any more evidence: Deathslinger. They took away his stealth playstyle completely at the same time as massively nerfing his power, making it a million times less fun to play, with zero compensation (like removing his 'can't turn or aim' restriction). What is the point of a first person perspective if you can't move, turn, or aim? It's just a badly designed system that feels awful to use.
You want players back? You want to stop the bleeding?
For the love of horror movies: take some time to play as every singe killer and figure out what would make their powers FEEL GOOD TO USE.
-
OP is correct. Grade reflects more than playtime.
It is showing RELATIVELY SUCCESSFUL playtime.
Moreover, playtime IS a factor of success. It's called "Practice."
Grades are not your MMR score and players with maximum grade are not necessarily top tier players. But they ARE people who have sunk a ton of time into the game RECENTLY, which has an extremely strong correlation with core game competency.
So your grade doesn't DIRECTLY reflect your skill level, but it IS an indicator that you're going to be a stronger player than someone with a lower grade.
-
@GoodBoyKaru said:
Apologies for the bump but here's some proof that you can, in fact, go down slopes:
Both of these were from 2 games I literally just had
and this is why range add-ons are my favourite
Range Addons are his ONLY addons. Everything else is complete trash with zero noticeable, useful in-game effects.
It's why his whole collection needs a massive overhaul (and has needed one since he came out, a year and a half ago)
-
@hiken said:
so 2 flashlights and non really meta perks (no even 1 ds or unbrekable) at all was the problem u had?
3 borrowed time, 2 iron will, 2 dead hard, designated boon totem survivor with map isn't meta? In what world do you live?
Also, they didn't need DS if the killer hadn't put on Lightborn. Just flashlight save with your comms every time.
That's why these sorts of teams keep different characters selected on the load screen and switch to all flashlights riiiiiiiight before the lock-in happens.
-
That's the Silent Hill one, yeah. There's a little nod in RE4 (but without the cage) - https://residentevil.fandom.com/wiki/Mysterious_white_bag
-
I thought you meant the Silent Hill shapeless, blood-soaked meat-sack that starts thrashing around like crazy when people get too close. There's one of them in Resident Evil 4, as a little reference to Silent Hill, and hiding one on Midwich would be a fun addition, along with all the other weird, creepy ambience in that level.
-
2021 had dizzying highs and terrifying lows.
In June, there were over 100,000 concurrent players on Steam, an all-time record. And that spring, from April to July saw a growth of over 28,000 additional players per day on average, nearly doubling their player base from 2020.
Then, the bad times began. The high spirits of Nemesis were tempered by extreme bugs, the stage had to be disabled for nearly a month, and when the New Car Smell faded, things started plummeting. From August to today, the game has lost over 21,000 active Steam players, hemorrhaging 30% of their users in a long, drawn-out bleed that continued despite the Halloween event, the Christmas event, a host of BP promo codes, and a full month of sign-in bonuses.
-
Sorry to see you go, but for what it's worth: you're in good company. Over 30% of Steam users have quit DbD over the last six months, with more leaving every day.
I do hope your health improves soon
-
@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2747537#Comment_2747537
I mean that just enforces a stealth/immersion meta rather than a chase meta if chases are assured to be quickly ended. Not to mention making chases more easily hyper-lethal will increase the effectiveness of tunneling/camping if that isn't addressed in tandem.
Yes, a more stealthy approach would be more useful. Good thing there are already stealthy perks for survivors to take and all survivors have stealth options with the crouch button and copious lockers to lay low in across every single map.
The game was DESIGNED as a Hide & Go Seek simulator. It was INTENDED to be a stealth game.
To your worry about tunneling: that's entirely up to the team. If the guy unhooking you hides and the person off the hook goes running out in the open, yeah, the killer is going after then. If the unhooked guy hides and the unhooker runs off, no tunnel. If they BOTH hide, then killer has an equal chance of finding one versus the other. And, in any event, if a killer isn't spending 4 minutes to get two hits, the appeal of going after the low hanging fruit isn't as strong. The point of tunneling is that it takes way more time currently to get a healthy survivor injured and downed than it takes an injured survivor to get downed. If the chase timer is significantly shorter, killers can feel free to chase whomever they please. Plus, there's BBQ and now Grim Embrace that encourage killers to spread out hooks.
As for camping: What? If a killer can actually down survivors, there's no good reason to sit at a hook guarding one of them. You hook 'em and move on to looking for the next one. If you sit camping, the gens fly by exactly as they do currently. The whole POINT of camping is acknowledging that you will never be able to catch another survivor before all the gens get finished so you want to get at least ONE kill.
-
Flashlights need to have an internal cool down. Once you turn it on, you can't turn it off for a full second. By putting actual, tangible power drain, they actually run out over the course of a match (as well as disabling the rapid light blinking macros people use)
-
@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/2747528#Comment_2747528
Contrary to the name I'm actually a Legion main lol
but that is still very sad to hear :(
Well in that case: they plan on looking at Legion at SOME point, but no time soon. They're all-in on buffing survivors out the nose and nerfing killers.
And anyway, considering Clown's rather lame rework, and Trapper's miniscule buff, any kind of Legion rework would probably be far too little to make them all that much fun.
... to say nothing of the fact that Boon: Circle of Healing completely trivializes Legion's whole deal, by letting survivors heal themselves super quickly and erasing all the work you did with your power.
-
If you make it harder for survivors to run killers around, killers will be incentivized to chase survivors instead of guarding hooks. Camping: Solved.
If you make it easier for killers to down survivors, killers will not be penalized so hard for not taking a player out as quickly as possible. Tunneling: Solved.
If you make it easier for killers to injure, down, and hook survivors, it will force other survivors to get off of gens and unhook/heal their team, slowing gen progress without increasing the amount of time it takes to do each generator. Gen Rush: Solved.
The answer to all of these problems is to weaken every loop and take away the host of second chance perks that survivors have to keep chases going for 2, 3, 4 minutes at a time.
It may seem counterintuitive, but the game is a lot more fun and dynamic when killers actually have a chance to catch you.
-
Bad news, DoritoHead:
Pyramid Head's addons have not been touched, despite him having the worst addons of any killer in the game and both his power AND his perks being reworked and changed several times.
Goin' on 18 months with no change to PH's awful, awful addons.
-
Since Mikaela was released in October, DbD has lost 10,000 players on Steam, or roughly 20% of their users.
I'm not saying it's a direct causation, but there is a very strong correlation between the advent of Boons and the fact that 1 in 5 Steam players have quit Dead By Daylight.
-
Funko Pops are plastic garbage. The actual worst minis in production.
If you're going for a chibi collectable figurine, go for Nendoroid.
-
The huntress' humming lullaby is, no joke, the best part of Dead By Daylight.
-
Instead of giving survivors a GUN to shoot the killer, how about a Flaregun item that just works like a regular flare gun
You shoot it into the air and everyone can see the explosion. You use it to alert the other survivors that, I don't know, the killer is near you and it's safe for them to work on gens. Or to get the killer's attention on you so you can play sacrificial lamb for your team.
Oh wait, there's already SWF comms to relay that info without needing perks or items. And flashlight clicking to harass killers into chasing you.
-
You wrote an interesting little take on things and I commend your effort.
Just a quick note though: The Artist is just Candyman already. Hook hand weapon, creates a standing 'minion' and sends out the thing to 'swarm' the survivors, dealing damage if they get too many swarming them (or get too close). The crows are just reskinned bees.
There was a new Candyman movie, they couldn't get the licensing deal to go through, so they just reskinned the power to an original character.
-
I can't speak to the consoles or the Epic Game Store, but according to Steam Stats, DdD has been losing .5-1% of its players every day since December. That's a little under 3,000 players in 11 days. This is the first January to have negative player growth in five years and continues the 6 month decline of over 20,000 players leaving the game.
The next chapter isn't coming out for another 2 months and the Mid-Chapter patch provided nearly nothing to get people excited (in addition to not addressing the most critical game health issues).
I imagine the Blood Rush is a move to try to stem the bleeding and get people to play even though nothing has changed and there's nothing to look forward to.
-
The only time the killer feels powerful and dangerous is when you're playing with The Shape's high tier addons. Infinite T3 and Auto-kill grabs. THAT'S the kind of danger ALL survivors should fear.
But no. Ring Around The Rosy until they catch up, then DH to escape for free, pallet stun and off to the next tile to do it all over again, clicking your flashlight along the way.
-
It's very simple:
ALL Skill Checks need to be harder (less advance warning, faster dial speed, smaller success zones) for high MMR survivors and easier (slower dial speeds, larger success zones) for new and very low MMR survivors.
The skill checks are currently too challenging for new players and too trivial for pro players. Having checks scale with your value lets the difficulty slowly ramp up to provide a continual challenge even if you get to the max MMR. Gen Speeds can stay fast when there's ALWAYS a risk survivors will miss a check and reset progress passively.
They already have the harder check code in the game (Huntress Lullaby, Doctor Madness, Unnerving Presence), so half the work is already done.
-
Alternately: just revert the Dream Snare set time nerf and the Dream Snare/Pallet quantity nerf.
Making a killer less fun to play is a REALLY crummy way of balancing them.
-
So many reasons:
- The character models are not scary at all, not gross enough to be disturbing, not cool enough to be appealing, and not creative enough to be iconic.
- Their lore is lame and paints them as being super pathetic, not especially sympathetic, and completely devoid of the ruthless drive one would expect of a killer.
- Their power set is bizarre, with the big one having no power at all, and the little one demanding a whole set of new skills despite not benefiting from any perks. Also, his initial injury-jump is too weak and easily exploited while his secondary down-jump is hilariously easy for survivors to counter play (since he's super vulnerable and got even more vulnerable post-nerf).
They're designed badly from the ground up and have no business being in a game with horror icons, both original and borrowed. Twins is, by a wide margin, the worst built killer the DbD team has ever thrown together. No part of them works for a horror setting.
-
It's almost as if a perk that recharges every 40 seconds, gives you a sprint to reach a window/pallet, makes you immune to attacks/powers/traps, and can be used REACTIVELY, once you see the killer animating to do something...
Gosh, it seems like that perk might be a WEE bit too strong.
Meanwhile, Coup de Gras doesn't make killers immune to stuns, doesn't work on killer powers, doesn't recharge infinitely, and is linked to your lunges instead of a Use button. And that was nerfed from 100% to 60% and when they decided to buff it (because nobody in the game has used it since it went live), the best they could manage was 80%. No immunity. No power uses. No Use button. No recharge. Not even back to its original 100%.
But, you know, it's totally fine for every survivor to use the same 4-6 perks. 101 survivor perks to pick from, but nah; no nerfs needed on the Meta
-
@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/2737334#Comment_2737334
Excuse me what? Is this real? Why in all nine hells would they do this? This makes the whole killer specific mmr useless
Hey, great question! They never said. They didn't even make a comment about it. They just threw it out.
But that's well in keeping with Killer MMR. For example, the current Mid-Chapter Patch Notes points out:
- If somebody leaves your lobby, the game will just fill the spot with whoever has been waiting the longest, throwing out the killer's MMR completely.
And they're working at trying to fix that (a little bit), so that's nice. But that's not all! If a GROUP of survivors has been waiting too long, the game will just select a killer for them by completely ignoring the killer's MMR. Because it's more important that survivors find a game than that the game actually takes the time to match players with like skill levels.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2737334#Comment_2737334
It's not even like the teams I'm playing are objectively good. They aren't.
But I suck. I've been basically getting bodied for 30 games. The games end so quickly that I'm not able to really learn anything about Nurse, much less how to outplay the Survivors I'm going against.
I'm getting maybe 4-5 hooks a game. I'm incredibly frustrated, angry and fed up.
But don't worry! You can just practice against the survivor bots in the tutorial!
... oh wait, they made tutorial bots then didn't bother to let you pick your killer for it.
-
^ This.
This is EXACTLY why, when Killer-specific MMR was proposed, the Devs EXPLICITLY said: "killer-specific MMR will allow players to try killers they've never used before without getting destroyed and feeling discouraged."
And then they threw all that out the window and just gave ALL the killers a high starting point MMR instead, even ones you've NEVER PLAYED and/or JUST BOUGHT.
It's so stupid. Nurse highlights just how stupid it is because you MUST use her power to get downs. But even for hard-to-learn killers like Blight, not being able to practice on lower tier survivors really makes you question getting that refund.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2736529#Comment_2736529
Is F13 still a thing? I buyed it on release, played a dozen of hours and uninstalled it.
Well, I've been hearing that the game has some hackers now. And also public lobbies are chaos, but that you can create private lobbies now. This and also this copyright issue.
If I want to play it now, how's the state of the game?
The game is officially dead. You can still play it, as far as I know, if people host their own lobbies? But the lawsuits around the IP stopped the game's development dead in its tracks and the Devs couldn't just sit on a game they weren't allowed to fix or update, so they moved on.
There's a more indepth look here: https://www.youtube.com/watch?v=ydQNKzl7In4
-
The change Nemesis actually needs is to have his zombies gain the ability to move through obstacles if they're stationary for more than 2 seconds, to stop them from getting caught up in geometry and just stop working for the rest of the match.
If Zombies actually WORKED, he'd be much better. But only on smaller stages, of course. Because the DbD spaghetti code exploded under the weight of more than 2, despite some stages being 6x the size of others.