Alcuin
Alcuin
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3189281#Comment_3189281
Why are you trying to use "competitive fortnite players" for your argument when The Entire Industry considers it an accessibility one, and has for literal decades longer than fortnite has existed? You're going on completely unrelated points to try to justify denying accessability because you don't want it to be there. I get that most people didn't bother to watch the video i posted earlier, but at least pretend you did if you want to keep giving input like that.
"The Entire Industry" is not an argument. It's false to say that an increase in FOV is solely about accessibility and not also a competitive advantage. It's true to say that too much of the DBD playerbase cries wolf.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/3189261#Comment_3189261
You completly ignored my point. Im running a perk to actually play the game without being sick. Having to run a perk or anything for accessibility is normally a big no because then your signaling out people for their body problems. Pretty unfair.
Competitive Fortnite players ask for a FOV slider but it's not framed as an accessibility issue. It's discussed as a competitive issue. The difference is in the playerbases. Not saying you are doing this, but the DBD playerbase frames aspects of gameplay as some sort of therapeutic imperative, emergency. Same thing with Leatherface's Claudette mask. A much too large portion of the playerbase claimed trauma, racism, or whatever else. It's bad faith. Not saying you do this, but a lot of the playerbase does.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/3189228#Comment_3189228
...some of us literally have to run shadowborne to even play because of how motion sickness works. Look it up. Enclosed Fov while moving a character. You'll find out that its a lot different to run a perk TO ACTUALLY BE ABLE TO PLAY. Versus a perk everyone just likes using. Respectfully disagree entirely with your point.
If you are running Shadowborn along with three other perks, you are running four perks. Shadowborn is a legitimate perk.
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If killer mains are saying that Shadowborn is just a tiny advantage they're running four slowdown perks. It's a significant advantage and improvement over the default FOV and a legitimate perk. If Killers do get it as basekit, though, Survivors should get Fixated/Self-Aware as basekit. That's another perk that is framed as "QOL" but is as impactful as Shadowborn.
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Same thing just happened to me. No progress in spite of leveling up four times.
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@squbax said:
How on earth is slinger that high, dodging his gun is easy af now.
It would be easy to dodge his gun if survivors had dynamic movement but they don't. Survivors look like they're moving through a swamp. Deathslinger would be S if he had a bit more map presence. As it is, he's a strong A-Tier killer.
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Artist, Twins, Huntress, and (arguably) Oni are S-Tier. C-Tier killers don't exist, much less D-Tier. Every killer is at least B-Tier. Wesker is A and Pinhead is S against solos.
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I agree on Kindred. It's indispensable for solo queue. My typical build is Kindred with Open Handed, Bond, and an exhaustion.
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@DoritoHead said:
I really don’t want a Meg doing a fortnite dance after pallet stunning me.
It makes the weakest role the actual power role at that point.
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If the crossover with Fortnite ever happens, Take the L should come to DBD but only for survivors playing solo. It would be the biggest buff possible to solo survivor.
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A significant appeal for solo survivors is the teamwork involved and the possibility that all four escape, or at least not only yourself. You have to involve yourself in the action for that.
As far as the build, it could work but I'd say Wake Up, Sole Survivor, Left Behind/Clairvoyance, and Adrenaline would probably be the best build for a solo survivor intending to survive through or the exit gate after the other three teammates are eliminated.
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@Bot_Salvo88 said:
Survivor queues are now instant, killer queues during the day are like 5 mins long. Funnily enough, for the past 8 months it was the opposite
I know the way the game is going; it's not funny though. Solos get decimated (more like eight of ten than one out of ten), but the queues are instant. I get some daily ritual for a killer I don't play after not touching the game for two weeks, and the queues take five minutes.
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@TheArbiter said:
SBMM
I'm not playing Hag or Bubba in a serious manner, why do the lobbies take so long? The survivors I face are better than the survivors I'm teamed with in solo queue. As a solo survivor, I'd rather have a quality match than five second queues. Fortnite has however times more players than DBD, but solo DBD wait times are faster even though Fortnite lobbies are extremely fast, and always have been.
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@OrangeBear said:
The vast majority of people that complain about nurse are casual survivors that don't enjoy playing against a killer that practically has no counterplay.
Casual killers can have fun with the actual easy killers like Wraith, Legion, Clown, Doctor, Nemesis etc.
It's not a complaint. Nurse is not balanced. Nobody plays her to have a competitively balanced match.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3142094#Comment_3142094
I think you’re confused. The OP is referring to a perk, Sole Survivor, and how it is/can be used in solo queue to escape when the rest of the survivors have died.
But to bite, meta perks help just as much against a PC Nurse than any other killer. The range add-ons are also getting nerfed/fixed next update. 🙂
A PC Nurse running purple range and Torn Bookmark is not interested in a competitively balanced game. Simple as that. I play killer on PS4 and I've played enough crossplay, PvP games to understand this. Opponent wants to pubstomp, take the easiest route, etc.
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@GoshJosh said:
Just wait until they pair that new game-changing perk Low Profile with it! 😂
https://forum.deadbydaylight.com/en/discussion/comment/3142026#Comment_3142026
He’s referring to Sole Survivor, the Laurie Strode perk.. but in the context of solo queue.
Solo survivors do not have a META when going against a PC Nurse running purple range and Iridescent Torn Bookmark.
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/3141613#Comment_3141613
The more pinhead players the better :-3
There shouldn't be the possibility to be carried by a passive power in a PvP game.
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Solo survivors need buffs. Just went against a PC Nurse running purple range and Iridescent Torn Bookmark. lol.
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@OldIronKing said:
https://forum.deadbydaylight.com/en/discussion/comment/3140422#Comment_3140422
https://forum.deadbydaylight.com/en/discussion/comment/3140446#Comment_3140446
I don't even know how anyone is supposed to take this seriously. Some killers you know are older, and some survivors are younger therefor killer is easy and survivor takes skill and reflexes. No logical holes in this argument at all.
Why are you trying to denigrate an entire group of people who play the same game as you? What purpose can that possibly serve?
Go read the forum. Whenever somebody discusses the problems with solo queue, killer mains will say it's a skill issue. I play Fortnite and DBD, Fortnite is more skillful than DBD. I'm not saying that DBD takes no skill, but the arrogance of killer mains is not earned.
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Compare the win streaks of killer main streamers to those of survivor main streamers. DBD is killer-sider when not facing a sweaty, 4-man SWF.
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@ThatOneDemoPlayer said:
Isn't this like the second time you've complained about Fearmonger, or was it someone else?
More than twice. It's completely broken.
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@YOURFRIEND said:
I had a Cheryl last night trying to kill themselves on hook. They got rescued and then stomped me. Turns out third seal legion is imminently beatable. Who would have thought?
Why is it that Legion running Third Seal, Fearmonger, Knockout, etc. is more common since the update? Legion gets Killer Instinct -- ie. wall hacks--, but why is it that they're running builds that prevent aura reading for survivors while allowing themselves to have information concerning location of all survivors?
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@Lynxx said:
https://forum.deadbydaylight.com/en/discussion/comment/3140390#Comment_3140390
If only every single survivor player was good.
I can't name a single killer main streamer 4'king every match that isn't a boomer. Compare it to prominent, competent Fortnite streamers. They're prominent and competent because they're teens and have the reflexes necessary to succeed at the game. Solo queue is at a serious disadvantage at DBD. Killer is not.
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@WeakestNurseMain said:
... If you stop giving up on hook, I haven't gotten a single game in the past matches where my teammates have stuck through the entire game without giving up on hook, there needs to be some consequence for it. Despite what many people think, a lot of players are actually improving right now and learning to do gens, the problem is that perhaps 25-30% of survivors think they are entitled to their perfect game and give up at the drop of a hat when they think the game may be remotely difficult.
All the problems with solo queue can be boiled down to skill issue or entitlement.
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Not everything related to solo queue is a skill issue.
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Thumbs up!
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3140295#Comment_3140295
When did I mention the bubble? I only talked about the perk. If not specifying that further confused you, i apologize.
Your initial response had to do with Fearmonger and not the bubble that blocks the killer's aura when a survivor is hooked. If you want to know why people have a problem with the state with solo survivor, it's the accumulation of BS like what I described in the original post. Keep acting like the killer is Sisyphus or whatever nonsense.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3140326#Comment_3140326
If you can't get off a Generator for 5 seconds, sure, but that's a skill issue
Read my posts in this thread. Looks like a reading comprehension issue.
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@ThatOneDemoPlayer said:
Isn't this like the second time you've complained about Fearmonger, or was it someone else?
More than twice. It's completely broken.
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@Ryuhi said:
Its broken and unfair that the perk actually does what its supposed to? Its intended to prevent aura reading while on gens, and delay exhaustion abilities when chased off of them.
Is the bubble intended to block the killer's aura when a teammate is hooked? I said in the initial response that I get off the gen when a survivor is down to get rid of the five seconds of aura blocking that is now a part of Fearmonger/Mindbreaker. I still cannot see the killer's aura when a survivor is hooked. This is unfair to solo survivors. Straight to the point.
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I understand, but it needs to be fixed. I run Bitter Murmur on Huntress and remember when the bubble blocked the survivor auras, it didn't take this long to fix. This is like two months; I took a break from the game in May and early June. It's been there since I've come back. Solo survivor can be unfun in many ways, but this is unplayable.
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Kindred and Huntress Lullaby
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@[Deleted User] said:
I will never personally understand why tunneling and camping is bad. At this point, I do understand the frustration but people IT'S A GOD DAMN STRATEGY TO WIN THE GAAAAAAAAAAAAAAAAAAAAME.
Deal with it, lol.
(Deal with it while I still see 10 comments a day with -rep tunneler on my stream profile)
For me, it's about treating others how you wish to be treated. No one likes to get camped or tunneled so that's the reason to not do it.
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@AbsolutelyAmel said:
Hex perks LITERALLY can be deactivated by survivors leaving the killer with less perks. If that is not the biggest downside, what is wrong with you lmao
The perks I mentioned are recent, including the buffed Fearmonger.
As far as Hex perks: 1. They'd have no counter if they couldn't be cleansed. Devour Hope, should the killer just got permanent Expose effect after three hooks and the ability to mori after five? If you simply get to three of four stacks, you're likely to win the game. 2. Some hexes do not have counters. Third Seal combined with Fearmonger, Knockout, and whatever else is completely busted against solo queue. Run it with Legion, you get wall hacks while the solo survivors get nothing. It's insulting that such a build is even possible. I've run up against it twice since the update. 3. A hex like Plaything is designed to cleansed. It also combines with Pentimento which when active is the strongest or second strongest perk in the game, along with Devour. Even without Pentimento, Plaything is either a slowdown perk or makes the survivors oblivious. Two really strong effects. 4. Hexes that rely on accumulating stacks are protected by Undying.
So, what is wrong with me?
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3136062#Comment_3136062
The stats that were posted around the time MMR was released live and the data was solely from ranked based matches which were much easier for killer. If we ever got data from MMR matches, maybe you would have a point. But we really have no idea how MMR affected kill rate besides the devs saying the kill rate was lower than they would like.
Before his nerf, Freddy killed more than three out every four red rank survivors. Every killer was above 57%. This was late 2020. How far do you think kill rates have dropped since then? Tier 1 Brutal, 2 stacks of STBFL, compound 33 after injuring a survivor, and a guaranteed 2+ stacks of Thana didn't exist back then. Killers have gotten stronger and survivors have been nerfed.
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@KayTwoAyy said:
Admittedly, I fail to see the problem here.
Can you please explain WHY this is a balance issue?
The most recent official stats showed an overall kill rate around 55%. SWF had at least a 15% greater survival rate. Since then, killers have been buffed, a new META has arisen for killers, and the "strong" perks for survivor are either not strong or more effective when in a SWF. This is the problem with solo queue, imbalance.
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@Carth said:
Wait why is STBFL listed as meta? If we apply your logic to it we would need to describe it as "Forces over 75% of the killer cast to either abandon chases or lose valuable perk stacks to hit the obsession! It literally turns itself off for playing the game! Don't even get me started on obsessions body blocking to force you to lose stacks...."
If you don't want to lose stacks, you would have to avoid one of the four survivors. The killer still has two stacks basekit and if the obsession suspects you have the perk, they're going to throw themselves before you. The choice would be to avoid the obsession or go from eight stacks to four and get an easy chase. Win-win.
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@fulltonon said:
Lot of survivor perks are actually quite stronger than killer's tbh lol
There are survivor perks better than Beast of Prey, yes.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3135431#Comment_3135431
Conspicuous Actions is needed because of how DS originally worked. You have DS which was a anti tunnel perk but on old days you could do everything and not deactivate it. If your working on a Gen your not being chased by the Killer so you don't need DS anymore, same goes for endurance effects too if you do anything that's considered a conspicuous action your not being tunneled by the Killer.
Haven't Survivors for the longest time WANT a secondary objective to do instead of Gens anyway.....
Current Mettle of Man, Dead Hard, and Off the Record aren't that strong of perks. They're in no way comparable to old Decisive Strike. As far as secondary objective, that's Pinhead's box, right? Solo queue doesn't have math on their side and when it comes to that. He's S-Tier.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3135782#Comment_3135782
And right there you lose all credibility in your arguement. You can see where the doors are by teammate auras while they 99 the gates. May as well just get rid of all aura reading on both sides, scratch marks/blood, skill check notification sounds, and red light/terror radius too.
The killer can see a 99'd gate as well as a survivor. Perks like OTR and DS deactivate when the gates are powered, so why are killers still given the aura of the exit gates for the duration of endgame?
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3135610#Comment_3135610
The killer gets to see the objective they have to defend. Arguing that they shouldnt see exit gates is like arguing they shouldnt see generator auras.
Give them five seconds to figure out where they are and that's more than enough. Survivors get no more and if one is hooked when the gates are powered, the camera swings in a such a way when the Entity impales you that you might not even get the chance to see where the gates are at.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3135610#Comment_3135610
How to say you don't play killer without saying you don't play killer.
I play PS4 Deathslinger. I also make it to Division 7 Arena in Fortnite, standard controller without paddles. Want to guess which is harder?
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3135637#Comment_3135637
You're not on the floor, you're still up and running about, and you only need to mend once you're safe, you can simply hold down the sprint button indefinitely, and again, you're not dead.
How entitled does a survivor need to be to think that Endurance isn't good enough. It's the survivor equivalent of Exposed.
Current Dead Hard is a skillful perk that can extend a chase that would otherwise end because the killer has everything at his/her disposal to win chases. It's a perk that allows for skillful play, it's not entitlement. Smash Hit requires a pallet stun which requires skill. It does not come with deep wounds, though. Entitlement has nothing do with it. That's a seriously overused term on this forum, in fact.
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3135488#Comment_3135488
What are my reasoning for thinking a perk that gives you endurance for up to 80 seconds of an unhook that only gets taken away if you heal yourself or touch a gen that also comes bundled with 80 seconds of stealth that includes removal of grunts of pain and complete immunity to aura reading is great? Oh and you keep the stealth part even if you touch gens or heal yourself.
What are my reasoning for thinking why a perk that single handedly obliterates camping, the literal most complained about thing in game is great?
Just ... dude. I understand the mentality of grass is always greener on the other side but this is just insane at this point.
That doesn't obliterate camping. If you're working on a gen with OTR, it's because the killer let you. The strong part of the perk is being able to take an extra hit, but that goes away when working on a gen. Regardless, camping is free for the killer. Obliterate camping through basekit measures, not perks that deactivate in endgame.
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@Seraphor said:
In what universe is gaining a free health state in exchange for deepwound and the need to mend a downside?
Who cares if it gives the killer another stack of STBFL, they didn't down you when they should have!
Killers have everything at their disposal to win chases. A perk that can extend the chase like Dead Hard does require skill at this point. Using it well, though, comes with a downside that helps the killer. There's no reason for it to apply deep wounds. I'm never going to use Dead Hard and never have. I use Sprint Burst because it's a break from looking like your character is running through a swamp.
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@mischiefmanaged said:
In regards to Reassurance, what are you even talking about? Chasing after the killer? Stops gen progress? I can tell you 100% that Reassurance, in the way it currently is, will absolutely be the best perk in the game. Even if they nerf it, it will still probably be the best perk in the game.
And Endurance seems like it's always a benefit? You understand the alternative is going into the dying state, right?
For the killer perks you mentioned.
No Way Out - Yes, very solid perk. Just all around very good. Requires you to have hooked everyone at least once to get meaningful time. You're also not required to wait next to the exit gate. You might want to consider walking somewhere else. Killers have a very hard time finding survivors without searching at survivor objectives. This is due to how the game never technically requires the survivors to interact with the killer. If killers couldn't see survivor objectives, then killers would probably never find survivors and this game would be pretty boring.
Deadlock - Um... how is this at all like Tinkerer? Yes, it tells you the generator with the most progress after the current one. But, remember that survivors will know that you know which generator they're on. You can't kick a blocked generator. They will pre-run because there's no reason not to because they can't work on the generator. There are some matches I've had where Deadlock goes off on a generator at the beginning and then goes off on that same generator the entire game because it's never kicked and nobody ever goes back to it. At that point, it becomes a dead perk.
Eruption - You physically have to move to the generator, kick it, and then get a down before someone finishes the generator. Incapacitated only happens if someone is on the generator. If you're kicking a generator in the middle of a chase, that chase will likely last a lot longer due to the time spent kicking. It also has a cooldown that commonly causes it not to synergize well with some other kicking perks like Pop. Because after you down someone, hook them, and kick the first generator you find, it's pretty common for 30 seconds not to have passed. I don't really understand what you mean by the yellow aura that tells the killer you're patrolling that part of the map? Do survivors patrol areas of the map? The yellow aura also doesn't tell the killer anything? It just tells the killer "Eruption is currently active on this generator."
Pain Resonance - Agreed this perk is strong. Requires you to use one of the Scourge Hooks which are in random areas. Sometimes requires wasting time to travel to a further hook or a hook that's not in a good position to defend. I'm also really starting to question if you know what Tinkerer does. I have no idea what a Tinkerer scream is. If you mean the notification bubble that pops up when Tinkerer goes off (not a scream), Pain Resonance doesn't do that anymore. I don't like the synergy with DMS, but just let go of the generator before the hook (which you can physically see with an aura before the effect happens) and DMS won't proc so the killer will have no idea where you are.
Call of Brine - Ok I've figured it out now. You think that the bubble is called Tinkerer. The bubble for this perk only goes off when you get a great skill check, which may not happen ever, and this perk is otherwise worthless if someone taps the generator immediately after you kick it. It also requires you to kick the generator. Kicking a generator = losing a chase. Plenty of downsides. It's still a good perk but to say it has no downsides is strange.
Many of these perks have downsides. They're strong perks but to say they have no downsides is just wrong.
Tinkerer is shorthand for any perk that eliminates the need for the killer to have gamesense. If I'm hooked at the time the exit gates are powered and the Entity's claws begin to impale me/changes the orientation of the camera, I might not be able to get to see where the exit gates actually are. Yet, the killer is able to see where they are throughout the entirety of endgame. Considering that strong survivor perks now deactivate during endgame and thematic choices (like the claws changing the orientation of the camera) hinder survivor gameplay, I don't think it's too much to ask killers to remember where the exit gates are. This is hand-holding.
Reassurance requires survivors to not be on gens and brings the survivor to the killer. That's not a strong perk, much less the stronger perk in the game
As far as the killer perks, these are perks that are run by streamers that main killer that win 90-95% of their matches, if not more. Hexy and Pro Vengeance are the main examples. They're not particularly skilled mechanically, but they never lose. These are their perks, though, and it's a way to understand their success.
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@Chaos999 said:
You're kind of ignoring perk descriptions as it fits you....
I mean brine and eruption require that the killer moves to the Gen to kick it, plus eruption also requires a down.
PR requires a scourge hook, plus it no longer gives information.
No way out is not free either.
If you are going to try to make a point you should use facts.
Anyway, the trend to place limits and restrictions on perks applies to both sides. The more powerful the effects, the more astringent the limits tend to be.
Kicking a gen, getting a down, finding a scourge hook, hooking different survivors. Killers are not asked to be like Sisyphus.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3135473#Comment_3135473
This just screams: "I dislike everything that makes escaping somewhat hard!!1!"
PR/DMS doesn't exist anymore, and it never has existed. The only reason it was run is because bad Survivors are the majority and they didn't know how to deal with it, and you are one of those Survivors.
Most Killer meta Perks got absolutely destroyed by 6.1.0. The Killer meta basically doesn't exist anymore. There are a few Perks that are still good, but nowhere near as strong as pre-6.1.0. If you're having trouble escaping, that is a skill issue, simple as.
It blocks gens and requires survivors to make meaningful progress on all seven gens.
This made me laugh. Of course requiring meaningful progress on multiple Generators was apparently a downside for Survivors. I didn't know splitting up on Generators was inefficient. Everyone on this Forum should applaud you for your third-eye awakening moment. Splitting up on Generators is worse than multiple Survivors working on a single one.
Please, you might aswell rename yourself to Sluzzy_2.0. Nobody should take you seriously
I'm going by the logic of the developers. The patch is meant to extend matches because it benefits killers. You can't work on this gen with meaningful progress anymore because of a perk, Deadlock. Get on a new one. There's only so much time. Good luck working on seven gens. Time is wasted in solo queue because there's no basekit coordination. Add perks on top of it, time is not on the side of solo survivors.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3135448#Comment_3135448
Are you aware you don't -need- exhaustion ? Even if you want to run OTR for combating tunneling. That's 3 slots for information.
I personally usually run Woo, Kindred, and whatever 2 perks fit the era of DBD. It was DS and wglf before the change. Lately it's woo, kindred, qaq, head on.
25% of a Killer's loadout (Fearmonger) negates 75% of your loadout.
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@Dead_Harder said:
God i cant take this post seriously when this guy cant see how OTR and Reassurance are powerhouse perks.
They are not just good, they are amazing.
What is your reasoning? I mentioned both the strong and weak sides to the perks. Not working on gens is not a point in favor of their strength. The patch was to extend matches which favors killers.