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Alphasoul05

Alphasoul05

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Alphasoul05
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  • All Exhaustion perks are overpowered. Every Exhaustion perk removes the ability to punish a survivor out of position. It removes the ability to punish playing greedy. That isn't really balanced. But it is what it is :)

    If you're thinking Dead Hard sucks because you just bait it or it doesn't work half the time, I'm not surprised you don't think it's strong - clearly you've never seen or used it properly yourself. After all, what's another loop or two, which can then pull you to another loop, that DH buys you in the long run, right?

  • @OrangeJack said:

    NOED goes if DS goes.

    If your argument for one perk is bringing up another perk, then you have zero argument. Which, I think is pretty obvious.

    NOED isn't really a problem unless the killer manages to hook someone on the totem. You can find the totem, destroy it, and BT out the camped person. Worst case scenario you lose one person and 3 escape if you let them/they kill themselves. I don't see how being down an entire perk the whole game until the end is a big deal. The longer you play this game, the more you understand exactly where totems will spawn more or less, outside a few tricky ones.

    Again, if a killer is running NOED, they're probably not a very good killer and will probably only walk out with 1 kill if the survivors are competent.

  • I think the MMR will HOPEFULLY help with a lot of the "skill" issues, but the reality is... the only downside to crossplay is needing to learn to get better at the game. Or you'll simply derank and be where you should be. Aside from FPS issues which is the developers failure to optimize their game in 4 years.

  • Funny how bad survivors think the Spirit's, Huntress', and Nurse's they play against are godlike, when the reality is they're just used to bullying ezmode console killers, none of those killers being the ones they ever really face lole

  • I think the devs need to take a serious look at some of the maps people DC on (Haddonfield, Ormund, the new map) and realize that people DC for a reason. Even the best players out there, even streamers, will outright DC on it.

    Fix. The. Bad. Maps. In. This. Game. Fix the maps that can have godlike RNG setups. Fix the maps that are the size of Africa so they're all relatively the same size and you can ACTUALLY balance your game. And for the love of god, both sides hate indoor maps - Stop making them!

    You know what else bothers me? They don't make simple maps anymore. They're all overly complicated, they keep trying to reinvent the wheel by making these weird new loops, with breakable walls, or the weird jungle gyms and stuff like on Ormund and Deathslinger's map. Why can't you just make things simple anymore? What happened?

  • The developers want to pretend like they didn't design DS to be "anti-tunnel" despite everyone calling it anti-tunnel and specifically running it as anti-tunnel. This prevents them from having to acknowledge said busted perk is busted and actually balancing it. it does its job against killers that go out of their way to tunnel, however it also punishes any momentum or pressure good killers obtain because either they play well and end chases quickly or they're not expecting a survivor 60 seconds later afking on a gen to have it. It's also even more busted when you add Unbreakable in, which is a combination that they, again, choose to ignore the interactions it has with said busted perk

  • I used to have to wait 10 minutes for killer games to the point I could only play killer at night for a couple hours when the queues were 30 seconds, now they're 10-20sec for the majority of the day. So this has been amazing for a game I actively avoided due to queue times. The fact I can actually play the game now after a year is great.

    Survivor queues are a bit longer for me, 5 minutes a bit more. It kind of sucks that one way or another this game is going to have long queues for one side, unless the devs/MMR finds a way to even things out a bit.

    I've gotten yellow/green survivors a few games in a row, all from console, when I'm a red rank killer, so that tells me how long the queues must be if they waited that long, though they appeared to be cross continnent a bit.

  • @Scrublo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1523355#Comment_1523355

    A smart killer can basement camp and completely cancel BT, if the killer is smart they can make it a trade so there was no point doing it in general. This isn't just a normal facecamp I'm on about

    You realize that as long as 1 person is doing gens, that even if you hook trade all you have to do is rotate trades and you'll get every gen done, right? There will literally be no way the devs can do anything about camping, and the ways people offer up to punish them can often be abused to punish people who don't camp.

    The tools to deal with it are there. People who want to camp will camp regardless of any form of punishment. That's just how it is.

  • Yes, lets make killer addons, when there is only one killer, on par with 4 survivors addons. Brilliant idea. What if I told you that a lot of killers are designed and balanced with addons in mind? There are some that aren't addon reliant, and some that get a bit better, but the idea that it's some epidemic is laughable.

    I suppose we're going to make survivor addons and items disappear even if they win, too, right? Or are we just making sure we make the survivors happy in your little scenario.

    in g Comment by Alphasoul05
  • The problem that most people have with BT is in one of your points - the survivors rush the hook to get an unhook with BT. The idea behind it is that the killer should have the ability to punish a survivor for making a bad save, but instead they get rewarded. That's time the killer can't use as an advantage, and they're being punished and unable to punish survivors playing greedy. They will injure the person, sure, but they'll probably have enough time to get to a loop.

    Again, like DS, people dislike when a perk that is designed for one specific thing is used in a way that is completely against its design.

  • I would rather lose than camp because the fun is in the chase.

    Technically speaking you can't say doing gens is a survivors only objective and then ignore the fact that tunneling/camping a survivor out of the game to kill them and making the game more easy for you isn't the killers job. There isn't even a reason to feel bad about it because survivors have enough second chance perks to deal with every situation that often it's detrimental to camp.

  • @clem1710 said:

    Yep, it should NOT give an advantage. We should not be forced to put low settings to be on par with other players. Same as streched resolution

    Technically you're forced to if you want maximum FPS. In fact most people use low for the FPS increase, not for any brightness, because you can literally just use nvidia overlay, or your own monitor, to brighten a screen.

    Even a NASA computer couldn't run this poorly optimized game that hasn't received any further optimization, sliders, or accessibility in 4 years at max FPS.

  • I'd like it if there were more mindgame loops and less "This pallet is either 100% safe or 100% unsafe" Otherwise, unless you're a killer that can use their power to also use their skill to hit a survivor to end chases faster, it's very annoying

  • 10-15 minute queues when they were instant or very short prior to this new matchmaking is just plain unacceptable.

    "Should make queues faster." uh huh

  • There's a reason killers that can easily snowball are the top tier killers in this game. Pre dropping pallets and holding shift w, regardless of how bad you are, is more than enough to beat even one of the best killers on a weaker killer, if that killer plays "fair". And if that's what the game is like against bad players, you can imagine how difficult it is against actual good survivors of equal skill to the killer. And I say 'weaker' killers because the devs and their statistics would tell you a low tier killer is actually A tier 'statistically'

    But nothing gets done about it. How could you expect this game to have any semblance of balance when you make some maps the size of Africa and some maps actual decently sized, then toss in the RNG of completely broken tiles as well? Did you know that some maps have so many pallets that it doesn't matter if you pre throw?

  • Maybe if the game had actual competition they'd be forced to improve.

  • @clem1710 said:

    Please stop complaining about that. People have been asking for MM changes for for ages, now it's done. But don't expect it to be perfect the day they release it. Damn

    Yeah, just like dedicated servers, right?

  • You know what else would help? Making every map the same size and reducing some elements of RNG on them. How they ever thought they could keep their game balanced when they have some maps the size of Africa blows my mind.

  • If my team is all sitting on gens instead of trying to save, then yes. Otherwise, sometimes the way the killer plays can force an awkward save or positioning that I understand, especially if the killer is proxying or camping and you don't have BT. Sometimes someone without BT won't save you because they might be afraid you'll see them as farming you and the killer will actually hit you.

  • This game has some of the most unacceptable wait times to play games, it's absolutely ridiculous. ESPECIALLY when you consider how short games are on average.

  • You balance from the top down, and sweat squads prove the imbalance of this game. It's why people worried about the highest MMR because high MMR queues would take ages and all you'd see are the same Spirit's, Nurse's, and sweaty survivors every game to the point that they'd all just quit, survivors and killers at that level. What something "should" be is irrelevant when only 3 killers can handle it.

  • The queue times are the real killer

  • So if I use my 100 moris on one killer to be the top MMR will I have to wait 30 minutes for a queue now instead of 10?


    I suggest you do what other games that have MMR do and show what said MMR is.

  • When I play killer at red ranks I will generally do so for about two days, only playing DBD.

    After that I basically find another game to play that isn't frustrating and terrible as a killer at red ranks and realize that I didn't have fun at all.

  • If they're going to lock us into one killer they could at least just let us choose the killer we want to be and then let us switch around before auto switching us to the killer we selected or something. Looking and messing with other killers is one of a few things you can do while waiting in a 5min+ queue off prime time.

    Not only that but most killer knowledge transfers over, outside of maybe Nurse/Huntress/Spirit, so you'd probably want to set the persons MMR to half of their highest killer MMR, or they'll stomp bad players.

  • 30 seconds and if you're in a chase it pauses.

    60 seconds but touching a gen/healing/getting into a locker, thus implying you are safe and not being tunneled, deactivates it

    DS seems worse than it actually is because it activates when a survivor gets off the hook, and due to how long it takes to drop a health state, it's not hard to hook someone else and find the DS user and hook them, especially when they abuse it.

    All DS currently does is punish a killer for being very good in chases or rewards bad survivors for being bad in them, as you'll see good killers who stream get DS'd constantly because of this. Similar to how BT does its job despite the fact it's often used to safe in the killers immediate area if they're not a real threatening killer, DS does its job well against people who go out of their way to tunnel AND punishes those who do not.

    To add to all of this DS also gives every single survivor added power, ever match, even if just 1 person has it, because the killer has to assume, regardless of how fair they're playing, that the survivor has it and that, as a bad survivor would be unaware of, can dead stop all of your pressure. Toss in some Unbreakable and you've got something that should not exist.

  • I just put my trail of torment on stairs on The Game at the very start of the game when I sapwned and it made a survivor 20 feet away proc the notification and then made them tormented. That was funny to say the least.

  • They're mostly better in the sense that they're worse in every single way, minus how they look as a whole. As is true for a great many maps in this game, just because something looks good doesn't mean gameplay wise it feels good.

  • I think BHVR might be able to understand how ridiculous "Slightly" and "Tremendously" are when you replace them with other vague words, like "Kinda increases" and "Sorta increases" or maybe "Barely increases" "Hardly increases"?

  • Do the devs even playtest their own game? The gens are hard enough to spot, specifically on some maps, but it's even worse to spot people with BBQ, even when they're not near a gen. I still don't quite understand why aura reading abilities make auras turn the same color as gens. Why not make them yellow like survivors?

    You have 4 seconds to immediately distinguish where people are and you barely make things out. If something does a specific thing it shouldn't be that hard to have said thing be easily distinguished, let alone when it's an entire maps distance away and things get smaller.

  • Absolutely terrible

  • Every indoor map is terrible and whoever was the first person to come up with the idea of it and layered maps has my utmost hatred :)

  • Corrupt isn't that great because it's simply a "Run 10 feet and find another gen" perk. So all it does is buy you a bit of initial time and create a situation where you're more likely to encounter a survivor trying to find a non-corrupt generator. That being said it is quite valuable time, but some killers absolutely need every bit they can get to apply initial pressure or if they have delayed setup.

    Compared to a perk like Pop, which has the downside of sometimes forcing you to kick a gen when it could've been a hit, that rewards you for hooking people and is active all game, it's much better. Even a perk like sloppy beats it, but the fact of the matter is on some killers it's simply better than Pop.

  • BBQ encourages killers to go out and force interactions with survivors, which is the whole point of the game, else it is M1 simulator. You can run a perk to hide the aura, you can get in a locker to hide the aura, you can sometimes make it less obvious behind a gen, or you can prepare your escape route off the gen.

    There is absolutely nothing OP about it outside of the BP gain, which technically isn't OP at all. Anyone who complains about BBQ is, in my eyes, a noob who can't loop or play the game. That people would ever want the killer to not run a perk like that and instead play more proxy heavy and only go to nearby gens blows my mind. You're asking for more killers to tunnel and camp in doing so.

  • I think there's 5 gens, and at the start of the match every single pallet is up. Add into the size of maps and how most killers take a long time to pressure due to it, you can very easily lose 3 gens right at the star of a match. While you can make an argument that fewer gens means closer together survivors thus more pressure, again, the reality is map sizes mean that it's not as much as you think.

    I don't think that a game should be decided based on factors completely out of your control like that. The one common factor among all of what I just said is really simple: map size. It's funny how nerfing Ruin simply created more problems than it fixed, but what it did is what has simply never been fixed, despite it being nerfed.

  • There's a massive misconception among average or below average survivors that believe a Nurse that is really good is automatically "god tier" The reality is 99% of Nurse's are just average or above average and simply very good at her. Any killer in the game will seem like a top tier killer if the killer is very good at them and the survivors you're playing are not that great, which is very common even in red ranks. 

    The fact of the matter is god tier Nurse's don't exist, and a lot of Nurse's who seem amazing simply make really good guesses, a lot of the time against a totally predictable survivor. You might be able to make a point about this streamer or that youtuber, but they're in the small, minor handful of Nurse's you'll most likely never even play against.

    I'll take playing against a great pre-nerf Nurse over a Deathslinger, Spirit, Hag, or Pyramid Head any day of the week. Nurse these days can still easily role bad survivors but has a very high probability to lose against good survivors because even before her nerf really good survivors could beat the best of them, because they are simply really good survivors that, wait for it, actually match the killers skill in the game. Thanks matchmaking sometimes. More often than not the Nurse's strength now against good survivors is equal to that of, say, Oni, in that she can very, very easily snowball at any single point in the match, but she can just do it much easier.

    Give her her old basekit and nerf her range addons, that's all I have to say about Nurse.

  • Why? It's actually really simple

    1 - DS is very effective and does exactly what it's supposed to do against bad killers who go out of their way to tunnel.

    2 - It has a very frustrating effect on good killers who are very effective and skilled and down survivors at above average times

    Evidently sitting on a gen for 30 seconds after you're unhooked, getting downed and picked up after the killer already hooked someone else means that DS should still be active. And while everything tells us that it shouldn't, the devs want to pretend like they have no idea and didn't totally design the perk to be anti-tunnel, so by saying "We don't intend for it to be exactly used the way it totally is" they can forgo any need to balance it.

    Unfortunately

  • Pyramid head doesn't need a nerf, he simply suffers from the same thing a lot of new killers suffer from. They are so anti-loop that is requires no real skill or effort to play them. By virtue of their power simply existing it creates situations where, no matter the decision, you take a hit. It's not fun, but it's not really overpowered. It's just not really a great thing to play against, and why killers like Deathslinger, Pyramid Head and Demo all do it.

    What it does do is, regardless of if you as a killer win or lose, and most of the time you will still 4 escape a Deathslinger or Pyramid Head, is make the killer feel like they're not getting outplayed or looped with nothing they can do. They can always get a hit and not be taken advantage of.

    I don't see anything wrong with one killer having the ability to have a playstyle that doesn't let you take advantage of a specific perk, and if you need the perk that badly, there's another issue at hand, be it by your own ability or game design itself, far beyond the issues of a specific killer or perk.

  • Huntress is one of the most balanced killers in the entire game next to Billy, and while her hitboxes are a bit wonky at times, that's mostly a server issue. The speed of a hatchet it also slower than the speed of DS shot, and you seem to be forgetting that Deathslinger has to reload, which doesn't take all that long, and the Huntress gives you more than enough time to get plenty of distance between her throw, windup and charge.

    Her lullaby also has no reason to be changed because anyone with awareness can hear her coming a mile away and open their eyes or prepare to get to a safer area, which is far more indication than a DS that can easily sneak up on you out of nowhere with M&A.

    And zero counterplay? Well, maybe if you have zero skill, which is something Huntress does take to play. But, you're right, it's the killers fault, it's the hitboxes fault, it's certainly never your fault, you always outplay her and if you can't well, better make a post saying to nerf her in 10 different ways, right?

  • Don't forget Freddy's teleport getting a 2 min CD.

  • @Ihatelife said:

    Yeah, yeah big nerf, killer will be useless etc. Try out the PTB first before you're gonna assume that he is butchered with nerfs xd

    People don't have to try it out because he didn't need to be nerfed. Most any killer and survivor with a brain would tell you that he was one of, if not the most balanced killer in the game. So any nerf is unncessary.

    Like, you literally have a killer like Spirit still in the current state she's in, but Billy needed a nerf?

  • You realize that his whole "identity" and playstyle is that of holding your chainsaw, as well as using skill and knowledge to curve, right? You realize they're nerfing basically every good Billy's playstyle and identity, right? No?

  • This change brought to you by the balance team who believed, years later, there was some secrets to uncover to make Clown super strong.

  • Everyone already knows the current state of dedicated servers, so how much increasing the tick rate to 60 has yet to be seen, for one.

    Second, this game was designed around P2P and giving the killer hit priority, therefore giving the servers priority will mean that if the killer has a slightly higher ping to the servers than the survivors on it, a lot of hits that should probably realistically hit may not hit. No one is going to be happy if you swing and your swing just gets eaten by air or something.

    So, I'll call it a good thing if it works well and there really isn't any drastic differences between slightly higher pings between survivors and killers

  • You're congratulating them when it could be terrible.

  • All they have to do is nerf Spirit and IF and they'll have made every killer in the game incapable of dealing with good squads/SWF.

  • @chase131119 said:

    DS isn't an anti-tunneling perk stated by the devs.

    Whether you disagree with them or not is up to you, but oh well.

    No, it wasn't originally designed as an anti-tunnel perk. When it was reworked, it became that.

    Everyone in the community calls it that because that is why people run it, and that is what it is used for. It's irrelevant if the devs say it isn't. Because it is. Admitting it is would require they actually address the issues of DS, which are tunnel related ie lockers and performing safe actions while safe yet still having a perk that benefits you in a situation it isn't meant to do so in.

  • The game is basically going to be go to a locker, red bar, reload on every killer at this point. Limitations are fun :)

    LF looks quite nice actually, but I really don't think Billy needed to be touched. Like, at all. I barely even see Billy's in my games.

  • The outfit is amazing so I don't mind, though I would prefer, if anything, that the head be the one part that can be mixed and matched, which I assume may also be the easiest to do so with.

    That said I'm perfectly fine with it if it's a really awesome outfit, but I really hope that the number of cosmetic unbreakable outfits doesn't vastly begin to outweigh the interchangable ones

  • Up next: Huntress and then Spirit again :)

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