BSVben
BSVben
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2304868#Comment_2304868
Neither did I call them OP nor gamebreaking. They are in fact only annoying and IMO they should have only a very little impact, because they are AI-Characters after all and the Killer should not benefit from them in a big way, because the player should do the work.
And, lets be honest - if an original Killer with the exact same power would have been released, we would not have had any Zombies, they only exist because of Resident Evil.
I guess there will be more complaints about the Zombies in the future, not because they are strong or anything, but they just provide cheap RNG-Hits.
I wasn't referring to you calling them op, that was in reference to the tone of the OP.
Why shouldn't they impact the game? They are a part of the killers power. To have powerless zombies, for aesthetic purposes only would be pointless.
In terms of the RNG factor, almost every facet of this game is dominated by RNG. Why shouldn't that also apply to a killers power? The pig already falls under that category.
If they aren't strong, then why should they be needed?
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2304817#Comment_2304817
I mean, you cannot really do anything against a Zombie which pops up around a Corner in an Indoor-Map. Especially not during a chase, because you dont even hear them.
That you dont lose collision with them is also stupid.
That's hardly op or gamebreaking though. On a small percentage of the total maps, they can have a meaningful impact on the game, as intended. On the rest of the maps, they are pretty much anonymous.
Nevermind that you need to be infected before they can even do you any damage.
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@bad_clown_main said:
The new killer the nemesis in my opinion needs his zombies nerfed because when i play against them they just seem to appear out of no where and there is no reliable way to get rid of them which makes them a moving r n g trappers trap and even if you pallet stun them they respawn at the nearest hook in what feels like 5 seconds and not to mention what they do in the chase (if r n g lets them of course) to just shut down any loop instantly just by being there.so this is why i think they should be nerfed.
Instead of crying for a nerf, why don't you try changing up your strategy?
You can't loop against nurse as you would against trapper.
You can't loop a bubba like a spirit etc..
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@megthomas_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2304343#Comment_2304343
It is an asymmetrical game its killer sided from the beginning but now it’s extremely asymmetrical
DS change is so wrong so so wrong for a solo survivor it’s useless
dbd is not a mode game u can choose and play based on that
Killer sided from the beginning?
Now we know you are definitely trolling.
Before you post any more nonsense, I suggest you watch some videos of old DBD.
"Killer sided from the beginning" 😂
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@van9684 said:
I see a lot of complaining on here about how awful and difficult it is to play killer, how unfair the game is, yet most of you are killer mains. So why is that?
I played killer only for a long time and it was just too easy. After that initial learning of the game, I never had to get better or develop new skill so I switched to survivor. I also like the teamwork aspect. So, why do you continue to play killer if it’s so bad and makes you angry?
Here's a more pertinent question.
Why are all of your posts complaining about killers, killer mains, the killer main forum etc?
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Why would anyone be upset with a 2k against a swf? Either they were competent, in which case a 2k is an entirely fair and balanced result, or they were not, in which case there is no reason to complain either.
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@Gwinty said:
https://forum.deadbydaylight.com/en/discussion/comment/2300807#Comment_2300807
Okay then, you want a discussion but start the post in an offensive way with a nice ad hominem to everyone who does not agree with the OP. Also you straight up rule out that it could be the fault of the survivor and say that the other side does not listen to statistics.
Please tell me which statistic you are talking about.
Also tell me what is the expectation you have for a Killer? How many hooks / kills should a Killer get or do you measure the perfomance of a Killer in a different way.
We need to get some groundwork done before we can discuss this topic.
I've noticed a few posters recently who's posts consist almost entirely of denigrating 'killer mains' and referring to this as a 'killer main forum'.
Very curious......
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The usual protocol is to try to find the totem first, then save.
If noed can't be found and someone is hooked, you are better to just leave.
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@survmain2 said:
I'm telling the truth. How do you play against a basement wraith camper? Or how do you play against a slugger for the 4k?
Just be better at every single aspect of the game.
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.....what?
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@CoalTower said:
Toxic: Hacking, wishing death, sickness, etc. on a person that you lost against in the endgame chat or messages for console.
Not toxic: Running perks, slugging, camping, tunneling, running the killers and add-ons you want, not giving hatch, hitting on hook, flashlight saving, flashlight clicking, teabagging, gesturing, any techs, looping, SWF, bringing the items you want, using keys, bodyblocking, and unhooking near the killer with BT.
Just wanted to say this
The problem with this is that you can't definitevely proclaim any one aspect of gameplay to be toxic or not, as it is a completely subjective concept. What is toxic, or offensive to me, might be perceived entirely different by you.
You aren't the arbiter of toxicity my friend.
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What a strangely pedantic thread. At least it's an amusing change from the typical "Killer camped me!" esque threads.
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Could have potential for an alternative game mode.
A potential downside could be that it gives even more incentive for survivors to rush gens as quick as possible, especially Vs game slowing killers like Freddy.
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@DawnMad said:
I think that Blood Warden idea is actually pretty good, more of a buff than a nerf. It doesn't give an immediate danger like Noed and it can be found and destroyed, it just feels too strong if 1 person is left.
Others are just straight up nerfs that those perks don't need. They are already last resort, non-meta perks.
How is that in any way a buff to Bloodwarden? It would be changed to a hex, meaning it can be instantly undone. It also completely eliminates the possibility of anyone dying to the EGC by having it auto-disable when the timer ticks down to 10%.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2237092#Comment_2237092
Cleansing the lit NOED totem is, but you shouldn't be on the field when the killer has +7% movespeed and OHKO.
Additionally, and probably more importantly, the often spouted meme of 'just do bones' is a serious misgiving that people seem to believe in en masse, showing that the counterplay to NOED is very counter-intuitive.
There are a plethora of perks and items dedicated to showing you exactly where totems are. It's really not that difficult to counter noed. There is a reason why you don't see it that often in high ranks.
The threat of NOED is actually healthy for the game in that it encourages players to do more than just gens in the match.
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Blood Warden is very situational, and already has two powerful counter strategies. You can 99 the gates, or open and just leave before someone gets hooked.
No Way Out gives you less than 50 seconds of blocked doors at max stacks, hardly a great perk.
Remember Me is laughably bad, giving only 16 seconds of blocked doors at max stacks.
If a killer runs any, or even all of these perks combined, then they are comitting to a game with little to no helpful perks.
Why nerf perks that virtually no one runs and that very few have any issues with?
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2235023#Comment_2235023
True, but I don't think one should underestimate the value of never losing sight of the quarry. The speed difference, as far as I'm concerned, is nominal because both allow one to cross any map in record time. The Wraith isn't limited by how long he can remained in high speed mode while the Spirit does it in bursts. Right now, perhaps it is due to more practice against the Spirit, I would rather face her than a Wraith any match. I have a far better record as a Survivor against Spirit.
The Wraith isn't under any kind of pressure, no ticking clock. He simply keeps moving at high speed until his quarry in on lock and moves in. I can deceive and evade (stealth mode) a Spirit, but a good Wraith will find who he is looking for every time. Again, I'm not complaining about Wraith being overpowered, but I just don't see a fundamental difference between the two Killers in how they operate overall. In fact, I think overall the Wraith will be more consistent. I'll be interested in seeing the metrics in a few months.
Even if you disregard the superior lethality of spirits power, wraith is literally hard countered by flashlights, windows and your ears. He's not even truly invisible.....
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@CountVampyr said:
https://forum.deadbydaylight.com/en/discussion/comment/2234903#Comment_2234903
You’re not reading what I posted. I’m in red ranks as are all of the others. Two people fixing a gen in a corner as a person is hooked by a rank 1 blight with ruin in effect. Yeah. Totally efficient way to play the game. You’re still having half the group wasting time healing and by the time you’re done he’s hooked another person and on your ass again. The killer sticking close to the first hook for a little bit because he doesn’t know where everybody else might be is never a bad thing. Why make it out to be so terrible? It gives time for everybody to work on gens.
Ahh, I didn't see the part regarding 2 survivors working on a gen together.
The issue isn't the survivors hiding or not hiding, it's that they are doubling up on a gen rather than splitting up. If they aren't doubled up on gens, then blight has to choose which gen to interrupt, making ruin that much less effective.
Don't get me wrong, I'm not trying to say that hiding in a locker is always a bad idea, or that it makes you a bad teammate/survivor. I'm just trying to point out that there are plenty of good reasons to ignore BBQ instead of hiding from it.
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Cmon....
Spirit at basekit is stronger than Wraith even with his strongest add-ons.
Don't get me wrong, Wraith is definitely a good killer, but he is ultimately still a loopable M1 killer.
Spirit ignores most of the looping mechanics with her base power.
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@CountVampyr said:
https://forum.deadbydaylight.com/en/discussion/comment/2234868#Comment_2234868
It’s equally inefficient in the cases that I describe. You need to be able to know when to hide. If there’s a rank 1 killer downing people left and right primarily because of BBQ and everybody is spending more time unhooking than fixing gens, smarten the eff up because you’re losing.
If everyone else is getting downed left and right, then it is imperative that the killer sees my aura. At least then I can loop him for a good while, to give my teammates a chance to reset, and do gens.
It also helps to spread the hooks out instead of the same survivors hook trading.
I don't know what rank/level of gameplay you are at, but at the the higher levels, stealthy play is absolutely the most inefficient style of play.
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@battousan75 said:
It is a last-ditch, but with it being 4% and killer camping when your being hook, take the chance away. it then becomes useless. This is for a true 4% and not using perks.
As others have said, you can still use ds, as well as a range of exhaustion perks to provide a chance to escape.
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It's really inefficient to hide in a locker when you could spend that time during a gen.
It also encourages the killer to leave the hook.
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Rank isn't a particularly accurate gauge for skill. Hence why the Devs are introducing an MMR based system.
Even if it was accurate, the average rank of the survivors in that game is 7.5. That's hardly an unreasonable deviation from your rank as killer.
What was the end result of the game? You didn't include that in your picture.
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@BioX said:
https://forum.deadbydaylight.com/en/discussion/comment/2232543#Comment_2232543
"The only way you can hold the game hostage as a killer is by bodyblocking someone in a corner, preventing the game from coming to a natural conclusion."
you did not mention there that this is about 1 survivor remaining and the rest being dead, the preventing the game from coing to a natural conclusion refers to the act of body blocking causing that on its own without those extra parameters.
Could just as well claim that you can fly in the game, I would reply that you cant and then you would say "if you use cheats you can".
I don't want to derail this thread any more than it has been, with a flawed argument based on semantics. If that's what you want to do, then fill your boots.
Otherwise, we can agree to disagree, go on our merry ways, and wish each other good fortune for our next matches.
👍
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@BioX said:
https://forum.deadbydaylight.com/en/discussion/comment/2232461#Comment_2232461
Well now you are adding parameters that were not mentioned before, but you are correct, in that scenario its possible.
There were no parameters set. The OP's original post was referring to slugging for a 4k as holding the game hostage. I replied, letting him know that it wasn't holding the game hostage, as the only way to do that as killer is by bodyblocking someone in the corner.
You have felt the need to correct me when it was most definitely not required. If you would have looked the rest of the thread, you would have seen my interaction with another poster, discussing this very scenario.
Sometimes it's best to read the entire thread before jumping in.
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Doctor for me. Not my #1 favourite killer, but probably the one I am best with.🤘
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@BioX said:
https://forum.deadbydaylight.com/en/discussion/comment/2231811#Comment_2231811
Even that is not actually holding the game hostage, other survivors can open the door and activate the EG, no different from camping
The only real hostage holding is survivors just hiding in lockers not doing objectives.
It most certainly is holding the game hostage if the other survivors are dead. The gates can't be opened, and the hatch can't be accessed.
Both roles can hold the game hostage, not just survivors.
👍
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@bibibib8 said:
https://forum.deadbydaylight.com/en/discussion/comment/2231811#Comment_2231811
Its harder then that you need to block two person in a corner unless the trap is open
You can do it with just 1 survivor left. If the gates aren't opened and the hatch hasn't been closed, the EGC won't start.
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I'm sorry friend, but you have been misinformed. The only way you can hold the game hostage as a killer is by bodyblocking someone in a corner, preventing the game from coming to a natural conclusion.
Slugging for the 4k can be considered sweaty and boring, but certainly not holding the game hostage.
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Wow, two terrible threads from this op in one day. Someone needs a wee break methinks...
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@AgentPug said:
Had an idea for a better together buff and wanted to see if anyone liked the idea.
Simply the gen aura shown by better together will also show the gen progress similar to All Seeing - Spirit.
The idea is mainly for solo que survivors to communicate how much progress is on their gen to teammates.
It's not much but I thought it might make a good information/communication perk for survivors similar to kindred.
Sounds like a great idea. It helps to make a relatively niche perk much more appealing, without making it meta shifting.
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With the greatest of respect, as English might not be your first language, you really should run your posts through a spell checker, or word before submitting. They are brutal to attempt to read.
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@hiken said:
https://forum.deadbydaylight.com/en/discussion/comment/2205970#Comment_2205970
but they do, all perks should have counter and most of them do have another perk that counters it or big requirements, they do have counterplay that may be a mechanic in the game or another perk, for example DS doesnt have now a counterplay with another perk but has requirements that need to be filled for example to work or are deactivated by doing stuff. So it does have a counter, even gamestyle counterplay (compared to what used to be months ago it just that took too much time)
Crazy rant aside, why should all perks have a counter? You have mentioned that several times without backing it up with anything.
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@Gnarly said:
https://forum.deadbydaylight.com/en/discussion/comment/2202624#Comment_2202624
Dang😂...it's open to change
Just joking bud. There are definitely some interesting aspects to your killer, but he seems underpowered as the others have mentioned.
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@Critical_Fish said:
https://forum.deadbydaylight.com/en/discussion/250597/fan-made-chapter-weaving-anothers-death
Well, one, the power is kinda meh? Also, why does a 115% speed Killer have a 28 meter terror radius?
Tampering is literally useless. It might be nice finding slugged Survivors, but only might be. The time isn't long enough for them to be hooked, unhooked, and then for you to get good use out of it. The Killer also has no movement abilities or slowdown, legitimately making them seem like a worse Legion, who at least has a decent speed boost in his power. Also how long does it take to reload and apply the mixtures? Does it slow them down to throw the mixture toss? Why is this Killer so much like Clown?
My Domain is kinda gimmicky but it's not like its bad or anything, with Territorial Imperative it makes going into the basement a death sentence, but it also makes long distance basement camping as Demo, Hag, or any high mobility Killer even better, so I'm iffy on it.
Ain't No Rest is actually really stupid. Picture yourself as a Survivor against a Doctor with a Calm addon. Already not very fun, right? Then you also realize after using your Sprint Burst that you aren't recovering from exhaustion at all. Then when you use Deliverance you don't recover from Broken either. That sounds ######### miserable. Also, this perk has no perk tiers. I'd say it should be reworked.
Maneater is better Pop Goes The Weasel, which is potentially among the top 5 best killer perks in the game. Don't.
Self Assured is just Decisive Strike before its nerf with a spice of pre-rework Borrowed Time. Don't.
Burning Flame is... cute? There's not really a point to it honestly.
For Dragged from the Ashes, how long does the healing bonus last?
And on top of all of that, Greg O'Malley is just a straight up terrible name.
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No for me. I don't want to lose my event items in exchange for some bloody clothes 😂
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@Mandy said:
I love that roar @MadLordJack and the whole aesthetics around Oni tbh.
Oni and blight are the jewels in the dbd crown for me. The Devs did an amazing job on both their aesthetics and gameplay designs.
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I feel completely different. He's by far the most balanced killer in the game at the moment. He has a strong power, which he has to earn. But he is still loopable, and has less map pressure than Billy, nurse or blight.
Just the right mix in my opinion. It makes for fun matches.
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@ShamelessPigMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2200521#Comment_2200521
Which perk? Could you maybe provide a link?
The op is referring to infectious fright.
This whole thread is a pointless study on pedantry. The op is obviously familiar with how this perk is used.
I guess he feels that the description of the perk doesn't match up to what he expects the perk to do, based on some slightly clumsy writing.
A bit of a strange thing to complain about though.
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@peachblade said:
It happens a lot with them. As you can see, Meg is bald in the background. I play mostly Feng Min and it happens with her a lot, it will even disable her mask on the 80's skin. I've also seen it happen with Meg myself, including her Deathgarden mask, as well as Nea. It seems to only affect the female survivors.
I knew that it was a issue previously. I thought it had been patched out. Not the biggest issue to be fair.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2189465#Comment_2189465
That's partly why there's so much frustration. They displace their faults onto others, but since that's not based on the reality of the situation, the problem doesn't get fixed. Since the problem doesn't get fixed, they become more frustrated.
I wish more players would understand they they are ultimately responsible for how well they do in any given match.
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@KillerKirby said:
For some reason it does not count as healing a Survivor for a health state which it should because it is labeled as healing in the tool tip. Not a big deal there are many other ways just wanted to let the devs know this does not seem to be working. I healed 3 people with the perk in one game on haddonfield as Laurie and got no progress for the quest.
PC
I submitted the same issue on the last rift challenge. I was told that For The People is not intended to count towards the healing challenges.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2189431#Comment_2189431
I will now simply take it as a "the killer is not good enough for me, so he camps and i´ll be fine with it."
That won't fix the problem because it's based on a faulty premise. Namely, that you losing and someone else winning makes them bad because they didn't do it in a way you like. You'll still be angry at killers using this strategy, trust me.
I've always found it perplexing when survivors telling me that I'm a bad killer, despite managing to 4k at 4 or 5 gens.
A whole lot of projecting going on. On both sides.
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Your thread title gives me a headache.
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I usually find it the opposite to be honest. Most off the ttv's tend be good-to-really good loopers when they are on my team.
When I play killer, I find that they usually waste half the game going for flashlight saves / head-ons.
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@Nomporu said:
https://forum.deadbydaylight.com/en/discussion/comment/2181518#Comment_2181518
I mean i'd call 'getting a confirmed free kill' oppressive but ok.
I had quite a large reply ready to submit, until I saw you refer to the trickster as OP . 😂
I think most of the perceptive posters can see your agenda here.
Good luck. I hope you enjoy the game once you have more experience.
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@Nomporu said:
https://forum.deadbydaylight.com/en/discussion/comment/2181485#Comment_2181485
nerfing something that makes the game unfun is a controversial statement?...
Fun is entirely subjective.
Nerfs are usually targeted towards aspects of gameplay that are either unintended, or that have the potential to be overly oppressive/gamebreaking.
Noed of all perks is none of these things.
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@Rawrbot5k said:
https://forum.deadbydaylight.com/en/discussion/comment/2176113#Comment_2176113
"Necro posting" if DBD's forums were worth a damn in terms of organization it would probably be easier to avoid and "I wouldn't aim to do it again" like you're some kind of authority. Love the veiled threats. Also this game is dead anyway 0 developer interest I.E. matchmaking, new items, nah mostly just pumping out skins. Thanks for the unnecessary response.
The dude's trying to be helpful. No need to be disrespectful.
You didn't even bother engaging with any of the points he made.
It's also pretty easy to see when posts are dated from. Use your eyes!
If you hold the game and forums in such low regard, then why don't you leave both?
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@C3Tooth said:
DS should be basekit that work on both hook. BorrowTime should be basekit. But disable both of them when 5 Gen done or EGC start (incase hatch close)
Killer should have 1 tokens that able to M1 instant down healthy survivor when 5 Gen done. New objectives must be added.
Survivors should not have to use 2nd chance perk to fight tunnel & camp. Killer should not have to use slow down perk to extend trial time.
That would absolutely break the game. Hooking 12 times is rare enough as it is. Imagine needing to do it every game to 4 survivors with essentially 6 perks each.
1 measly instadown at the end of the game is a pathetic trade off for a ridiculous survivor buff.
Why can't people take responsibility for their own gameplay. Avoid risky saves. Get better at running the killer.
You already have the choice to run BT and DS, why should it be made basekit?
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@Jmang1245 said:
I mean, what are you guys thinking? Hide Somewhere so it wastes one of the killers perks and denies them pressure in the early game.
Because it's boring & inefficient to hide at loops/behind rocks until corrupt wears off.
The most fun aspect of this game by far are the chases. Why would I want to actively avoid them?