BrendanLeeT
BrendanLeeT
About
- Username
- BrendanLeeT
- Joined
- Visits
- 1,266
- Last Active
Comments
-
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/921321#Comment_921321
Isn't it the killer's job to choose chases wisely and apply pressure on generators? I agree gens are too fast with toolboxes but sometimes the killer is at fault for losing. If a killer can't end a chase in 60 seconds or less it should be avoided
It's kind of hard to apply pressure to 4 survivors and that's why tunneling is effective (even though I don't like it so don't do it) because it removes 1 survivor from the game and it's much easier to pressure 3 survivors.
You say drop the chase but the moment you drop the chase you have to walk to a generator, hoping that a survivor is on it whilst the survivor you just dropped chase on is already on a gen. Sometimes dropping a chase works but against good survivors it unfortunately doesn't always work.
I'll use an example of one of my games a little over a month ago:
Map was Wretched Shop and I was playing Wraith at purple ranks. I find a survivor and injure them and they run straight to the Wretched Shop, which we can all agree on is a horrendous loop. So me thinking I'm being smart drops the chase on the survivor and goes to a generator AWAY from the Wretched Shop to avoid the building but nope a survivor sprint bursts to Wretched Shop and loops it. To cut a long story short all 4 of them knew how to efficiently run the Wretched Shop and I got a 1k because I commited to the chase resulting in all generators being done and camping the final person to at least secure one kill.
Some people need to understand that dropping the chase is completely map reliant and if there are strong structure then dropping the chase wont work if all of them know how to abuse them.
-
Yup I can slug, win chases quite quickly but unless I'm playing a top tier killer my matches end too soon. I mind game loops and down them within 30 seconds but gens just still pop. Even when playing as survivor I've noticed that people are more often leaving me on the hook until the VERY last second just to rush out gens.
I don't know but if I'm forced to play Spirit and Billy then so be it but I find it incredibly unfun to play the same killers constantly.
-
That's why everyone says the weakest to strongest are: Solo, Killer, SWF. I very very rarely play solo because it's true that you need to rely on randoms to do gens, loop, save, etc. You can't necessarily force randoms to play as a team and that's why SWFs have a HUGE advantage which nobody realizes called VoIP or some people are too stubborn to acknowledge the advantage (Not saying this is you @Enitoni just saying in general).
"The problem is that people that get tunneled don't feel like playing the game much after, because it sucks out all the fun."
Unfortunately there are unfun aspects for either side such as a 4 man SWF group gen rushing, 4 man SWF group playing as toxic as possible, or just terrible maps (Wretched shop) in which all survivors abuse the loops even when switching target all of them know how to play. But I realize that I just need to move on and try again because NO MATTER what game it is you'll always have bad matches.
"Cool, so you had one chance while a survivor was already at a hook. You wouldn't have the same chance if they just got unhooked and the killer was already there close enough to catch up to them immediately."
That's why perks are in the game like Borrowed Time, DS, etc. I've always argued with people who tell you to rely on perks but apparently we need to according to a lot of people. The amount of times I've seen a complaint and people reply with "Use X perk" is unreal, in my opinion a perk should help but definitely shouldn't be relied on to succeeded.
"It's also completely unnecessary. You don't have to tunnel to win a game as killer."
Depends on the scenario to be honest. If you're getting a 4 man commando squad and you find out they are super altruistic then the only way to win is to prey on that weakness. Other times if it's just a causal game when no side is sweating for the win then you're right it's absolutely not necessary.
"I'd like to clarify that by tunneling I don't mean finding the injured survivor first if they made no attempts to hide, I mean deliberately going after the survivor with the sole intention of downing them again even if they ran away from the hook and there are other survivors in view."
I agree I'm not the toxic type to rage at the killer but I do rant in calls when I get tunneled for absolutely no reason at all (Multiple gens left, didn't play toxic, etc).
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/899878#Comment_899878
Try body blocking a killer who is faster than you and is focusing a different survivor, I'll wait. This is a non argument. Body blocking does not stop tunneling, it can only delay it. And when you're body blocking instead of doing gens, you're just helping the killer by giving them more pressure.
There you go it's supposed to be a TEAM based game, a survivor shouldn't be able to 1v1 a killer because it would make no sense for 1 survivor to be equally powered to 1 killer when there are 4 survivors. That's why gens get done so fast because people have the mindset of "we cannot get off gens whatsoever not even to help in chases" unless it's a Meg with a flashlight of course who never touches gens and just follows the killer everywhere.
If the killer is really set into tunneling a survivor, bodyblocking will at least guarantee the tunneled survivor will get to a new loop in which if they are good can prolong the chase for a while. You don't need every survivor in the match to be bodyblocking you just need to co-ordinate it.
Last night I had meme games with Mettle of Man and I had no problem waiting for the survivor to circle around a structure then once they go past me I jump behind them and in front of the killer to gain a token.
With the introduction of Breakout, it will slightly help you in bodyblocking if the killer is trying to hook a tunneled survivor but some people are so used to meta perks that they feel naked without changing their build (not targeted towards you Enitoni but some people really struggle when they don't run meta)
-
@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/897045#Comment_897045
You mean before the engine change?
Indeed, I don't know why but it just had something to it that makes me want it back.
-
2 days ago was me playing killer having a super frustrating and bad day. Constantly getting 3 escapes or just two (which is a draw so I didn't mind)
-
The graphics before the Legion patch because it just seemed so much nicer.
-
Survivors 99% the exit gate to increase their odds of performing saves to get everyone out without a time limit thrown onto them. If survivors can 99% the gates because it's playing strategically then why can't the killer slug to increase their odds of a 4k?
Another thing, every killer that complains about gen rushing are told BY SURVIVORS to apply pressure to easily counter it and slugging is applying pressure because you're getting multiple people off gens. We apply pressure and then people complain again.
Both sides use annoying aspects to increase their odds of winning such as items (survivors), addons (both), perks (both), slugging (killer), and abusing strong (not infinites) loops that extend the chase way too much. Come on guys, double standards man. If survivors are allowed to abuse strong loops like Wretched shop and we complain we're told "do you want us to walk in a straight line and give you an easy win" but if killers slug we're told off, do you want us to just IGNORE other survivors nearby and give them a free pass? Doesn't work like that.
-
@TheCrookedMan said:
https://forum.deadbydaylight.com/en/discussion/comment/879878#Comment_879878
It does give killers the edge, and I guess that's always been intended
Well my main point in that reply was just stating that if you make it so survivors can see the killer they are going up against they will all dodge it unless it's one of the weakest killers in the game. People don't just complain about Spirit they complain about ALL killers so killers will practically never get a match.
-
@TheCrookedMan said:
I never thought it was fair that Killers could see items and survivors couldn't see what killer was in play. It might be because of dedicated servers, if killers can dodge now they won't DC later in a match. But if that's the case then survivors should get the opertunity to know what killer they're going up against before a match starts. People don't like going up against 4 toolboxes which es understandable, but people also don't like going up against spirit.
People complain about every killer no matter how weak some people make them out to be. I've seen people calling Plague strong so it wont be "lets dodge this spirit" it will be "Lets dodge every killer unless it's a LF or Clown". Killers will practically get no games whatsoever unless they are playing one of the weakest killers in the game, this wont be a good idea.
It was always intended for killers to see the survivors because it gives them the opportunity to edit their build slightly before the match.
-
@EyeFearFoolie said:
https://forum.deadbydaylight.com/en/discussion/comment/761052#Comment_761052
If the game was truly trying to be balanced they would buff them together. killers and survivors taking turns getting buffed/nerfed forever would be just tipping the scale back and fourth in either favor. Doesn’t sound very “balanced” to me
True and false. If the game was balance and they took it in turns nerfing/buffing you would be correct however if the game is not 100% balance and they take it in turns the scales will indeed go back and fourth.
I don't agree with some of the survivors nerfs they receive but for people (not you) to go out of their way to say the game is killer sided because survivors got nerfed and the killers didn't baffles me because balancing doesn't work like that unless both sides were balanced.
With the latest patch, insta healers which WAS OP has been been nerfed so they are STRONG and not OP anymore. I think a nurse nerf/rework was a good trade for insta-healers to be toned down a little bit. Next on the line are moris and I think a good trade off for moris being nerfed would be keys but to be honest I don't know how they will nerf them.
-
@JohnnyGat666 said:
Why do people want keys nerfed? They can only be used when specific conditions are met. It’s the only counter to a 3 gen strategy as well.
Keys can be countered by preventing gens being done and using Franklin’s Demise, but of course killer mains just want to stick to their meta builds....
Why do people want NOED nerfed? NOED can only be used when specific conditions are met (all gens are completed and totems are remaining). It’s the only counter to survivors who focus gens and the killer has no mobility on a large map.
NOED can be countered by cleaning totems and using Small Game or Detectives Hunch, but of course survivor mains just want to stick to their meta builds....
Can't you see how flawed that argument is?
-
@siyke26 said:
https://forum.deadbydaylight.com/en/discussion/comment/761052#Comment_761052
To be fair in the low tier games things are pretty balanced as they were months ago I am not saying game wasn't broken when was released but those days have long since passed so holding on to those days as way justifying putting survivors down mean that survivors will never get to have anything nice because now it's med kits who knows what's next I know keys are popular right then what another perk because as survivors have anything that halfway works the killers will call for a nerf til game becomes one sided in the killers favor then there won't be a point to play survivor then game will die but luckily there are a lot of perks so I guess it will be awhile before survivor is completely unplayable.
We don't even need to look at 2016, it was only like 1 and a half years ago, give and take maybe a couple of months, that dpip squad showed how the game is unbalanced and if survivors really wanted to win they can easily do so.
Don't forget that just because some aspects of survivors get nerfed they do receive some buffs. Sometimes people are just so used to using the meta which revolves around as many second chance/chase perks as possible that they don't feel like they can change it. The new Detective hunch will probably have a placement in my loadout because of how good it looks now but that's because I'm not focused on the meta.
To be honest, the last basekit nerf that was a game changer was the removal of the pallet vacuum. I'll be honest, most survivor perks are fine as they are when used by themselves but with the ability to use a combination of perks is what makes it strong. I might be the odd few who believe this but old MoM would have been fine ON ITS OWN but what made it broken was the ability to combine it with other second chance perks such as DS and to some extent DH for when they fail a loop. Most survivor nerfs need to happen because of the synergy when combining these perks but the perks on their own is not overpowered.
-
@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/761056#Comment_761056
well if a killer camps me because I pissed them off that much then I'm proud of myself
Oh I've had proud moments when I loop killers for multiple gens just to be face camped by them at the end. 2 days ago I got a head-on save and was camped to death by a Myers because "Head-on is toxic!" when I was running meme builds.
-
For the same reason survivors t-bag at exit gates or just flashlight macro spam, just to BM and rub it in your face. I find it quite funny that survivors are allowed to BM and we're told "it's just crouching, get a thicker skin" but if the killers BM we're salty. I love throwing around the saying what comes around goes around, so if survivor BM me then I'll rub it in their face and BM them back and then usually get told to get cancer, etc. Well any form of salt is a victory for me.
-
@siyke26 said:
https://forum.deadbydaylight.com/en/discussion/comment/760981#Comment_760981
But in my experience the nerfs tend to stack more heavy towards the survivor side they recently buffed up demogorgon survivors received no such buff so balance as say they should or take from both side equally and not what the killer mains whine about the most just periodically take from killers to save face
Just because a killer gets buffed doesn't mean a survivors should get buffed. Imagine we had a set of 2 scales with two little dishes on either side. Left side is survivor and right is killer. If you look at the video from 2016 that Tru uploaded the left side was weighting down drastically and for the balance to happen the devs had to nerf survivors more then the killer to even out the weight (balance).
With your mentality, a killer gets buffed so the weights balance out a bit but now a survivor buff needs to happen so now you buff the scales out and oh no back to square one where it's unbalanced again.
I'm not the best at explaining but balancing doesn't work like that where one side gets buffed so the other side needs to get buffed. I'll agree survivors have been getting nerfed a lot lately but all of this is to even it out because of the game catching back up from the old times.
-
Oh a lot of people are forgetting about the Disturbed ward, man I hate that map with a passion if they abuse the main structure on that.
-
@MysterTal said:
I'm a Killer Main with over 1000 hours.
In my opinion, NOED does reward bad gameplay and is OP or at least badly designed.
I'm not a great player, myself, I consider myself to be more of an average player both as Killer and Survivor. I have played the game for a while and have been to Rank 1 as both.
It is my opinion that players who use and defend use of NOED overall are less experienced, with less understanding of the game.
I see a lot of Killers who simply don't know how to chase efficiently and do not understand what it means to apply pressure on a team and how to do it.
I've seen Killers committing to a chase against strong Survivors around strong loops (Coal Tower's main building into a chain of jungle gyms and back again) for 3-4 gens who then complain that gens go too fast.
And there's a lot of tunneling. I've been tunneled for an entire match by a Trapper who outright refused to change targets until he finally caught me (exit gates were powered by then). I've been chased pretty much for an entire match on Wretched Shop by a Killer who simply did not understand that the Hag is not a long-range chaser who can just run after Survivors with zero prep and that there are four Survivors to deal with.
A lot of this comes down to moving inefficiently during chases, not having the game sense to know what chases to take and what chases to just leave, when to slug, when to go back to a hooked Survivor, what gens to patrol and defend and which gens to sacrifice.
Again, I'm not saying I'm a master of any of these skills, but I do understand that becoming aware of them and keeping them in mind makes a huge difference.
I see Killers making huge mistakes all the time. Killers who seem to believe that every chase must end in a hook and who will run after one Survivor to the ends of the earth for minutes upon minutes.
Killers camping or chasing a Survivor to a hook and try to position themselves to hit the unhooked Survivor instead of taking a free hit (or even a down) on the rescuer, getting Borrowed Time'd, then tunneling the unhooked, getting DS'd and still tunneling the unhooked through a strong loop until they just lose.
If I chase someone for more than 15 seconds and the chase does not result in a hit or me getting at least one pallet out of the way, I ######### leave that Survivor and change targets.
If I get a map like Coal Tower, I will sacrifice the tower gen every time. If I chase someone on that map and they so much as glance at the direction of The Tower of Bullshit, I drop the chase.
If I chase someone and realize they're very good Survivors, they are not worth my time and I will try to catch them at another time through altruism.
There are areas on every map where you simply do not want to take a chase. There are some Survivors you simply have to give up on during the early game phase. There are gens on every map that are simply not worth the time to patrol and defend.
Yes, Killers overall are weak or at least disadvantaged compared with Seal Team 6 Survivor squads who know to split pressure and which gens to contest first. That doesn't mean we can't do anything at all against them.
Most Survivors out there are not Seal Team 6, however. Not even most SWFs.
None of this justifies NOED and anyone who compares NOED with Adrenaline simply does not understand the game.
If you think that you are completely powerless to slow down the gens without a Perk or that you cannot apply pressure at all because you are playing a weaker Killer, you are just not a very good Killer yet.
Yes, your ability to apply pressure will be harder and yes, sometimes the Survivors are just too strong - but that's how it should be: if the Survivors band together well, split pressure well and chase well, they fully deserve their win. It's not as fair if they're a 4-player SWF on comms who play the game like it's the Olympics, and those do have an unfair advantage over Killers - but play Survivor in solo queue for a week and by Tuesday you will fully understand why they exist.
It's true that you will probably lose automatically by going against those, but even they are not unbeatable and you can at least play well and get something out of that match - and yes, Seal Team 6 squads can be beaten. With good pathing, rotation and a bit of luck.
Am I personally confident in my ability to do so? No, but do I think that the one Seal Team 6 squad I'll face out of a dozen casuals who run around like headless chickens justifies NOED? Absolutely not.
There are characters like Legion who are simply very weak right now. That said, I have 4k'd as Legion in the purple ranks against good Survivors and on a map that was terrible for me and they didn't get to power the exit gates at all.
Is it because I'm a god? ######### no, I'm a potato. I managed to seize on their mistakes, kept a cool head, changed targets, applied pressure on multiple Survivors and minded my rotation.
I know a lot of you will eat my head now and completely disagree with me, and that's ok. Without sounding conceited, some of you simply have less time in the game. I was just like you when I had 200-400 hours. Just like growing up in real life, there are phases you just go through. When you gain more experience and understanding of the game, you might see things differently - and maybe not, and that's ok too. Everyone is entitled to their opinions and if you think that everything I said is false and NOED is the bomb, then I wish you all the best.
If I can give newer Killer Mains some advice, I would say: Watch experienced streamers, keep playing the game, try to gain a wider understanding of it. Play Survivor for a while to learn the game from our prey's perspective. Don't be afraid to play against strong Survivors and don't sink into a pit of bitterness and despair over a bad match. We all make mistakes and there's always room for improvement.
Consider bad matches a learning experience. Don't lose your head because a Survivor teabags. Think of the game more like a strategic match, like chess. Look back at your own matches and try to analyze them objectively - what have you done that might have been a mistake? How can you improve next time? What should you have done instead of what you did?
And if you feel yourself relying on any one Perk, try playing without it for a while.
And finally, Brothers and Sisters in the Entity, may your feet never know Haddonfield and your hooks always be warm.
Good luck and see you in the Fog.
I never use NOED because to me it's a waste of a perk slot and I can do far much better without it. I might defend it but that's only when I heard things like Adrenaline is fine and doesn't reward failure, DH is not a second chance (literally you failed at a loop so you press a key to not go down), etc.
If no one was spewing "survivors have no second chances" or "survivors are allowed second chances but killers are bad if they use them" then I would be down for nerfing NOED. I'm just trying to open up the eyes on the people who heavily cry for nerfs but then think nothing else is wrong with the game.
-
@WickedKatz said:
Your post is further from the truth. NOED does reward bad players, since the main objective is to do gens and prevent gens. The survivors dont have to check all map for totems, noed activating doesnt mean bad survivor plays, it means the survivors were focused on doing gens. If you compared noed and adrenaline, which is the most common killer main thing to say, Noed activates if you dont do the Gatekeeper objective as killer, and Adrenaline activates if you do all of your objectives of the Lightbringer category. This means that noed is a noob perk, and it rewards players who cannot prevent gen completion
Just like NOED, survivors can not touch a single generator and still get Adrenaline. Does Adrenaline require X amount of gen completions PER survivor to activate? Does it have a requirement to activate? Nope, just like NOED it activates upon the completion of the last generator or the closure of the hatch.
Adrenaline can reward bad plays too. Here are two scenarios in which Adrenaline rewards failure:
1) Killer closes hatch meaning you failed to complete gens and you failed to find hatch but Adrenaline still activates.
2) Killer wins a chase and downs you, boom adrenaline pops removing the pressure from the killer and possibly denying them a kill. Rewarding you on failing the chase and punishing the killer for winning the chase.
In my opinion NOED and Adrenaline are as bad as each other. I don't mind Adrenaline when survivors are not engaged in a chase but the thing that annoys me about Adrenaline is the fact that it can cost me a kill because ANOTHER survivor did all gens.
-
@jeyers said:
https://forum.deadbydaylight.com/en/discussion/comment/758494#Comment_758494
Not even an argument.
Doing gens is the whole point for survivors, no such thing as gen rush or "laziness".
If there is a clear counter to a perk and you refuse to try and counter it and instead whine then it is indeed laziness. I've said it before and I'll say it again, I'd happily rework/nerf NOED if Adrenaline got nerfed too.
Before you say Adrenaline doesn't reward failure then here is why it does:
1) Killer wins a chase and you get insta healer
2) Killer closes the hatch (you failing to do gens AND failing to find the hatch) and you get back up
Honestly I'd be perfectly fine is Adrenaline was changed to where if someone goes into the dying state Adrenaline doesn't heal you until you are picked back up. It's fair at that point because the killer doesn't close pressure because they won a chase and then boom Adrenaline pops.
-
@jeyers said:
https://forum.deadbydaylight.com/en/discussion/comment/759668#Comment_759668
The trick is nerfing killers just a little bit once in a while to "make up" for all the survivor nerfs.
"See they nerf us too!!! totaly the same guys!! devs arent biased"
Survivors have had huge nerfs to gameplay over time now while killers have generally gotten smoother and better gameplay via good perks and bias.
The largest nerf to the survivor base-kit in a long time was the removal of the pallet vacuum. Perks overtime get nerfed but that's because it was genuinely flawed (old MoM, old DS, etc) and it was mainly flawed due to no counter-play. But don't you realize that perks also get buffed too? Just because it's not meta doesn't mean that you cannot use it. Why don't you go out of your comfort zone and try different builds instead of using the current meta of try to use as many second chance perks as possible? Survivor IS playable without 4 second chance perks.
If the devs are so killer sided why do they try out things like survivors being able to flash light save during the animation, survivors being able to drop the pallet during the pickup animation to save, etc? They even tried out an experiment to make the Nurse get pallet stunned if survivors dropped a pallet during her blink.
Now Jeyers I want you to read this clearly for once. Lets say we have a set of scales with two sides to it. The survivor side is being pulled down more which means that it's survivor sided and for the devs to balance the scale out, they need to buff killers or nerf some survivor features. Now the scale is balanced, with your logic the killers need to receive a nerf now because survivors got nerfed and then guess what happens? The scale goes down on the survivor side again making it more survivor sided. If you nerf killer every time survivors get nerfed then the scale never changes and the balance stays the same.
Due to how flawed this game used to be, which someone linked you a video showcasing it, survivors had to receive a few nerfs to balance it out. Don't you remember the dpip squad experiment? I know it's coming up to 2 years since then but people showcased how flawed this game was so of course survivors got nerfed.
You also need to remember this is an asymmetrical horror game with FOUR survivors versus ONE killer and it should be a team based effort to win. That's why the current game is: solo is the weakest, killer is stronger than solo and SWFs are the power role. ONE survivor shouldn't be able to 1v1 the killer and just receive easy wins. Even if you look back at the dev dairies before the release of the game, killers were described as a power role but because so many people got too comfortable with easy wins BACK THEN they complain the more balanced the game gets and the more they need to work to obtain the victory.
If the devs were so killer sided why does the pig get nerfed every patch (still don't understand why), why did the nurse get reworked, etc. I'm certain that if you compare the killer nerfs since release there are actually more killer nerfs than survivor nerfs so how are the devs killer sided?
-
@jeyers said:
https://forum.deadbydaylight.com/en/discussion/comment/759266#Comment_759266
They nerf survivors because killers cry harder for nerfs.
Or maybe devs just play killers, who knows.
I mean this could be entirely flipped: They nerf killers because survivors cry harder for nerfs. Or maybe jeyers just play survivor, who knows. Man you're the most biased survivor I've seen on this forum and I'm just starting to think that you're doing this for attention and/or trolling. Like I've stated previously, if you play DbD as much as you whine on the forums then maybe you would be much better at the game.
Anyway, remember old Freddy outrage, or Nurse complaints and even Spirit? Both sides complain as much as each other and the AMOUNT of nerfs mean nothing, it's how significant the nerfs are that matters. Two scenarios AS EXAMPLES:
1) 4 nerfs to medkits, -5% speed x4
2) 1 nerf to medkits with -20% speed
Can you see that those 4 nerfs in example 1 would be the equivalent to the 1 nerf with -20%? Sure survivors might be receiving a lot of nerfs but the number of nerfs are not equivalent to the significant of the nerfs.
If I could be bothered to get the link, someone kept a track record of all killer nerfs (perks, powers, addons) since release and you can see that killer has been getting nerfed since release but right now it may seem like survivors are getting more nerfs because the OLD DBD was heavily survivor sided and all of these nerfs are just balancing it.
People like you need to get out of the mindset that if a survivor nerf happens the killer NEEDS to get nerfed because unfortunately balancing doesn't work like that all the time.
Anyway it's laughable that you think the devs are only killer sided. A few of the developers/CMs that stream play a mixture of both roles so feel free to watch them when they are live just so your point is proven wrong with devs only play killer.
-
@Mert_MK said:
https://forum.deadbydaylight.com/en/discussion/comment/758564#Comment_758564
I‘m so glad killing myself on first hook isn‘t punishable.
Keep being boring. Don‘t be surprised when you‘ll see an increased amount of survivors bringing toolboxes then.
Although I've never ran the forever Freddy build, I just play Freddy like normal. Don't get me wrong, holding M1 is boring and that's why I mainly play killer because it's more interactive so I don't get bored as fast but on average my lobbies have a guaranteed chance of at least 1 toolbox and 75% of the time 2 toolboxes are present. Toolboxes are already so common that I don't see how they can become even more popular.
-
@grtf47 said:
@BrendanLeeT how do Instaheals require no skill if I have to time my heal correctly and there are other things I need to consider when using it.
It's not that difficult to use insta-healers. I know I'm a bit of a hypocrite for this but last night I was using Ace in a hole and Plunders and found an insta healer in my 2nd chest. I went against an insidious basement build trapper and I ran into the basement with 1 other survivor and rescued the hooked survivor. The second survivor I ran in the basement with went down so I insta healed them and took the next hit. All of us got out of the basement and went as far away as possible and that made the trapper lose. If it wasn't for that insta-healer the trapper would have gotten more basement hooks and kills. (I typically don't use insta-healers but I found it with my 2 perks and he was camping from the start so I didn't have any reason not to use it)
Was that difficult? Not at all. Was I under any sort of pressure? Nope I just held M2 and pressed space. I think you're overthinking this a little in terms of difficulty.
Let me ask you this, why don't moris require skill? For a mori to work, the killer NEEDS to win 2 chases. First chase to hook you once then a second chase to use the mori. A insta healer can be used whenever and wherever with no preconditions apart from they have to be injured or dying for it to work. Moris on the other hard require a precondition but why should they be nerfed?
Anyway my opinion still stands, Moris need to be reworked or just remove Ebony Mori and keep the Ivory because that isn't that bad.
-
@VincentRedfield said:
https://forum.deadbydaylight.com/en/discussion/comment/753539#Comment_753539
So people need to learn to get better instead of crying? Like killer mains like you cried about instaheals instead of getting better? Hmm....
Both moris and insta healer require no skill. Honestly all of the time crunch is on the killers and with how long a good survivor can loop a killer an insta healer wiping all of that pressure is just a slap in the face.
Tbh I hope moris are the next to be changed
-
@jeyers said:
Title.
Now that the last good item for survivor is gone are Moris getting nerfed or removed ?
Seems like the game and devs are favoring killers more and more these days.
I heavily disagree on devs favoring the killers but yes moris need to be changed. Hey at least we can somewhat agree with each other for once.
-
@WickedMilk03 said:
https://forum.deadbydaylight.com/en/discussion/comment/747683#Comment_747683
They could fix that by adding something in the center of the map that survivors would need in order to finish a gen. Then survivors would be impacted by large maps as well.
I have a gen rework concept on my discussions where I address what I believe needs to be done.
Yeah Billy, Nurse, and Spirit all do well for two big reason and they are:Mobility and Chase. Some maps are that large it becomes a pain to apply pressure with basic M1 killer hence why we believe that "gen rushing" is the problem. The only real issue with this game are the maps and increasing the gen repair time will only make it more boring for survivor.
Tomorrow though I'd happily take a look at your suggestion but if you posted it a while ago then I wont comment feedback because it's not always the best to bring back posts from a while ago.
-
I hope the free track will have more available items but man I love those charms. Just a nice little thing to add more customization.
-
I love this change, my boy Wraith is dancing in the moonlight now :)
-
It's mainly an issue with maps that contain loops and structures that are too safe and have the potential to waste too much of the killers time. Once the maps are fixed and chases are now somewhat skill based then you'll see that generator times are not that much of a problem.
Although I don't like them only reworking 2 maps a year they are somewhat improving the maps that contain way too many broken loops.
-
Honestly though, I'm happy they didn't add more fatigue on her and instead added the 3 second cooldown. I'd happily take a 3 second cooldown over more fatigue :)
-
Here are my two cents on this situation:
Understandably the killer mains will be frustrated with this change because Nurse was one of the few killers who stood a chance against an optimal 4 man SWF team with the ONLY intention to rush gens and to not have fun. The core issue right now are NOT the gen times but some of the maps that have way too many safety nets and strong structural loops.
It's nice that map reworks are happening but it's only 2 maps per year (unless I've heard it wrong) which means that it's going to take a long time to fix all of the problematic maps. I would be totally on-board with these changes if maps were reworked at a much faster pace (why does this game have so little map designers). Right now I cannot rate the new Nurse because I don't like to call her too good or bad without proper testing but if they are indeed only B tier like some people are suggesting then Spirit will be the new go-to killer who has even less counterplay and just a complete guessing game which I find even more unfun then going against a Nurse.
Now understandably Nurse was annoying to go against and I don't consider her base kit to be OP but when survivors constantly ran into Nurses every couple of games, it was just unfun to go against. Although Nurse arguably did have some counterplay it was extremely tough to pull off against a highly skilled veteran nurse.
Additionally, Nurse completely bypasses every single defense mechanics that the survivors have and I just find it bizarre that one killer could completely nullify survivor defenses so easily making survivors have to rely on stealth but if they are in a chase then sooner or later they are just going to be downed.
Finally I'm just happy I'm a Freddy and Wraith main and only played Nurse for my dailies. This only effect this change will have on me is just Nurse dailies will be trashed from now on but that's no big deal.
-
@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/738155#Comment_738155
Imagine thinking noed is niche and weak lol. In the past month, I have seen noed get disabled ONCE and that's because I cleansed all 5 totems by myself. That's also rank 1 btw.
Ever thought why the best killers in this game don't use noed? Because it's a perk that only bad killers use (or maybe the try hard ones that just wants a guarenteed 4k).
Doing totems is also NOT a secondary objective and will never be unless the devs add another reason to cleanse totems. Cleansing 5 totems to disable a perk that the killer may not even be using isn't a secondary objective, and it shouldn't be.
"Doing totems is also NOT a secondary objective and will never be unless the devs add another reason to cleanse totems."
I mean everyone is arguing against NOED and if people hate it that much, isn't that not a reason itself to cleanse totems? Don't get me wrong, I hate looping a killer all game whilst my team does gens and then I get downed to NOED. My most recent game was a Billy chasing me for 5 gens and then getting a kill with NOED and literally screamed "#########, ######### NOED man" but I think that was mainly due to Billy using it but then I realized it was my team's fault for not cleansing totems because he was on me the entire game meaning I had no chance to touch a gen or a totem.
Honestly, I get annoyed when top tier killers run NOED because they seriously don't need it but when I run into killers like Wraith, Trapper, Plague, etc then I honestly don't get annoyed because I already know they struggle against optimal teams.
-
@Watery said:
An add-on rework doesn’t make it a nerf.
You don’t need add-on’s on nurse for her to be good.
I don't think many people have issues with her addon rework it's just the fact that the devs said that they MIGHT tweak her base kit.
I'm completely fine with her base kit, I just despise going again a 3+ blink Nurse because it's extremely unfun and the Nurse will have multiple chances to correct their blink if they fail.
2 blinks are usually fine because if I do play Nurse which are only for dailies then my first blink it for distance mainly to catch up and my second is a small correction if I fall too short.
-
@jeyers said:
You can tell by the non-constructive replies from the Killer community that he is indeed too strong and they have no real way of defending his boost in power without resorting to memes and insults.
I think that proves my point beyond any reasonable doubt and Freddy is next on the chopping block after Nurse And Spirit.
Take a look at your profile on the forums and view what commands and discussions you make. Most of them are something to do with survivors being too weak, killers being too strong, x killer perk is too op, etc.
You're a bit hypocritical to say the feedback isn't constructive when the only feedback you gave me for Adrenaline is "Adrenaline = good NOED = bad" but that's on another topic so im not going into detail.
-
The only change Freddy needs are snares not being able to stack with BL. Other then that, he is completely fine
-
I've said this before and I'll say it again, you cannot blame the developers or "killer mains" for this change, you can blame a lot of the toxic SWFs who exploited the system to bully new killer by belittling them, playing with low ranked friends to accomplish this, mocking them for losing, BMing them, and do I need to continue? You have no one to blame but the special snowflakes in this community that ruined it for the rest of us.
I don't get why everyone found it fine for "killer mains" to have to deal with this for years and we were just told to "git gud, move and and accept the L and improve at the game" but now it's the survivors they are just on here complaining like it's the end of the world.
If I play another game such as RL which I recently got into and played with my friend who has thousands of hours, I would expect to be completely demolished which I was. Only when I got into solo queues I started to win games because people were at my rank but when I CHOSE to play with my friend we both had to accept the risk. Why does DbD has to be so different because I know for sure other multiplayer games use a similar system for parties such as Overwatch.
If a lot of people ended up "playing with friends for fun" which I see far too often as an excuse then why was is so common to run into groups like the ones mentioned? I know it's not everyone and I do generally feel bad for those who are affected but like I said there is no one to blame but the community for this change.
On top of this, killers still have people behind the screens playing that role they are not some AI. Why do the killers have to suffer for the fun of SWFs. I know if I just got on from a busy day I would want to play for fun, not to be tormented by SWFs which are "playing for fun with friends" for the sake of my fun.
Either way, one side would be completely screwed over. If they revert it, new killers will just be bullied out of this game and if they keep it then it's going to screw over survivors who play with new friends.
Anyway what's stopping you from starting up a Custom Game and showing them the basics about looping? When I first got this game, we went into the KYF game and then it was me as the only survivor and my friend as killer who was showing me how to loop and only after I got the basics we decided to go into a public match.
-
I thought you were all overreacting until my first game was a Spirit with Prayer beads and a ebony mori...
-
@jeyers said:
https://forum.deadbydaylight.com/en/discussion/comment/710500#Comment_710500
Cleansing totems are not the objective.
Well if you hate NOED then you can make them your secondary objective :) Again if you say Adrenaline is for survivors completing their objective then NOED is a failure on the survivors part for failing to cleanse totems.
NOED is still highly overrated because even if you do get it to activate, it's still a HEX so chances are you are only going to get 1 - 2 downs with it before it gets cleansed. From my experience, a lot of killers will camp with NOED after a down to secure a kill, making cleansing NOED even easier.
I'm not going to lie Jeyers, looking at your forum posts and comments I really doubt you play killer because you are extremely biased towards survivor. I'd highly suggest that for the rest of this season, you should play rank 1 killer and rethink some of the things you post. People who only play survivor/killer exclusively always have biased views towards their side due to not understanding the frustrations and what the other side needs to go through. If you do play killer then play at rank 1 without deranking or dodging 4 man SWFs because you've definitely not experienced what a full squad of GOOD survivors can do to the killer if they are in it for the win. When playing killer do not play Nurse or Spirit if you want a full picture on what most killers go through.
Saying gen times could be lowered, do you even play M1 killers? Saying the new DLC only has good perks for killers and bad perks for survivors? Saying keys are balanced because they have a counter just kill the player with the key? You comparing old MoM to NOED when MoM had 0 counterplay and NOED you can cleanse totems? You commented: Until devs make survivor fun again to play this issue will never go away. (Bring back MoM) but you want NOED nerfed?
Yeah I don't need to say anymore, you're extremely biased and from the posts you make, I can tell that you're just not a good survivor. If you spent more time in-game practicing rather then complaining on the forums, you might be slightly better at the game.
I'm sorry but if you think keys are balanced and the counter to them is to kill the player with a key, which chases can go on for a while on OLDER maps due to the insane safety loops and structures (Wretched shop, disturbed ward, etc), then NOED is balanced because you either cleanse all 5 totems before end game or just wait until end game for NOED to activate then search for the 1 HEX totem.
I never have any problems playing a match, seeing a teammate get downed to NOED then I actively search for it. It's as deadly as you make it out to be unless you're on the hook being camped by NOED or are actively in a chase.
-
@jeyers said:
https://forum.deadbydaylight.com/en/discussion/comment/709873#Comment_709873
It's the survivors job to do the generators, not the killer.
If 5 generators are done the survivors did their objective and are rewarded adrena.
If 5 generators are done the killer failed and are rewarded NOED.
It's also the survivors job to cleanse the totem if they don't want to get downed to NOED. I'm happy you're no longer like a broken record saying "NOED rewards failure but Adrenaline is fine!" and actually providing new reasons to why NOED should get removed.
-
Most: Myers
Least: 2+ blink nurse and Bubba
-
@jeyers said:
https://forum.deadbydaylight.com/en/discussion/comment/709873#Comment_709873
That's also wrong.
NOED removes 2 health states on hit = insta down.
Adrena heal only 1 health state = if down then up to injured and from injured to full hp.
Lets not forget the whole reason why you want NOED nerfed is because it rewards failure. I've provided two scenarios in which Adrenaline rewards failure, Raccoon and Frenzied provided another example.
How many examples do we need to tell you to prove Adrenaline rewards failure? Again if you want NOED nerfed because it rewards failure but you say Adrenaline is fine then you're completely biased.
Both perks rework failure therefore if one is to be removed so should the other.
-
@Raccoon said:
When my Adrenaline activates because the hatch gets closed, I'm rewarded with a second health state for succeeding!
I love you, I completely forgot about that. All of my walls of text could have been ended with that one statement <3
-
I like this change, I don't know why it's so much of a surprise because it's not like DbD is the only game to utilize something like this. In a lot of multiplayer games, if you party up with a friend who is a substantially higher rank than you then you're bound to play against more experienced players, why is that such a shock?
Although the tables have been turned, how is it fair for a low ranked killer to versus a high rank SWF group because they want to have fun? Don't you think the killers want to have fun too?
Honestly, the community did this to themselves by constantly abusing this to bully new killers and if the community only cared about having fun with friends and not to bully new players then why was it not uncommon to run into groups like this? To be honest for the people complaining, it might not be entirely your fault but don't blame the devs or the killers for this change blame the toxic SWF groups that made this happen.
Again I'd like to state that I have NO issue against SWFs that want to have fun, but I do despise SWFs who bully new killers just to mock them, belittle them and just generally make them have a bad experience.
-
@jeyers said:
https://forum.deadbydaylight.com/en/discussion/comment/708453#Comment_708453
You're wrong tho.
NOED rewards failure while adrena rewards winning.
Again you haven't won anything until you have escaped. Lets flip your point around, NOED punishes survivors on failing to cleanse totems and rewards the killer for totems still being active therefore NOED is balanced.
Like I said, you cannot defend Adrenaline that rewards failure then say NOED is broken. Both perks punish either side and if one were to be removed so should the other. Even the developers have stated NOED has a lot of counterplay to it but you know... If you are not a good survivor you would be complaining about NOED.
-
@Fynexx said:
I get what you want to say.
But you forget, I play with friends because they are my friends and we want to have FUN together. Not to destroy low ranks.
Although I can get with this, this is 1 group out of the many that are in it to bully killers. I play a 2 man SWF almost regularly and the occasional 3 and 4 man. With this matchmaking bug, we monitor how the killer plays and if we notice they are really bad 2 of us will sacrifice ourselves.
Now that's my group, we play for fun and no toxicity. We meme with the killers with 4 head-ons and just look at them nodding. We might play 4 OoO with Blendette because you know you can stealth so easily with Object and then sacrifice ourselves at the end. Sometimes we take the game seriously and escape but we still don't play toxic at all.
Your group seems similar, you want to have a good laugh and not be toxic to the baby killers, which I appreciate greatly because toxicity only breeds toxicity and it's never healthy for a community.
But you can blame the many SWF groups that purposefully used low ranking friends to bully new killers. Sure you might be getting punished for it with the new system, but when lets say 70% of SWFs abuse this then clearly it's in the devs best interest for the long run to fix the 70% of SWFs abusing and screw over the 30% because 70% is much greater. These are not exact numbers but just an examples.
But you also need to remember the killers are human not some AI without feelings or not wanting to have fun. Sure you might find it fun to go against new killers and you wont see the issue with it, but the new killer might get so frustrated with it. You need to look at the other perspective before commenting, just because you want fun with friends, doesn't mean the killer has to suffer just for your fun.
-
@jeyers said:
https://forum.deadbydaylight.com/en/discussion/comment/708387#Comment_708387
Stop it, please with the "So in your mind". You're arguing in bad faith so many times now i will have to ignore you soon.
I can't be any more clear than this.
NOED = Bad
Adrenaline = Good
Ok ?
I can't be any more clear. NOED rewards failure and so does Adrenaline so if one goes so should the other. If you can't come up with any other reasons apart from "NOED rewards failure" but then defend Adrenaline then I'm sorry but you're just biased.
I agree NOED rewards failure and I hate it just as much as anyone else but if I die to it it's my fault for not cleansing totems. I don't come here on the forums whining about it. Now you can defend Adrenaline for rewarding failure on survivors but then say NOED is broken, it makes absolutely no sense.
I'm not arguing bad faith a forums is here to discuss, I'm just shutting down all of your points on why Adrenaline is fine but NOED is bad. You can't argue against NOED for rewarding failure then defend Adrenaline that also rewards failure.
-
@jeyers said:
https://forum.deadbydaylight.com/en/discussion/comment/707611#Comment_707611
You have far more games where NOED is winning a losing game for a killer than a game where 3 survivors are getting revived with adrenaline because the 4th finished the last gen.
Like, its not even comparable at all those two situations.
So NOED is the busted perk that needs to get removed or nerfed hard.
Again, read my response and answer my question. I'll state it again: You say NOED is OP and needs reworking because it REWARDS failure, so in your mind adrenaline does too? If not, state a better reason to rework NOED because Adrenaline CAN REWARD failure too, depending on the scenario.
It doesn't matter if Adrenaline doesn't always reward survivors on failing, the point is that it mostly rewards at LEAST 1 survivor for failing a chase because it's true that the killer rarely gets screwed over by 3 slugged adrenaline survivors.
Now a counter to your point: NOED doesn't always reward killers for failing because smart survivors cleanse totems. So if Adrenaline is fine because it doesn't ALWAYS reward failure then so is NOED because it doesn't reward failure if the survivors know what they are doing.
Again stop saying "Nerf NOED because it rewards failure" then proceed to say Adrenaline is balanced. Both perks reward failure and screw each side over, if one goes then so should the other.
-
@Mochan said:
https://forum.deadbydaylight.com/en/discussion/comment/706807#Comment_706807
When Survivors whine about NoEd I tell them to Git Gud.
It's seriously not hard to find and cleanse totems.
My point to Jeyers is he keeps defending Adrenaline because it rewards the survivors for "winning" when they haven't won yet, they simply did one of their objectives. The final objective for them is to open the gate and escape.
He says that NOED needs be removed because it rewards failure but to some extent Adrenaline rewards failure too. As my previous two examples are:
1) Killer downs a survivor, adrenaline pops and they escaped. Well, it just punished the killer for downing a survivor and winning a chase because the 5th gen popped.
2) Killer slugs 3/4 survivors, final gen pops and now all survivors are up and running. Well it punished the killer for being able to down 3 survivors and win 3 chases.
I'm trying to show him that his statements are stupid because if he wants NOED to be removed then with his statement he wants Adrenaline to be removed too but his never replies never makes sense and that's why I said he dodged my question. But then he claims that I didn't read what he said when my reply is full of points to prove what he put is completely wrong and makes no sense.
But yeah, cleaning totems isn't that hard and I don't understand why so many people complain about NOED.
-
@jeyers said:
https://forum.deadbydaylight.com/en/discussion/comment/706807#Comment_706807
I didn't dodge anything, you just didn't listen.
Killers getting rewarded for losing = bad
Survivors getting rewarded for winning = good
Clearly you didn't read my response. Survivors haven't won anything until they have escaped. Repairing 5 gens is not equal to survivors winning, you need to get out of that mindset. EGC is just another stage of the game, both sides are still able to win or lose in this part of the match. If survivors have won when 5 gens are repaired then clearly they would automatically just escape the moment the 5th gen pops.
Now lets flip this around. Killers downing means they have won because according to you, survivors won when they repair gens. I fairly win a chase and down a survivor then Adrenaline activates. Now you said NOED is broken and OP because it rewards failure, well what did Adrenaline do in that scenario? Rewarded the survivor on failing the chase and punished the killer for winning it. So what you say about NOED applies to Adrenaline so if NOED is removed so should Adrenaline in your eyes, correct?
If your answer is no to my previous paragraph then explain why NOED should be removed apart from "It rewards failure" because Adrenaline DEPENDING on the scenario rewards failure too. Another scenario is the killer slugs 3/4 survivors and the last gen pops. Now all survivors are up and that punishes the killer for being able to down 3 survivors and keep them there, again rewarding the survivors on their failure to win a chase.
Can you see where this is going? You can claim all you want that NOED rewards failure but to some extent Adrenaline does too.
Adrenaline is completely situational. If a killer won a chase fair and square and Adrenaline makes the survivor escape then it's definitely rewarded failure. If Adrenaline deactivates OUTSIDE of a chase to heal you for end game then it hasn't rewarded failure.
Sorry I edited my post and it just vanished. If it reappears, sorry for the double post.