Crowman
Crowman
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Because it's consistent with how all perks that directly affect the other side.
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If I die close to the end of the game, I'll stick around to say gg.
Otherwise, if the game still has quite a while to go I'm going to leave and queue back up.
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You can't really control another's players decision to focus a single player out of the game.
If the killer wants to throw the entire game let the other 3 survivors escape by focusing on person to death, what's the actual problem here? It's a PVP game, your opponent is not in charge of making sure you have a fun enjoyable game.
DS was nerfed, but it would still be effective against tunneling off hook.
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@OldHunterLight said:
A slinger has counters in a 1v1? Sure buddy if you think slinger has counters in chase.
You don't outplay the slinger misses that is not a counter.
And I think when people say stuff like boring killer it usually means on how they play, you know like freddy with old slowdown addons + gen regression perks, or you know, stridor spirit.
Break LoS and keep distance. Always keep objects inbetween you and the Deathslinger as well so when he does land a shoot, you have a chance to break the chain. You can even bait a Deathslinger into a shoot by faking where you are going to go, it can work especially when you are heading towards a pallet or vault where the Deathslinger is likely going to aim at.
All killers have counterplay. Some have more than others. Using an excuse that you can't counter certain killers is just an excuse to not get better.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/2207595#Comment_2207595
The drawback is (if you're not counting the massive slowdown on unclokaking that the lunge speed boost is supposed to mitigate which obviously you aren't) that besides his stealth and mobility he's still just plain M1 killer in chase. You're severly overestimating power of his aftercloack lunge in chase.
Any good looper still dominates wraith in chase just as they do with most killers without strong chase focused power.
I don't think Wraith should be committing to chases uncloaked now. He can easily catch up cloaked now. And uncloaking into his lunge is effective as it. Plus a cloaked wraith can still body block a pallet or vault helping to remove options of safety as he uncloaks.
Hit and Run approach is probably Wraith's most effective build now with the speed buff, but it's a bit annoying getting no boldness since now Wraiths never have to commit to chase.
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They probably won't release the PTB before the anniversary stream as to not ruin the surprise of the reveal on their major streaming event.
I imagine the PTB will go live after the stream is over.
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2207236#Comment_2207236
there is only 2 killers viable against SWF in red ranks. Nurse and spirit.
No one plays nurse because she's too hard so that leaves spirit.
you nerf spirit then no one will want to play in red ranks anymore as killer.
nerf SWF if you want a spirit nerf
You know most swf groups aren't that good and can still be beaten by other killers. Sure it's much harder but a nice challenge between how easy killing soloqs are at the moment.
You just need to git gud. You spend so much time looking for reasons why you lost that you aren't trying to improve your own skill.
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The thing I really hate about facing him, is that facing a good wraith means you get no boldness (no TR and no chases) since he's just always cloaked. Not to mention dailies and challenges for being chased are near impossible against Wraith now.
Honestly I really dislike any killer that can bypass chase mechanics. Victor is the other big offender, but I've had a few vs huntress games where I would run them around the map and never get in chase.
It just sucks wasting a killer's time and not getting rewarded for it.
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Ruin and Pop don't work at the same time. You can't pop a gen while ruin is active.
Corrupt is not really necessary with both ruin and pop, but it only lasts for the first 2 minutes and then is gone completely.
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I really doubt it's happening every single game. I can't think of a single game I had last night where the killer was tunneling or camping.
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There's no way the power is going out at your house often enough that you rack up hours on the penalty from d/cing that way.
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@BlindMole said:
Why so much hate towards hag?? :(
I.... I love hag, the idea of making love to a decaying corpse full with putrid juices makes me... Hmmmm!
In my experience with solo queue, too many survivors don't understand how to play against Hag because she's not a common killer to face.
Leads to too many people running to unhook triggering her traps and getting grab off the unhook.
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I don't think most people think Trickster is good. A lot of people just realize that he's not completely awful with the minor buffs he got. He still needs weak, but he's at least playable against average survivors.
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I've been finding some solid success with Tinkerer on Deathslinger. Obviously I can't get across the map to defend gens almost finished, but it does make it very easy to keep control of a small area with Surge.
Not sure why someone would think Blight is the only good user of it. Plague can snowball pretty hard with it too, especially if she has Corrupt Purge.
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@papichulo said:
Spirit's add-ons aren't really going to be nerfed. Number one: Both of her pink add-ons are at most mediocre. The first one: Mother Daughter Ring allows you to gain a extreme speed boost however with a deathly cost that if your not careful of could cost you the entire game: no scratch marks while phasing. With the fathers glasses it is sloppy basically. If you run perks that overrule bleeding then your fine. Number TWO: The add-ons dont need a nerf and if they do please explain. Number THREE: In order to counter her yanking you off the gen with that speed boost all you have to do is lift your hand off the button when you hear her iconic moaning/gasping noise. (It is not hard, I mean you can hear her noises) NUMBER FOURRR: Just be extra cautious with her. You load into a game and you see spirit you just have to cope with it. This IS coming from a spirit main that is experienced as well as a survivor main. Spirits Add-Ons dont really need a nerf. Theyre just fine.
I certainly wouldn't say Spirit has mediocre addons, especially the iris. You shouldn't need Scratch Marks as Spirit if you have enough practice with her to catch survivors with phasing, especially when Stridor exists. Mother Daughter ring + Amulet is insane as it basically buffs every aspect of Spirit's power.
Blood tracking is more reliable than scratch marks especially when blood glows while spirit is phasing (built in Bloodhound). Father's Glass is pretty underrated imo.
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Any challenge that is just "do x thing y times" where y is impossible to do in a single trial. They aren't really challenges.
I enjoy the Master Challenges, because no matter how difficult they are they must be done in a single trial so I find it fun as they come of as actual challenges.
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I think it's mostly first impression. Trickster release was awful. RNG on whether or not you actually hit survivors with blades. He was slowed down a lot throwing his knives making it very hard for him to deal with loops. The decay timer was shorter so survivors were easily just recovering laceration in chase.
Those issues have been fixed and while Main Event is still bad and needs changes, Trickster is not nearly as bad as people act like he is. He's still a weak killer nonetheless.
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I doubt we'll see any really strong perks to come with the new chapter. The devs are much more careful with newer perks which means they are less likely to be meta defining perks.
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Uh no. That just has the same issue as before were survivors can do gens in the killers face with ds up.
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@jakesotto said:
https://forum.deadbydaylight.com/en/discussion/comment/2200616#Comment_2200616
I'm surprised more people aren't mentioning ghostface. Most of his add ons don't do anything, especially his ultra rares
Security Cam is a very solid addon.
Driver's License isn't bad, but with dedicated servers sometimes you just can't lean stalk.
His addons to increase stalk speed when not leaning are alright, they can certainly mean the difference between getting exposed and finishing the 99%.
The increased crouch movement isn't really useful, but is at least better than Movement speed while stalking.
And increased marked duration is just unnecessary as you should be aiming for stalks that you can immediately follow up on.
I wouldn't really say Ghostface has the worst set of addons overall. It just doesn't help him that his power recharge addons overshadow all his other ones.
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@ShamelessPigMain said:
Try not to jump to conclusions about what this says about DS' effectiveness. It's easy to assume that this meant DS was never a problem in the first place, meaning it never had an actual effect on the game and people who complained about it had no standing, but there are a lot more factors that go into winning games that haven't been held constant through a DS experiment.
My experience with old DS was that it was more of an annoyance and a punishment for playing too good. It just created situations that were unfair to killer which I believe is the main reason it got changed rather than DS being too good.
I remember a game where the survivors messed up very hard and I had just hooked my 3rd survivor before anyone had been saved. So I go after the savior and hook them now I'm left with 3 survivors who could all have DS up even because I played much better than my opponents.
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@Frontdoor6 said:
Sorry, but i don't understand why the Devs haven't said if they're looking into Trickster or not.
Its not a fan-fav, its getting bad criticism, its slow, its aim is off, and everyone picks on me when i play as it. Its like, as soon as they see its Trickster, they're not even worried or needing to put any actual effort into it
I'm not calling out the Devs, but i hope they look into it
Trickster got changes shortly after his chapter in a hotfix and the devs made it a thing to look back at previous chapters in future mid-chapters after there has been some time for people to learn to play as and against the killer.
Trickster will likely see changes in a future mid-chapter.
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This is likely just confirmation bias.
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@EvilJoshy said:
This feels more like the data was taken after the patch not before. When DS was abusable I swear I was running into 2-4 DS's every single game. Now I see it like 24% of the time but before I couldn't get into a match without someone running it.
The data was taken a month or so before the mid chapter up to now.
The other thing is it's probably different by rank too. I can't imagine low rank players often bring in DS as they likely don't have it. Whereas most red ranks have the hours and have likely unlocked all the perks by now.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2200045#Comment_2200045
+ Every Suvivor uses DS!
Reality: 27% before the Nerf...
If anything, those stats show that Killers talk a lot of nonsense.
TBF. On twitter they clarified the stats were from the last 3 months.
https://twitter.com/DeadByBHVR/status/1395093130345648135 -
Devs rarely change killers outside of mid chapter patches. Any major changes to Trickster won't come for another few months.
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@Marc_go_solo said:
I'm just happy to see it still is effective. That decline in usage is probably more indicative of those who used it just to mock the killer and use it offensively. Those who use it otherwise as an anti-tunnel perk continue to use it and still see the benefit.
I'm a little surprised the success rate isn't higher, but I also noticed the escape % is based on the percentage of matches where it was used and the player escaped. Does that mean that those matches could well have had more than one successful use of the perk, and those which failed have more than one failure?
Whichever, it's nice to see the stats, but just as important that they're not taken as gospel. Other variables could include my point above, what time period the data was gathered and maybe other possibilities.
Doesn't change the fact DS still works as an anti-tunnel perk.
Pretty sure when devs say "where the perk is used" they just mean that the perk was equipped on a character in the trial.
Overall, DS is being used less because of the nerf and the nerf didn't change the strength of the perk as people aren't escaping less with it equipped.
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@xenotimebong said:
Interesting that the use rate pre-nerf was only 27%. If you listened to the forums you’d have thought it was run by every survivor in every single match.
Also interesting to see the use rate drop so sharply. I wonder if that was before the change to have an Obsession in every match, or after.
Because it's easier to remember the times you get hit by a DS than the times you don't, because no one brought the perk.
27% basically means that on average at least 1 survivor in the match had DS and that survivor was likely going to do things like repair a gen in your face or do the annoying jump in a locker strat.
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Basically just shows the perk is just as effective as it was before, but people see a single nerf that makes it not abuseable and they drop it.
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@FrndlyChnswSalzmn said:
https://forum.deadbydaylight.com/en/discussion/comment/2199465#Comment_2199465
People complained non-stop about PH and Deathslinger until they were nerfed.
Deathslinger has received zero changes since his release.
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I really hope you just didn't play around the time of Old Legion, because it's pretty obvious to anyone who played around the time of Old Legion that there was no counterplay to him.
Legion had no reason to mindgame. FF can vault pallets and windows making both resources do absolutely nothing to stop a Legion. You can't hide either if you ever did lose LoS to legion, because FF legion can still see blood and it wasn't uncommon for Legions to bring Bloodhound either. You could technically stun Legion out of his power, but every Legion respected pallets because there was no reason not to.
Legion would still lose the game and everyone would escape, but the games were boring. One person gets chased by legion for most of the match, because it takes Legion too long to down someone as everyone else does gens. There's no interaction going on.
I also really hate to call matches in dbd boring, but Old Legion just didn't offer anything to play around. Even Spirit currently provides more counterplay options than Old Legion. Regardless of how little options exist to play against Spirit, there is at least some form of interaction between the survivors and killer.
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Here's a thought
Maybe if you spent less time trying to make every balance change into killer vs survivor you might enjoy the game more.
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5th Anniversary Stream is next week. Pretty sure the plan is that BHVR will reveal the new chapter then and after the stream ptb will go live.
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Does it suck to face a killer who just 4 man slugs at the start of the game. Sure.
Is it wrong for players to play to win. No.
The game may not be an e-sport, but that doesn't mean people don't play to win. Telling people to quit, because you don't like how they play is a bad mindset to have.
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Keys have been confirmed to be getting nerfed in the future. As annoying as keys can be, getting angry in this way will solve nothing.
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All the devs need to do is show who was grouped up at the end game.
I think a lot of people don't realize that they have defeated swf groups or that they have been stomped by solos. It's just easier for people to blame swf when they lose since there's very limited ways to verify.
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So Spirit is a bit tricky to counter, but there are a few things you can do to help improve your chances. The general idea is you want to keep distance and make it harder for her to track you.
Spirit has limited phasing duration, although duration and speed addons exist so her effective range can be variable. Safe pallets and safe vaults can help prevent a phasing spirit from reaching you, because she can't phase through walls. Any tile with a long wall you can vault to the otherside can just force the spirit to stop phasing as long as you can keep running away from the vault.
Spirit mainly relies on sound to track you. Most maps now have areas that have ambient sound which can help make it harder for the spirit to hear you. You can also crouch to reduce the sounds you make from being injured too. Repaired gens are also pretty loud and can be used too. If you don't have any safe tiles to use, this can help.
If you are away from safe tiles and can't really use the environment to hide your sounds, you can try to take advantage of server latency and spirit having no collision while phasing. Scratch marks are slightly delayed due to server latency so you can run forward, stop turn around and run through the spirit during her phase. Sounds get a little weird when both the spirit and player are in the same location as spirit can't discern the direction they sounds are coming from. That can create a bit of confusion and might throw the spirit player off as a last resort effort.
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@Yamaoka said:
" Most people who complain about DH obviously don't play survivor and / or never use DH. "
Stopped reading as your post is the typical "if you don't agree with me you're a killer/survivor main" bs.
Dead Hard counters:
- hits (inconsistent, I agree)
- grants distance to get to a loop
- allows for flashlight saves that would otherwise been impossible to get
- counters most killer powers in the game which is particularly triggering when you would have hit them with a projectile killer who are often tricky to use in the first place.
It does too much considering it requires literally 0 skill.
I think it's wrong to say that Dead Hard requires 0 skill.
If a 0 hour player picks up the game uses David and equips Dead Hard, they are just going to get slaughtered without Dead Hard doing much for them.
I've seen survivors use Dead Hard too late and lose momentum for a fast vault and get hit in the medium vault. Or dash too far from the pallet and get vacuumed back into a hit while also dropping the pallet.
You also can't simply use Dead Hard in the middle of nowhere, because without being around safety it won't do anything to extend the chase longer than a few seconds.
The last thing with Dead Hard is that you can use it to Greed loops an extra time, but you do need the skill to determine if you have enough distance to do so. I've seen plenty of Dead Hard survivors try to greed a loop only for them to realize too late that I was too close for them to do so.
Good use of Dead Hard requires good positioning and good timing. You can't simply press E without having some skills to back up that decision. Dead Hard itself doesn't just automatically dash you to safety.
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There's literally nothing wrong with doctor. People really need to stop asking for nerfs, because they don't like facing things.
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Spirit's phasing is limited in duration and she can't go through walls. Safe windows and pallets can completely stop her from catching up to you in a phase. If a spirit stops moving after you, good chance she is phasing.
Plenty of maps have ambient sounds that can help hide your own sounds. Gens are on every map and repaired gens are fairly loud too. Crouching also helps reduce your grunts of pain. These can help you lose a spirit if you don't have any tiles to use.
Scratch marks do have a bit of a delay due to dedicated servers and sounds can be a bit wonky when you are on the same location as a spirit, so running back and veering off in a different direction can confuse a spirit long enough for you to get away. Although this is pretty risky since you are running back towards the spirit.
It's pretty tricky to counter to spirit, because unlike other killers it's very hard to judge when she starts to phase, how long she can phase for, and how fast she moves in a phase. With duration and speed addons she can make around it walls that would otherwise provide safety from the spirit. You generally just want to try to keep distance and find ways to make it harder for her to track you.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/2191354#Comment_2191354
You're telling me that choosing to elave the game when your ability to play the game is being removed, is not wanting to play...LMAO
Stop strawmanning; I don't even kill myself on hook or DC whether I play survivor or killer. I'm just on the side of player agency.
I'm saying if you are going to queue up and quit because you can't handle facing something you don't like, then just don't queue up in the first place and go play something else.
If you do decide to queue up and get into the match, just play it out.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/2191343#Comment_2191343
Removing someone's ability to play the game is removing their agency. It's as simple as that.
If you don't want play DBD, don't play DBD.
Stop queueing up and quitting because you don't like what the killer/map/etc
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@SunderMun said:
I know for a fact that most of the people denying your right to leave games in various situations are also the same people that complain about the idea that dealing with camping and tunnelling would affect killer player agency. Oh the irony.
A killer who is tunneling and/or camping is still playing the game.
If you aren't enjoying DBD and/or PVP, then just stop playing the game. Suiciding whenever anything you don't like happens is hurting the other survivors, because they can't control that they got matched with a baby.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2190737#Comment_2190737
Isnt the perks point to avoid a hit? Not extend like 40 seconds to a chase? I forget dead hards intention at this point.
Just because the perk is meant to dodge a hit, doesn't mean that you can't dodge a hit and then use the small distance gained to reach nearby safety. The perk has always had a small dash attached to for it.
Using Dead Hard out in the open has very little point as if you aren't nearby anything to use, you'll go down shortly later. You basically want to turn Dead Hard into a perk that turns everything into an open field for 5 seconds allowing the killer to down you regardless.
With this change, why would anyone run Dead Hard over another exhaustion perk like Lithe, Smash Hit, or Balanced Landing?
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2190719#Comment_2190719
I know some people suggested dead hard make it so you cant throw pallets or vault windows for like 5 seconds after its active. Then people have to use it only to block a hit not for distance. Also just please remove it going through beartraps. Trapper sad.
That would absolutely kill the perk. I know the perk can be frustrating to play against, but 5 seconds is a long time given the short dash. The killer will down you in the next 5 seconds.
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@NoOneKnowsNova said:
https://forum.deadbydaylight.com/en/discussion/comment/2190656#Comment_2190656
Dont wanna be that guy, but I can count plenty of times where I've lost momentum (which has often lost me the game) due to a DH.
https://forum.deadbydaylight.com/en/discussion/comment/2190648#Comment_2190648
Is it a problem? Yes, but not providing anything constructive isnt really gone help your point.
You didn't lose to dead hard. There's a ton of survivors out there who don't use dead hard very effectively.
You only start to feel the pain of dead hard when you go against strong survivors who can waste a ton of your time in chase. In which case those survivors often don't need Dead Hard in the first place. It's just easier to blame Dead Hard, because you can see the survivor dead hard away and feel cheated out of a down.
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@Lord_Tony said:
don't act like dead hard isn't a problem please.
It really isn't.
It's annoying and can be frustrating to face at times. But you aren't going to lose a game because survivors have dead hard.
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@Saitamfed said:
https://forum.deadbydaylight.com/en/discussion/comment/2189746#Comment_2189746
The "selfish" point is invalid, because you're expecting them to play a full match in order to iwn, that's selfish as well... even if that person is having a bad day and don't want to play because he's having a bad match, you're telling them "screw you, I want to have fun so you have to play for my sake"
If you queue up for a game, play the game out. Stop looking for excuses to leave the match you've already agreed to play.
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@spookyscary said:
https://forum.deadbydaylight.com/en/discussion/comment/2189541#Comment_2189541
I disagree, deathslinger is on the more brainless side of the spectrum. You can quickscope and if the survivor doesn’t dodge you can shoot, reel, and get a hit, if you don’t shoot the survivor dodges for no reason and loses distance
Quickscoping does take skill to pull off.
Also all survivors lose distance against every Killer (except nurse) if the killer doesn't use their power because Killers move faster than survivors.
You can not like facing Deathslinger, but he's far from a brainless killer.
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If losing to a killer with less hours than you was enough to get them nerfed, then every killer would be nerfed.
Not to say Spirit doesn't need nerfs, but this comes off as looking for an excuse why you lost.