DBD_Pinhead
DBD_Pinhead
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It's funny because the devs have been on a campaign to get rid of moris ever since they removed It's ability to affect the game by adding the third hook state to trigger. It's been just a cinematic for a while now with no real bearing on the game unless it was tied to the perks or addons. Those will be the next to go since perks are getting nerfed too. So they're giving killers a non existent bone by making Cypress Mori basekit while survs get...infinite resurrection at this point. Slugging was a tool to apply pressure and since survs can't handle it, killers suffer again.
This is what will kill that side of the game or promote even more tunneling and camping to ensure a kill/apply pressure since winning chases apparently won't cut it in the devs eyes.
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@FeelsBadMan said:
Here a selection of pictures of fun games:
https://us.v-cdn.net/6030815/uploads/4D0NF54JGE50/20220619000339-1.jpg
https://us.v-cdn.net/6030815/uploads/L95M9OVNKAEB/20220620011531-1.jpg
https://us.v-cdn.net/6030815/uploads/OZP8KCAQRKJI/20220621012846-1.jpg
https://us.v-cdn.net/6030815/uploads/GNMJ1DGCS5PQ/20220621024733-1.jpg
https://us.v-cdn.net/6030815/uploads/FZYXL2Z3DMJM/20220613220954-1.jpg
https://us.v-cdn.net/6030815/uploads/UDV5RTT0BY33/20220621024647-1.jpg
For the love of god, BHVR nerf her!
Against multiple meta perks? Looks fine to me.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/3020636#Comment_3020636
They've been heavily nerfing survivors for 6 years. That is not catering to survivors, but catering to killers.
Even bloodlust was buffed? What does that say? After maps have been neutered.
Heavily? Hardly. There's still killer bugs that have not been fixed, maps are STILL surv sided, SWF is apparently not nerfable, and survs can still run multiple stacks of game breaking perks for years on end. They're now getting back to addressing gen speeds after a 2 year hiatus, which in case you didn't know, still get finished a breakneck speeds even in low MMR, which in and of itself is a detriment to the base as a whole and moreso the higher you go up as killer, facing Seal Team 6 depip squads. Survs never had it so good up until now.
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@Sluzzy said:
It is clear as mud that BHVR hates survivors.
When they said generators are powered a little too quickly I rolled my eyes and said to myself:. where and when?
They nerfed gen regression perks but buffed other gen regression perks and still increased gen repair times too?
Yes after years of catering to survs, somehow they now magically hate the base they cater to the most. Cool story bro.
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Killer main? Doubtful. Survs are responsible for their own "fun". You can't nerf a strategy without dismantling core mechanics of the game. That requires more than playing with perks and giving out a useless status effect like Deep Wounds. Nice bait though...
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/2982252#Comment_2982252
For real! Its that string of choice encounters with despicable survivors that made me the lore-accurate Pyramid Head player that I am today: speedrunning to put you on the hook, hit you off the hook and put you in a cage and then, knowing were the cage will spawn, head over there and hit you when someone releases you sub 2:30min. Bonus points if I get a DC out of it.
Exactly. I got him when he first came out, stopped playing him after P2, and just got back to him two months ago because I like surprise moris. That, and I like striking the sword down like Thor.
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@Barbarossa2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/2982430#Comment_2982430
But that's when you get the most laughs, had a surv d.h to reach a window vault, then got the hatchet in the back as there were vaulting. I nearly fell over laughing.
The ones that get me are the ones that set up their teammates to die trying so hard to deny one hook state no gens get done and everyone drops like flies.
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Pyramid Head if you can land Punishment when they commit to a pallet or vault. Demogorgon if you can land Shred or bait Dead Hard.
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Now that I'm playing surv even low MMR survs are running meta perks and doing a poor job of it. But if I play killer I get Seal Team 6 De-pip squads running full stacks of the trash because my MMR is too high 🙄
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None of this is new. It's part of the DBD initiation process. I have toxic survs to thank for my sadistic methods on this game and I relish in repaying all of them back in kind.
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@ElizaSteph said:
Every time I see a post about a surv complaining about a killer perk like noed, I always see killers bring up the same four perks as a counter response. Ds, bt, unbreakable, and dh. Now I definitely see how dead hard is a fair comparison or at least understand their pov because it does deny fair hits most of the time and overall I can see why they argue that if noed is unfair so is dh.
I, however, cannot get how bt, ds, and ub are in the same realm??? They’re always brought up when killers discuss unfair perks as counter points but I genuinely don’t understand how these are unfair. They always call them second chancey and a back up for bad plays, but the perks are made to counter otherwise highly difficult situations to escape from.
They’re in the game to make a certain game play style more fair for the other side bc other wise being tunneled and camped would have no legitimate counters, and this is even more true for solo que. It would be nearly impossible to get saves and escapes semi regularly if they weren’t in the game.
And all of these perks can be played around as long as your play style isn’t hard tunnelling and camping. And even then a good bit of the time they don’t help much depending on the killer. Ds? Only used once with a short timer and if you go for the unhooker you don’t face any consequence. Same for bt. Go for the unhooker and you’re fine? Also, on highly mobile killers these counter perks do not do very much to help and only become majorly viable in endgame. Plenty of blights and spirits have still mowed me down a few seconds after a ds stun before I could get to a gate, and fast killers like that can tank a bt hit and down you right after with little recovery time. On slower killers who can’t shoot projectiles I can understand the annoyance at end game more, but it still isn’t very difficult to avoid those perks if you don’t aggressively tunnel and camp. I’m not saying those strats aren’t fair or are toxic, but I am saying they only should be allowed because counter play exists against those strats within these perks.
Same for unbreakable. It doesn’t stop you from slugging, it only stops you from slugging for an immense amount of time before you face consequence. What reason would one have to slug for approx 25+ seconds when objective is to get hook sacrifices? That’s plenty of time to chase someone away in case of a pallet or flashlight save. It stops killers from bleeding out lobbies or preventing the other side from having no counter play for killers refusing to hook and denying saves.
If all of these perks were gone, what would you recommend to do to escape a face camping/hard tunnel situation? Or even have a CHANCE to escape? Letting the others gen rush while someone takes the L and dies because there’s no chance of a save isn’t fair at all.
Yes it’s true they can be abused, but a lot of perks can be abused. Star struck on nurse with infectious can easily give a good player a three man down because of her speed if she felt like it. Make your choice on a hag makes camping so rewardable especially with the add on that allows her to chose where to teleport without having to have traps triggered. Depending on the player and the build and the map many perks can be abused.
My point is these perks are always called unfair for killers during any discourse about broken or cheap perks when they have counter play and, depending on the killer, hardly work.
I genuinely don’t understand why these are always brought up as stupid and unfair and on par with cheap perks like noed and dead hard. They aren’t there to reward mess ups and bad plays. There are hook states in the game for a reason, survivors aren’t expected to never get hooked. So why should getting downed once automatically mean they shouldn’t have a way to avoid getting targeted immediately after a save? Why shouldn’t teammates have a way to ensure someone getting saved can last at least 10 seconds afterward?
I hear stories about bt saves with ds in the killers face to be annoying and all of that, but I rarely see this in my games? Survivors usually don’t do that unless the killer is actively camping, because our whole objective is to survive and willingly getting those saves just risks dying.
Plus you don’t get any points for unsafe rescues? There’s no real motive to do this besides being toxic, but that doesn’t tend to end well on our part anyway and because of that I don’t see any of that “oh well they unhooked in my face before I could even leave the area so I downed them” nonsense. I’m sure it happens and plenty of lower rank players have probably done it out of lack of experience, but in my mmr it doesn’t happen commonly at all.
The only answer I could think of is that the people who hate these perks are people who solely play with a camp and tunnel style. But I don’t wanna assume all killers who say that only do so bc of that play style, because it seems unlikely and that’s a narrow minded view to have. Surely there’s more reasons. So if any killers who don’t tend to play like that have an answer for why they hate these perks anyway I’d be happy to try and understand. Sincerely.
When you face whole teams running 3 or 4 of those perks in loadouts constantly, then you'll know.
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Aren't they incredibly slow? I can see survs running circles and looping the hell out of him unless he can somehow one shot.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/2975304#Comment_2975304
Instant death does not suit in dbd if survivors would be faster than killer then yes like in friday 13th. Killing killer does not suit in dbd too as survivors can't fight back like in friday 13th.
I said moris fit into the concept that anyone can die at anytime. You still had to do work for it but it lined up with the clock that killers are on in respects to the meta. The old system meant that you had the ability to swing games in your favor and turn the tables before all 5 gens popped and you didn't necessarily have to tunnel someone three times in a row like you do now if you want that sweet, sweet cinematic.
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Old moris, old Billy, old Nurse, old Wraith, old Spirit, old MM, and old Ruin.
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@Sluzzy said:
Three times out of the few matches played today I have actually lost due to one perk.
A reminder that NOED is a perk that rewards failure. The survivors did well completing the objective against impossible and unbearable odds only for someone to lose because the game gives the killer a petty kill.
I wouldn't mind this perk if two conditions were true;
1) The survivor objective was much easier to complete.
2) Survivor had a similar perk.
It's not a good feeling to lose when the opponent played poorly but got rewarded for it. When the state of the game incredibly favors the killer, NOED needs a change now.
Hahaha hahaha you got beat by one perk. At the end of the game. That can be negated. Sounds like you want to be rewarded for failure instead.
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Seeing as how survs teabag at the exit gates all the time, it's perfectly appropriate to close the hatch in their face. If they want it they can earn it. There's absolutely nothing to be gained from the killer giving an escape, especially the higher your MMR gets.
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@KateMain86 said:
I've talked about how I feel about moris before here on the forums. I understand how they fit in the game, but I've never liked them. My biggest complaint before was how easy it was for killers to use them before they were changed. I still see them often but at least now I'm not seeing them every match. I also think a lot of survivor mains don't like seeing their favorite survivor mori'd which is understandable. I don't either. Some survivor players actually beg for moris to which I often don't stay in those lobbies. I've been in enough troll matches to know how thats going to play out.
I've also suggested before that survivors need an "equivalent" to moris because I always felt like the killers have a unique aspect in this regard and survivors don't. I've mentioned the idea of survivors being able to kill the killers which also would go in line with the horror theme. Maybe it could only happen if the killer plays a mori and it certainly would require a team effort to do. I've also recently thought of the idea of "cinematic escapes" for survivors where when a survivor escapes through the door or hatch they get a unique cinematic play of them escaping after an interaction with the killer. So many cool ideas they could do with this.
You mean when keys could let whole teams escape with zero counterplay? That was the equivalent. Old moris fit into the horror concept that anyone can die at any time. Now they're a joke that survs use it as an excuse to tunnel through gens regardless of how a killer plays. They spend so much invested in how cool their character looks or plays some people act like they're going to die in real life because of a cinematic 3rd hook. Even this new Mori rework will be just adding the Cypress Mori to the basekit in a new environment. Unless you're playing Myers or PH, they don't have teeth.
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@[Deleted User] said:
I get anxious because of the social aspect. If you lose you are going to get shamed by 4 people unfairly. If you tunnel or camp you are going to get shamed even though it gets you the W. Sometimes even if you just miss an attack or get stunned survivors will use it to spam flashlight or teabag. It's a humiliating experience. I have not overcome this and it's ruining the game for me. Right now im only playing 1 match per day per role for the XP bonus. But when bots come out i might just play bot matches only. Survivor players don't get scared of killers anymore, so what's the point, there's no fun in playing with real people.
It's not even about fear as many don't respect you as a player and a person sometimes.
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There will ALWAYS be us vs. them in this game. It's by design. We're not on teams and goals are diametrically opposed.
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If matchmaking wasn't fixed before, what makes you think they'll "fix" it now? A system isn't broken if it's meant for you to always be at a disadvantage...
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@shalo said:
I get tbagged and abuse in end chat just about every game, why are Survivors so angry at Killers?
No they won't be happy because the devs will give them bots, which is probably their goal anyway when beating you just isn't enough for them. Then they'll probably complain about the bots to have them nerfed too. This is one of the few games you'll have to go out of your way to restrict communications because a great deal of survs are #########.
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@lemonsway said:
Not playing Killer won't solve much. The game was never meant to be fair towards killers. Nobody wants to see killers win. Why would anyone root for the killer? The only reason killer is a playable role is because of pure FANTASY. If killer role was just Bots it would be supper boring, BOt killers and Survs are okay if you wanna learn the mechanics but in a real match you need the Human unpredictability aspect of things otherwise it's boring but at the same time the goal isn't for the killer to win.
Why would Behavior pay money for licensed killers? Certainly not to draw survivor players. If you have characters that the director doesn't make you care about, or are there just for a body count, then people will root for the killer. Name someone who has survived in the Elm Street, Saw, TCM, Scream, or Hellraiser franchises that wasn't a strong lead or final girl and wasn't in league with the killer at any point offhand? Chances are few and far between. But it's classic bait and switch with this game. Give you compelling killers with great aesthetics, solid or good mechanics....and then make adjustments that skew in survs favor and not fully address game balance...
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@DoritoHead said:
Stop letting slowdown perks carry you. Take them off and run no perks/chasing perks instead, then you’ll naturally become better and your games will be less frustrating because your MMR will actually reflect your skill.
Only if survs stop letting 2nd chance perks carry them. You'll always be at a disadvantage and handicapping your capabilities against an opposition who could care less if you try to pull and Otz and will abuse every advantage they get.
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@Sluzzy said:
I had a match today that didn't sit well with me. No, it wasn't due to being camped to death and neither was it a Blight slaughtering everyone at 5 gens remaining. Not this time.
I was on an awesome team and the killer mostly played fair. He didn't tunnel or camp anyone. Everyone stayed alive as long as they could in chase and they were glued to gens when they could and was never idle. He even abandoned chase with me because of Tinkerer. There was two different occasions where I had a gen at about 90% and it would have finished but he had the hook perk that removes objective progress and I watched this gen go from about 95% to about 75, and then he walked over to the same gen and removed even more progress and it becomes 50%! Two perks stacked together with POP! This is not fun to witness. So not only did we have to deal with Ruin at the beginning, but it was also POP and Scourge Hook. This is bad and I hope that the meta reworks is truly going to put an end to it because I am very tired of a decent team losing an entire match against a mediocre killer being carried by perks. The Demogorgon places portals next to the gens so he has all-seeing map wide information of what all is going on making him have a very unfair advantage.
Demogorgon should not be able to put portals close to gens, which is the survivor objective.
You can see from our tally screen we all had a lot of points. It was not a bad match, there was a lot of chases and it was mostly a good game. However, the survivors still lost horribly because 2 gens were left unrepaired on the map. The hope dwindled away fast when people started dying which reiterates the point that there shouldn't ever be a point when the match is unwinnable.
The killer won because he had all slowdown perks. We could not finish the gens because he was stacking them and he had tinkerer which basically leads a horse to his water. This is a reminder that BHVR better use this opportunity to make this game fair by preventing slowdown perks from being stackable. It is too much advantage.
It is NOT fun losing because you were outclassed by perks. When in this case, the survivor does not have a means to overcome it.
And survs get carried by the devs with all their 2nd chance perks. You think that's bad imagine playing against stacks of the same meta loadout every game, oh wait, killer's don't have to imagine it. You only have to deal with 4 non-repeatable perks, with the ability to completely negate others. Great killer loadout though.
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@alpaca_boyyy said:
I’m not sure I understand the hype around this map, I personally hate is as killer, it’s okay for survivor. But I see a lot of people calling it the best map in the game. I find it so clunky to play on, especially that jungle gym with all the breakable doors, and speaking of breakable doors, why tf is there SO many. It’s pretty irritating
It's absolute trash for killer. There's that big ass building everyone runs to and boons with its worthless and pointless breakable walls. Just like the other worthless and breakable walls they tacked on. Dark AF sagebrush and corners next to more worthless and pointless breakable walls to waste your time. Stealth is out the window. The only people who I see saying that map is great are survs and survs who think it's "good" for killer.
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Should be basekit but nope, you're expected to waste a perk slot for something survs already have. A more effective perk would be to give you the ability to re-curse totems like they can re-boon totems.
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Don't forget the Flashlightsaber Proton Pack that hits you when they aim down and when your back is turned. That's always a fun one.
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It's called securing the kill from the people that love to unhook in a killer's face.
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To run survs away from you to point and teabag.
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Because they get double points for doing it and won't feel bad about it one bit. They don't care about you farming unless they do all or 4 gens and then bully you to farm points.
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@NekoGamerX said:
how about all killers if you lose 2 or 3 gens before the first hook you go to the basement do nothing no more fun no more point
see how much survivors have fun most likely all depip
Exactly. They want to skip straight to the end let them. AFK and deny points. That's why they usually bring BPS in a normal match: to bribe you into being bullied and gen rushed.
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@Johann84 said:
The game is still survivor sided even in 2022. Survivors ignoring these are ignorant
Because why would they not? They're the ones that usually benefit from the devs anyway. Best feign ignorance when your side has the imbalance...
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Killers have to play accordingly to all the BS survs bring with BP events. Everyone acts like douchebags when they roll around.
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Good. Boons should be destroyed like Hex Totems. If killers can't get them back neither should survivors. That should have been implemented from the start or give killers the ability to curse totems. Weapons? Not in this game.
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Zelda is not horror.
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So they're basically giving the yellow Mori to killers as a throwaway. Still has no bearing on the game in any way.
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FINALLY someone addresses the inherent bias around totems and the broken Boon mechanic. Because apparently the devs won't. Just like a lot of things. There is ZERO counterplay when you can lose whole perks without any way to bring it back outside 2 perks and splitting your loadout to accommodate that. Yet Boons can inherently resurrect. You'll play against 16 perks (half of those meta more than likely) but the game will often place yours out in the open next to the damn main objectives of the opposition and often in full view of them. How is that not surv sided?
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So gen tapping would make a comeback, Iron Will to dominate the meta, and people doing Urban Evasion everywhere? Nice...
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@RisingTron said:
https://forum.deadbydaylight.com/en/discussion/comment/2961520#Comment_2961520
I literally don't care anymore I'm just saying both sides have glaring issues.
Gosh, it doesn't matter how in the middle someone tries to be there's always gotta be the one person that's like "Okay but MY side has it harder and I will argue in circles because of it!!"
Like do y'all ever get tired of just refusing to see the game from the other role's perspective?
No.
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@RisingTron said:
https://forum.deadbydaylight.com/en/discussion/comment/2961436#Comment_2961436
They also have a LOT of work on the KILLER SIDE. It goes both ways, friend.
You would like to think so but there's no such thing as parity/equality when it comes to the amount of killer perks that needs changing than surv perks. Not only that, you see the same perks up to 4 times in a match vs 1 for killer and that's before getting into the totem/Boon issue. Just saying it goes both ways doesn't make it so.
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@RisingTron said:
https://forum.deadbydaylight.com/en/discussion/comment/2961414#Comment_2961414
The whole point is that they're changing ALL META PERKS.
That includes SURVIVOR. AND KILLER. Both roles.
Not just the survivor meta perks. You can't change the meta without changing it from both sides...
Then they have a LOT of work on the SURVIVOR SIDE, considering they created this issue. So just like everything else, don't believe the hype until you see it. Still holding my breath on them addressing totems like they did boons...
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What? Dredge will probably get nerfed by the time he leaves PTB just like so many others. Demo's portals are as good as this locker teleport provided you're not trying to use them like Hag traps. Demo is a hell of a lot better than Freddy, as he can close gaps and end chases much more efficiently, there's nothing circumstantial about that considering he was designed for such. Nightfall? Let me know when they actually apply total darkness and stealth because I can get the drop on people with Demo a lot quieter than what I'm currently seeing.
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@Sluzzy said:
Killers will finally have to learn to play without massive slowdown. Corrupt, Scourge, POP, Ruin, Undying is simply too oppressive.
I'm glad the devs are finally seeing it is hurting the game.
Killers will learn to tunnel the exit gate, considering without slowdown you'll only have a 5 minute match outside a handful of top tier killers. Gen rush meta will rule.
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@RisingTron said:
https://forum.deadbydaylight.com/en/discussion/comment/2961258#Comment_2961258
okay but this thread isn't about those things is it.
the devs confirmed that killer AND survivor perks are going to be changed and reworked. why do we have to make this yet another "us vs them" situation when clearly BOTH sides are losing and gaining something.
That's simply because most of the changes would come down on the survivor perks, considering they have the most 2nd, 3rd, and 4th chance perks and they don't want the complaints from survs that killer meta perks didn't get touched.
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@RisingTron said:
https://forum.deadbydaylight.com/en/discussion/comment/2961251#Comment_2961251
can we not do this
Not until issues like totems, maps, optimization, MMR, and broken characters get addressed. You should know this about forums.
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Lol all they're going to do is make them more surv sided. Meanwhile other issues still don't get addressed...
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And when survs go out of their way to message people after the game after being toxic in it, and even when they escape, even when you "don't tunnel and camp" we're supposed to not "villainize" them because someone else said so? Got it....
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@Basement_Bubba420 said:
i had a similar game where one survivor dced at 5 gens.
i slugged the other 3 and let them bleed out.
I laughed reading this.
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Dragon's Grip. On killers with high mobility it punishes tunneling a gen.
Built to Last. Nuff said.
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Guides like these are gold. Kudos. I'm currently terrorizing survs with:
Deathbound/Hex: Ruin/Plaything/Pentimento