DaddyMyers_Mori
DaddyMyers_Mori
About
- Username
- DaddyMyers_Mori
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453231#Comment_3453231
A bonus for playing solo... is a punishment for playing withvfriends...
Do you want another take on that my guy?
One side has more = other side has less.
Not difficult concept.
This work for killer vs survivor BP bonus, because that's for role needed and it changes.
That wouldn't work soloQ vs SWF. That's still same, never changing bonus.
-
@Annso_x said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452707#Comment_3452707
I haven't played killer since the chapter came out (queues are always too long when there's a new killer) so idk how it feels like to against it. I did play in the PTB and didn't mind it as killer but I'll wait a bit before forming an opinion from the killer PoV.
However I did use it as survivor and although it's a good perk and it feels nice to use I don't think it's worth bringing over an exhaustion perk. Maybe it'd be very good with DH but I'm not a DH user so I haven't tried it, otherwise I don't think it's going to be a super popular perk.
I don't think people are going to drop sprint burst, adrenaline (and even lithe) for it so I doubt it'll be very popular, unless people pick DH up again in which case I assume it'll be a popular combo ? Idk we'll see in a couple weeks I guess.
I will give it a try for simple reason.
I am Jeff main and this is movement speed perk that works with Iron Will. Jeff needs Iron Will.
-
It's so much fun till you have to play m1 killer against it...
-
@GravelordNito99 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452712#Comment_3452712
Well done, you described the MMR system I am speaking out against. Gold star.
The mmr should decay over time and be lowered when you are playing a new killer. Please actually read the post.
Nah, it shouldn't decay.
Unless it's specific killer like Blight, Nurse etc. you won't really get that worse with M1 killers.
Why should starting MMR be lower? So you stomp bad survivors? How that makes sense?
You are winning means you are not higher than you should be.
-
@GravelordNito99 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452642#Comment_3452642
Of course - the point is that regardless of my skill, the numbers simply aren't adding up. Survivors play survivor because the roie places very little pressure on them and is not skill-intensive at all. It's an easy role for casual players, meaning that they aren't accostomed to having to get better at the game since it's so easy for them. Therefore, when they run into an actually competent killer, they lose due to their complacency and lack of skill. That's simply an explanation for how I win 80+% of my games even at top MMR as killer. The point is that despite all of this, I simply should not be placed against them in the first place due to the numbers, time and circumstance involved. It isn't a fun way to set up a non-ranked game system. Make it more random who you go up against. It would be much more fun and avoid frustrations like this with new killers.
Kills = higher MMR.
because you keep killing them, your MMR will increase even more.
That's how it works, nothing to fix.
Starting MMR is probably average. Either you will kill everyone and it will increase or you get destroyed for few games before you get on your MMR.
When you get stressed during your game it's on you, not MMR.
-
@Annso_x said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452594#Comment_3452594
Yeah, I agree it's quite situational, it feels nice but it's not as good as an exhaustion perk tbh. Also, of course many people are using a new perk, I'm not sure why people are surprised about it or why it would be bad to have one more perk in the quite exclusive "perks worth bringing" club.
With movement speed bonus is an issue that either killer don't care, or killer gets destroyed.
I am not going to care at all as Blight against this, but Legion or Wraith? Yeah, that's a no from me.
-
I play her a lot and I don't really care about theme in general.
But why is it so loud...
-
Yeah, they should just get better at thinking about what you can do with those perks.
This is lazy hotfix. It also makes it too complicated for new players.
-
@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452613#Comment_3452613
Of course you can. Do people just say this to downplay the perk? It pairs excellently with every exhaustion perk but sprint burst.
I wouldn't use Lithe with it.
But Balance landing might work. Dead hard will be good too.
I will Iron Will with for sure.
-
I can clearly tell they are using it, but there is nothing I can do about it. I have missed so many lunges, just because for those stupid 3%.
The most sad part is top killers won't care at all.
Only thing it does is making bad killers worse. I really don't think that's a good thing.
RIP Legion, they are unplayable till this get nerfed.
-
@GravelordNito99 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452418#Comment_3452418
No, everything said was relevant.
Poor me, have to play tryhard, killing everyone anyway, but poor me.
Soo relevant...
-
You really should learn when to stop talking.
Playing new killer after break and going against experienced survivors.
That's it.
But you just had to keep going...
-
@Gandor said:
OP's suggestion is too weak (the perk would be still bad on anyone, but meyers and even he would probably rather take anything else), @Devil_hit11 's one just too strong. I would go with @DaddyMyers_Mori 's one, or simply add 2 tokens per gen (should be easy for devs).
I would like to see mechanic about unique hooks on more perks to promote going for different survivors.
BBQ did it best, but that's gone...
-
No it won't solve anything.
It would just create way more issues instead.
Chat wheel would be more than enough.
-
@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452395#Comment_3452395
Cool. I didn't know that. Endgame chat does not bother me
I am more bothered by that terrible profanity filter.
Let me disable that, I can survive reading few insults...
Seems pathetic you can't write kill in game about killing...
-
@Gandor said:
I would first start with carrot and then with stick.
There were suggestions for players to be able to show gratitude by giving a few bp to other people. This would also help w end game chat.
If this is not enough, then maybe think about possible punishments after. Or at least allow chat being hidden by default.
I would go for any kind of ban system only after the other options just didn't work
Or at least allow chat being hidden by default.
You can already hide it permanently if you want.
-
@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452325#Comment_3452325
You can predict Pyramid Head's ability on any loop, Trickster can't use his ability efficiently on loops with high obstacles/clutter, Huntress can't throw a hatchet though a high obstacle/clutter and is easily predictable, Deathslinger cannot shoot through clutter and over high obstacles and is also predictable, and Knight is a different story. Her drones work through any clutter and high obstacles. Even two stacks is enough to have a significant impact on one of the fastest killers in the game.
You are dead on that RPD loop in main hall against Huntress or Trickster. You wanted to use that loop as an example.
You can't predict PH if he knows how to flick.
You can't predict Huntress if she knows how to flick.
Her drones have an area effect, unless your back is against the wall, you can just hold W away and she can't do anything to stop you.
So what she can injure you when you get into corner? You are still not dead and she is M1 killer.
Legion can easily injure anyone anywhere and they are not considered strong killer. It's nice to injure, but it doesn't mean anything when you can't down fast enough.
-
@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451977#Comment_3451977
You don't need to be in the corner of the map, take RPD for example. There's a strong loop in the main lobby but she can completely counter it with the drone and get a free hit because you cannot get to another loop - they are too far apart. With STBFL you can easily get that hit and before the survivor gets to a new loop they are downed. So she does not need to mindgame as I said.
Most killers can get hits with their ability but it takes time to set up the ability (Hag, Trapper, Artist, etc). Her ability just takes a flick of the wrist to shut down an entire loop and she can still move whilst setting it up.
Trickster, Huntress, Pyramid head, Deathslinger, Knight, Doctor and probably some more but this is enough to prove my point.
They also don't need to setup anything and they will destroy you on that RPD main hall loop.
This is not unique to her. Why did you act like it's most broken thing in the world, when there is multiple killers that can achieve same result or better?
And it's shocking, but killers don't spawn with 8 stacks STBFL.
-
Don't really care about that, just let me disable that profanity filter...
Some players are toxic, nothing new. If you can't take it, don't use it.
No need to ban players(their right to chat) just so you don't have to deal with it.
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451972#Comment_3451972
personally I think that the perk is the key to making a lot of weaker m1 killer stronger in the chase. Unfortunately, the perk is unusable in the current state.
Without any tokens it would become basically must have perk for M1 killers, it would be really annoying playing against it too.
They just need to add more tokens.
I would give 1 for finished gens and 1 for unique hook.
-
@burt0r said:
While it is correct that taunting will cause a reaction and therefore nobody that Tbags should ever be surprised or complain about gettingcamped/tunneled/slugged, saying that i"f you don't tbag, you won't get slugged" is false and naive.
It's the hen and egg cycle. One will increase the odds of the other but both happen on their own no matter of circumstances all the time.
I played explicitly friendly (no camping, tunneling and slugging only to avoid an early kill) and still got a hefty amount of tbagging and other BM.
And it is probably the same for peacefully playing survivors that don't taunt and still get camped/tunneled/slugged for whatever reason.
I am killer main with simple rule. I don't do what I don't like while playing as survivor.
This year we were slugged to death once, but it wasn't message. It was Russian streamer with whole build around it.
Even tunneling and camping is rare and reason is also simple. None of us use toolboxes or genrush perks.
I talk about from first hook tunneling / camping. Tunneling on one/two gens left is understandable for me.
If you have players using BNP and killer simply lose gens too fast because of it, they will tunnel. But I don't think you have right to complain there. You tried to speed up your objective, so will the killer.
-
@burt0r said:
While it is correct that taunting will cause a reaction and therefore nobody that Tbags should ever be surprised or complain about gettingcamped/tunneled/slugged, saying that i"f you don't tbag, you won't get slugged" is false and naive.
It's the hen and egg cycle. One will increase the odds of the other but both happen on their own no matter of circumstances all the time.
I played explicitly friendly (no camping, tunneling and slugging only to avoid an early kill) and still got a hefty amount of tbagging and other BM.
And it is probably the same for peacefully playing survivors that don't taunt and still get camped/tunneled/slugged for whatever reason.
But I bet it will happen way less, then if you try to piss of the killer.
I don't usually let someone bleed out, because it's waste of my time, but I have done it in past.
Headon squads, Sabo squads, Hiding squads, Power Struggle squads, abusing unhookable bugs, abusing Boil over, flashlight macros.
Those were just things that annoyed me and letting them bleed out is good message and I also keep them from doing it to other killer for some time.
-
It's not unique to this perk.
You will never leave by gate as single survivor against Whispers unless killer wants to.
Then you have some killer powers that make it near impossible, mainly Trapper and Skull merchant. Then you have killers with high mobility.
I would say you should be simply more motivated to find hatch. If you didn't, then you are unlucky and dead unless killer has good mood.
But is that really major issue?
You lost that game. You lost fight for hatch.
-
You got just unhook, that means there is other player there.
Deathslinger has an issue his hits can get denied. That survivor should have stand between you to break chain and take protective hit for you.
Deathslinger was nerfed enough, leave grandpa alone.
It's skill issue anyway.
-
I am really confused by title and content of this post.
I am currently Prestige 12 with her and keep going. So currently one of my most played killers.
So summary by me:
-base skin sucks (she looks like plumber)
But her new skins are great, I have created 3 good sets.
-mori is terrible, nothing to excuse that, it's just bad.
-STBFL and Sloppy are not terrible as for any M1 killer, but there are better builds.
I am switching between 3 builds, but only one is using STBFL and I consider it weakest, but fun to play.
None has sloppy, it's not bad perk for 3-gen, but there are better perks for it.
The statement she don't need to mind game for hits is incorrect. She is still M1 killer, she gets free hit only when you get trapped in corner of the map.
But you act like only she can do it. Most killers can get hit by using their power.
Once you get injured her power is reduced to movement speed bonus and information.
She has kinda Legion issue here.
I am not going to bother with talking about possible changes (issues with those) and what I would do. I have done that enough.
-
@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451899#Comment_3451899
What about when she uses drones during chase to force an M1 by closing the loop instead of a full down due to the exposed status effect? I don't think that's very fair on maps where loops are further apart and you can't just move on to the next loop like you can with Artist and Trapper when they place their ability..
So she has some chance in chase as M1 killer only?
What exactly is your issue? Killer can use their power to injure me. Oh no, so broken.
Most killers in the game have way to injure you in loops.
-
@Devil_hit11 said:
killers lunge like 20+ times in a match. coup the grace only works 5 times. the perk needs more tokens or an entire removal of tokens to be relevant.
Entire removal would be super broken. That Lunge is insane.
-
@nars said:
no way, gen spawns would get choked down to compensate for a whole 6th generator making 3 gens closer.
we just need just good regression perks. Personally I think ruin and pgtw should be reverted to their pre-6.1.0 states, since they didnt synergize and rewarded good play. plus since ruins a hex you dedicated 2 whole slots for consistency, and smart survs can still just knock it out. maybe bring back old pain res idk.
Yeah, we didn't get any new slowdown perk since Sadako and her perk is useless now (CoB).
But they don't have issue with creating new genrush perks...
-
@ambernicoleg said:
Yeah sure then we could decrease the amount of hooks there are to 7. That would even the field
You am pretty sure we have maps that can generate with this amount of hooks.
I will just agitation on every killer. Extra gen would be more than worth it.
-
@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451791#Comment_3451791
Icefrog is a literal actual genius and has been working on the game for like two decades.
Fair point though.
Well, noone can tell if it's still same person working on it, but so far they didn't make any clearly bad changes unlike DBD.
Main thing is that even during warcraft III dota, Icefrog was consulting with top players. I have no idea why they don't do it.
I was thinking they are using Fog Whisperers for it, but I was clearly naive about that.
I enjoy playing Skull merchant, but if I have seen her design before, I would say it's bad idea to release her right after The Knight.
-
Issue is that split challenges usually have way higher amounts needed than normal.
This whole 4th tome is really grindy...
-
@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451733#Comment_3451733
Every PvP title has issues with balancing.
Dota?
-
No depip if survivors use multiple BNP.
What about just disable depip in general. Seems kinda outdated mechanic after whole Grade change.
-
@Exerlin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451736#Comment_3451736
They already track animation duration because you can end any lunge earlier by letting go of M1. Plus, the default lunge duration is the same for every killer. They could just make a simple timer that takes away a token if the killer is still lunging. I'm sure the dev team won't have problems with making a timer and some if statements.
Right now I know exactly how it work and what to expect.
Feature to give more tokens wouldn't take it away, perk would just get better, that's it.
This system could create weird situations, where I could swear it was normal lunge, but I lost one of my tokens anyway etc. This is something they would make server validated, so good luck with high ping.
Current system there is no room for error, you either did lunge, or you didn't. That's it, simple.
Making this normal / long lunge feature for one perk is simply too much work for little benefit, when it can be fixed with easier methods.
-
@Exerlin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451727#Comment_3451727
Do you think it would be too strong if it didn't lose tokens for standard lunges? I think it would be if it weren't for the generator finish requirements and the max of 5.
It would be more difficult to implement.
Right now you either did lunge, or you didn't. It would be kinda annoying to track animation duration, when you also have different hit (ping issue) on survivor and killer side. So it could be unreliable.
It would be way easier to just give more tokens. You could simply add 1 per unique hook. This way it also promotes going for different survivors, which is good thing.
-
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451036#Comment_3451036
Some people who play the game.
The stats the devs have reflects everyone who plays the game.
Sure, they are not perfect, but still better than nothing (what we have).
It would be most optimal to have access to official data, where you could filter it by region and MMR groups.
But DBD has issues with balancing, so no wonder they don't want to display it for everyone.
Main issue is Big data is not that relevant. Nurse has lowest Kill rate, Sadako has one of highest. (all MMR groups)
It's nice to see it, but you can't use it without uderstanding reasons behind those results (they often fail at that -> Billy, Nemesis, Twins addon nerfs).
-
I would be fine with losing token for each lunge, so that perk is basically trade off.
But generators finished is very limited requirement, it would be nice to have some other way of gaining tokens. 5 per game is not much.
Good thing is noone expects it when you use it, but it's just too limited to be meta perk.
-
Too difficult to implement and highly not noob friendly.
Also you never want to introduce mechanic that would work differently for soloQ and SWF. You need to work with both in mind while designing features, but simply make it 50% different is lazy and bad for the game.
-
WoO is just noob friendly perk. DBD sucks if you don't know tiles. (new maps)
It's good even for veterans of course mainly in soloQ. You don't have to guess if pallet was dropped.
But you are looking at it wrong. Other survivors are not punished for not using it. You choose your perks. You want it? Use it.
Whenever I play soloQ I have bond, WoO. I just want to have information I would normally get from SWF.
If you don't want to use it, that's your issue.
But WoO is not really oppressive perk that is an issue for killers. It's just QoL perk.
Adrenalin is completely different question. It's really good, but you can't really nerf it. If you nerf anything about this perk, then it's useless. We don't need more useless perks.
There is still drawback playing with 3-perks most of the game.
-
I wouldn't show name of the killer. Kinda sucks for stealth killers, when you can find out in first second of the game.
You can't see exact ping of the killer, but there is icon as notification for killer's bad ping.
-
@Orthane said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451131#Comment_3451131
His power has its own issues. "Oh there's a 2 inch incline? Well your power can't go there then"
Sure, but still way less noticable compare to Nemesis.
I would say his secondary power is also better. I will take cage over zombies any time. They are just too random and unreliable.
-
Yeah, I was talking about it a lot when he was released and seems like it's too much work for them to fix it.
Just play Pyramid Head, both have ######### addons, but his power is way better.
-
I don't really get why they reduced it to 3 sec. After first nerfs 5 seconds was fine imo.
-
@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450058#Comment_3450058
Most don't yeah but some skull merchants can see a 3 gen and simply act like it's the only ones and prevent the survivors from ever breaking it
sure, it can happen. I consider that equivalent of actual genrush squad.
Both are very hard to beat, but you don't see it often, because both are really boring.
-
@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450329#Comment_3450329
The trapper and trickster are 2 very different characters. My issue with trickster is the strength of his power, particularly with the speed of it. I think with how fast he can put survivors in the wounded and dying state at range the power has too much control in a chase situation. This is only problematic on outdoor maps which make dealing with this killer significantly harder. I've tried avoiding the knives many times and found that on outdoor maps doing this is very hard to do. It feels similar to the plague's power in how difficult it is to avoid being hit by them. Running left and right in chase hasn't been effective in dodging these attacks. I really don't know what else to do to avoid trickster's power while in chase in the open.
Different characters, but both are weak overall except specific maps.
Trickster is basically bubba if he catches you in open space. It's not really easy to down someone fast enough on higher distance.
You just need to work on positioning. When he catches you in open and you die during SB, that's skill issue.
-
@mca240 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450655#Comment_3450655
How would it be broken, if it would light up after putting the FIRST survivor on hook? The only benefit from it would be it not getting destroyed from the get go, which is only fair.
Oh okay, that might be fine. Still huge buff.
I thought when there is an effect on survivors/gens (which would mean 3 tokens). That would be broken.
-
@mca240 said:
Regardless of location, totems should light up once they have taken effect. Example: Devour Hope should light up after first hooking someone or Ruin should light up the first time anyone lets go of a generator. But yes, sometimes totems spawn out in the open which isn't ideal.
devour hope would be really broken if it wasn't light up from start.
-
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450605#Comment_3450605
That'd be pretty ideal, yeah.
Personally I kinda want totem spots to randomise every six months or so, in such a way that you genuinely don't know where all the spawns are for a little bit afterwards. I don't know how doable that is, but it'd be a great spot for encouraging totem hunting perks even in established veteran players.
You wouldn't really have to randomise each month, just create lot of possible spawns.
But once you know that totems spawn in pentagon shape (most maps), it's not hard to find rest of them. Basically only Lery and RPD are hard for totems.
Lot of maps have very little possible totem spawns, so you have some guaranteed totems (swamp for example).
-
@jesterkind said:
While I do think totems like that are a problem, it is worth remembering that hidden totems aren't always a benefit to the killer anymore.
Both sides have totem-related perks now, and a hidden, out of the way boon can be less than ideal for the killer. A middle ground between genuinely hidden totems (like that insane one on Lery's) and obvious ones like your screenshot example would be best.
I don't need them super well hidden, but I think you should have line of sight at least under 5 meters +/- to see it, so you actually have to check it.
It would also make totem hunting perks better. They were valid only during Ruin / Noed times.
-
@Spectralfx said:
https://forums.bhvr.com/dead-by-daylight/discussion/378484/killers-get-away-with-everything
Play killer, please.
Survivors as it way easier than you'd think.
Just start pre-dropping pallets and rushing gens and you'll do fine.
No need to learn how to loop anymore, just vault the many 2nd floor windows and you'll get away scot free every times.
If they camp just do gens, 3 escape is still a survivor win.
Well, as soloQ I count even one survivor as a win... My standard is low :D