Daniel_Silva04
Daniel_Silva04
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- Daniel_Silva04
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Comments
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@Brimp said:
If timing a blind took a lot more skill I would agree. But with a .4 second extra window to get the blind its fine.
This .4 window makes no difference with the Flashbang, since its timing is much earlier than the flashlight's timing.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918879#Comment_3918879
Yes it was. You do gens, which you were gonna do anyway, and you get a blinding tool, which can be used to save as well. The only way it makes survivors lose the game is if they create a bunch of them and then always fail to use them.
It wasn't. It was always a difficult perk to use compared to the flashlight, and it's a perk that you would get at most two or three times in the match.The Flashbang requires a short and perfect timing compared to the flashlight timing. You can be a little late and still get the save.It was always inferior to the flashlight and now it has become useless.
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@DigitalisObscura said:
Sloppy is for hit and run. If you want to slow healing after an unhook, try using Gift of Pain and/or Leverage.
Didn't you read the whole post? I also said that there are several addons that are affected by this. There are addons that only last between 40 and 60 seconds, this doesn't make sense. By the time the survivor gets off the hook there will be very little time left. And I don't agree that Sloppy is only for hit and run, before the nerf it was never for that, after this unfair nerf of the timer people started using it that way.
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@jesterkind said:
Flashbangs do have more purpose than just getting saves, to be fair.
You can still use flashbangs mid-chase in a few ways, and some might argue that's the more engaging and fun kind of flashbang use to go for.
They're not for me either way, to be clear, but I do see how they still have a niche. I also feel it's not that difficult to get saves now, I've seen them happen fairly consistently myself.
I haven't seen almost anyone using this perk after the nerf. And the few I saw couldn't make the save by throwing the flashbang right in my corner. It's so easy to avoid now that there's no point in using it anymore. If the killer picks you up with his back turned, you don't have time to save, even with Background Player, which is not the same with the flashlight. So it wasn't a very used perk and was quite mediocre for the time invested, now there really is no reason to use it.
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The enraged vault is not unfair, I have no problem with this, just like I've seen several survivors I've played against having no problems too. The counter to this is basically the same as the counter to an anti-pallet killer. If you read it correctly and see that he's going to raise his tentacles, you just greed the pallet. He will have to cancel the power and get a slowdown giving you a chance to get aroubd the pallet again.
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@Suei said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916527#Comment_3916527
That's the biggest problem in his hit, my guy. His vaults and kidnap techs are very problematic
No, it's not. The counterplay to his vault is exactly the same as playing against a Huntress/Houndmaster etc... If you read it correctly and see that he's going to raise his tentacles, you just keep running and he'll have to cancel the power and get a slowdown. I've done this several times and it's been done to me as well.
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Skill issue. I played against him without any problems after the nerf, it's much easier to avoid hits from his power. Any object you enter behind the power is canceled.
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@Stibfa said:
Before you kill me, or worse downvote me hear me out. Ive been playing ghoul for the last couple weeks and ive been loving the killer, the skill ceilling is so freaking high its been a blast to play. There are some issues i ran into while playing this killer tho which i would like to discuss. The main way ive been playing him is body Block ken, which is a fancy way of using his power as anti loop by bodystocking pallets mid loop. This is hard to consistently pull off but very doable. There is still frustration in the community about ghouls vault speed which i can get behind. I think making this speed slower( around the speed of wesker) but giving compensation buffs to ghouls QOL would be ideal. A very annoying issue i have found is the min distance of a leap being 5 meters ,ive found that there are moments where my power doesnt grapple because im too close to a loop which makes any play instantly not doable. I suggest making this min distance 4 meters instead of 5. Another issue i am having is the aim assist from the lock on. the aim assist in making me latch on survivors when im trying to instead leap to something in front of them. Any feedback from players would nice (real feedback please)
Nerfing vault speed is completely unnecessary in my opinion. First of all, there is counterplay, contrary to what many are saying, I've dealt with this vault several times as well as I've seen many survivors deal with this without any problems too. If they nerf this, they will end the only possibility he has of catching a survivor in a loop, since his power is very difficult to use in loops.
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Hag is definitely not A tier, she is basically a 4.4 Trapper. The only thing that saves her is her pink global TP addon.
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@Sakura_Arisawa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914983#Comment_3914983
I know but he uncloaks to Fast and he is mush faster in the Cloak state, you cant escape him because of this and if he has some Addons, he is much much more Faster what makes him to the Fastest Killer in the whole Game.
😂😂 It literally takes him 3 seconds to get out of invisibility, the longest cooldown in the game. He has no form of anti loop and he is completely countered by windows and pallets. If you suffer for a killer like that, I think the problem might be you...
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@adam1233467 said:
Dude, he loses a token when he jumps pallet, what's the point of being able to power if you're only going to have one, it doesn't change anything, kaneki has a mobility 100 times better than wesker, and a better chase than him precisely because of the speed of the vault, and what loop is good against him? Normal filler doesn't work, you need to go to that map corner pallet to loop kaneki, but like I said, map corner, after that you're done, I hope they nerf his vault, there's no skill in doing that
The counterplay for his vault is pretty simple, you just keep running if you see he's going to use the vault, and he'll be forced to cancel the power, slowing him down and losing Bloodlust. That's it. It's the same thing as facing a Huntress/Nemesis/Houndmaster.
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I think this map is good, holding the middle of the map is the killer's only option since the map is gigantic and full of pallets
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@bananarnir said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911171#Comment_3911171
Then why does the game give you the option to dead hard and put you in the animation if it's not going to work?
Because the perk is activated, it doesn't mean it will have an effect.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909098#Comment_3909098
It shouldn’t be required to use situational/bad perks to combat an unfun playstile, that is not even countered by those perks. This buff is extremely minor and if you’d really want to tunnel you still could, but if you’d rather have DS basekit to combat an unhealthy playstile that’s fine too.
Nah, that argument doesn't work anymore. You say that players shouldn't have to use perks to deal with certain strategies that aren't fun,but this is something that killers have had to do since forever. It is impossible for the killers to play at high level without anti gen perks if you want to win.
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This nerf was completely unnecessary, the dog's vault was fast, but it wasn't uncounterable. It was the same thing as playing against a Huntress or Nemesis, you don't drop the pallet in her face.
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Sorry for my sincerity, but what skill does it take to increase the DPI and flick the mouse to make a movement that was not intentional and often had no counterplay?
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They will never buff or rework Trapper, they said he is a killer that a lot of beginners use so they don't want to "unbalance" him at low levels. So, unfortunately, he will always be weak.
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@Oputeeva said:
It's fine she can easily mindgame short loops with it, no need make her op she is already has a strong mobility
""OP". She literally is one of the weakest killers in the game 😂😂. "Strong mobility", survivors can turn off half of her TVs without any punishment, what mobility?
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Absolutely not, this variation is the fairest of all. And yet it continues to be broken for survivors.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905407#Comment_3905407
It's an ability that is only available for a limited duration, that is used in combination with a demon dash which is purposely clunky and awkward to use. And there are already some loops were he can't use his demon dash even with pre-nerfed 180s.
There's zero point in playing Oni, if demon mode is going to have so much counterplay, that the killer is often just chasing survivors as an M1 killer while in demon mode.
Nah, if you use demon dash correctly you can counter almost any loop
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905359#Comment_3905359
I don't understand what "works as it should" is supposed to mean. Are survivors intended to be able to avoid 180s simply by looping around an object?
I think she meant that this was unintentional and now it's working as the Oni really should be.
And well, if something can't be countered, I think it would be broken, right?
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905320#Comment_3905320
let me explain it further.
First of all, as i said many times, 180s are very often not the optimal play with Oni, it's rather dash to a tile and then walk survivor down as the safest and quickest way to secure a down, but his counterplay was never about chase in his power, you either delay first hit as long as possible or you stealth his power out.
About sensitivity i thought about adding increased sensitivity to sudden full stick move towards one direction, because the way it is...console players technically don't even experience 180 flicks because in current state, they are not flicks at all, they are more like Billy's curves.
But nowadays it's almost impossible for you not to take a hit, even if you're a good survivor, the maps are increasingly receiving changes and getting fairer where a killer m1 can take a hit. And the Oni should not be actvating his power if he doesn't know where survivors are.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905358#Comment_3905358
It will likely be in the next PTB, we want to be able to ensure it all works as it should first and let players play with it (and against it), before pushing it live, to give us the opportunity to make any tweaks that are required…just to be completely transparent about it.
What is this "1 frame flick"? You mean when he turned the camera really fast and hit the survivor instantly?
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Are you crazy? Pyramid is already very strong and is one of the best tunnelers in the game.
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I think it's fine like this, they implemented 180 as a feature and now it has a bit more counterplay. And increasing the stick sensitivity wouldn't change anything, a flick is a quick movement you make with the mouse, this isn't possible with the controller.
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@I_CAME said:
I don't understand people who say we shouldn't make bigger maps because of M1 killers. These same people always say we shouldn't balance the game around weak survivors because it makes SWF too strong. Yet we should balance all of the maps around the bottom 5-6 weakest killers even if it makes high tier killers too strong?
Most killers don't have mobility, we are talking about killers without mobility specifically, not just m1 killers.
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They won't remove the offerings exactly, they'll just make it so that the offering no longer guarantees a given map, it'll only be a 20% chance.And we don't know the exact date it will be implemented, we only know that it will be by June. Maybe it will be implemented in this PTB on the 15th now, who knows.
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@lettuchia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904651#Comment_3904651
It can definitely be done consistently and still makes you lose so little distance
But people were going to use the helmet or the Map to be able to destroy using the m1 anyway, so whatever.
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Oh, I see. But you have to hit it with the right timing, it's quite risky.
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Yes, I play with with controller and it's possible to do 180 normally just by turning the camera.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904416#Comment_3904416
You're not supposed to be able to react to it. This is the "Deathslinger uncounterable" argument all over again. It's about putting yourself in a position where they can't use their power on you, which is not hard. If you just predrop pallets, or vault a window that's not a straight line for the killer to aim down, Xenomorph's tail most likely won't be able to hit you.
And if you think about it from the killer's perspective, if the survivor can simply react to your tail attack, what's the point in having it? Just M1 every time and avoid the dodge potential. It sucks, because M1 is unviable, but at least you'll actually get hits when you've gotten close enough to the survivors to earn them.
The killer remains strong, and sometimes that extra bit of waiting time can even help you correct a hit that you would otherwise miss.The point of having reaction time is that it makes the attack more 50/50, where it will depend on the survivor's ability to dodge or the killer's ability to aim and hit, it's simple. If you think it's fair to have no reaction time, how about we go back to the Flashbang not making any sound when it's thrown on the ground?
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To be honest I thought it was a fair change, his tail was humanly impossible to react to, the animation was only 0.2s, and the average human reaction time is around 0.25s. In other words, you needed to have pre-cognition and dodge before he used his tail, which was quite frustrating.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904335#Comment_3904335
Do you feel like you need to learn new maps? and honestly from my personal experience even casual dbd players cant find their way around even non-variant maps. So I honestly dont believe that removing the map variants will help.
Also how do you figure having Map Variants makes it harder for BHVR to balance maps?
It's quite simple, there are some variations that are balanced, and others that are not. So besides having to balance the original map, they still had to worry about balancing all the variations.This only made it more difficult and took more time. And this made it difficult for new players because they had to learn about 500 different variants of the same map.
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You can't destroy the turret with m1 if you use the turret correctly, you still need the Helmet to do that.
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I think it was good that they removed it. Map variations only made it harder for new players to learn the maps and also made it harder to balance them.
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I think it's good now, they allowed those who play on the controller to do a 180 and in a way that has more counterplay.
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@Feng_Mindestabstand said:
I don't think it was. Look at how the Killer reacted. They definitely tried to hook me and let everyone go in the end. Why would a hacker do that? Also Wesker had a similar bug in 2v8.
I'm telling you, it's a hacker. It happened to me a few times and it really was a hacker. They can stop the killer from using the hook and lock the survivor on their shoulder for the entire match.
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I don't think it's a bug, with Wesker you also take damage if you get too close.
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Oh, that's not a bug, it was a hacker. You can submit a ticket and report it
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I don't really like Haste perks, I think they're pretty problematic because the survivor has no way of knowing what speed the killer is actually at and many of them have no requirements at all.
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The tip is to pray for the survivors to play badly, because this map is extremely broken for survivors. If they play well and abuse the loops and broken houses, there's nothing you can do. At least the basement is strong and easy to defend if it is in main, so try to take advantage of that if you can.
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Generally speaking, for survivors it's definitely DS. And for killers I'm in doubt between Corrupt and Pain Ress.
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@sizzlingmario4 said:
I don't feel like Torment itself really needs to be nerfed, it's more just that he shouldn't be able to tunnel straight out of a cage with no basekit BT. Perks not working with cages is fine since they don't work for both sides but I don't think an uncaged survivor should be completely vulnerable like they are now. Fix that, leave Torment as it is, and give him a range addon basekit that PH mains have been asking for for years. (And give him an addon pass too.)
It wouldn't make a difference since the bt only lasts 10 seconds.
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@imabakedpot8o said:
https://forums.bhvr.com/dead-by-daylight/discussion/440927/dracula-is-stupidly-overtuned
True, wolf form needs to be nerfed and honestly so do the bats, if you make any distance he can just close it effortlessly. Like, they're making it impossible to even outplay killers at this point.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899402#Comment_3899402
He's not hard xd - He's an easier pyramid head and wolf form has the wildest hitbox ever, making it super easy to get injures/downs😆
I disagree, the wolf pounce isn't that hard to dodge, it's pretty easy. And the speed boost hardly helps against a good survivor.
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Yeah, he's pretty strong but he's also a bit hard to play, so it kind of helps balance things out a bit. I don't know what they could change about him, since currently he's quite fun and the quick changes between forms is what makes him fun and dynamic.
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@cesspoolechochamber said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3896543#Comment_3896543
A simple counter play is to bait survivors out. Or not down them under a pallet.
If the survivor has Background player, which is a very common perk, especially in SWF, even if you bait them they will still be able to get there in time. And not downing a survivor under the pallet is not always possible, since the survivor has control over where he will be downed, not you.
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@KerJuice said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3896620#Comment_3896620
Chucky & Skull Merchant also been nerfed several times, have they become balanced?
I think Chucky is good now, except for Scamper who is still useless.The Skull Merchant is dead.But what does this have to do with what I said? I meant that just because something was buffed or nerfed doesn't mean it's fair, that was my point.Just because Erye and Badham have already been nerfed doesn't mean they're fair now, it's still a map that favors survivors.
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There is no point, it is useless, the survivor just needs to stay in the corner of the window or pallet and you will not be able to hit him.
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@KerJuice said:
When did you guys start playing? Both Badham and Eyrie have already been nerfed. Both were shrunken in size and Eyrie was nerfed at least twice already with the god pallet removed in main, and the newer 50/50 tiles added.
If every map gets the Wrecker’s Yard treatment, playing Solo Que survivor at lower to mid levels will be brutal.
Nurse has also been nerfed several times, has she become balanced?