Dead_Harder
Dead_Harder
About
- Username
- Dead_Harder
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
This skin is not even good
-
@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3219222#Comment_3219222
so is every m1 killer would be considered braindead easy to play with that logic. I guess that means the killer should be weak because of how easy they are to play. let us ignore entire survivor gameplay of m1 generator's and escaping.
Its not just most m1 killers, most killers have braindead designs and dont have much skill cap.
Sad thing is the ones that usually have high skill ceiling usually arent worth putting all that hours to master.
Why bother mastering artist or billy when you can put a few hours into nurse and perform better?
-
@Marik1987 said:
https://forum.deadbydaylight.com/en/discussion/comment/3219449#Comment_3219449
There is something in it? I mean, we havent seen anything on the PTB besides this Huntress-whatever-change and the Archive-Options, have we?
Maybe he likes Wesker? He is getting some more bug fixes i think.
-
Anything you are particularly excited about for the new patch?
-
You dont have an overall MMR. On a new killer you start at lets say for example 1000 mmr and are matched with people with around the same.
And the game without a doubt favours killer at that level.
-
@Malkhrim said:
https://forum.deadbydaylight.com/en/discussion/comment/3219375#Comment_3219375
Dredge can break locks and equip add-ons that reduce the time wasted on locked lockers. In other words, Dredge can possibly counter its counter. That is an example of good design. It is more balanced than most killers.
The ability to teleport to lockers doesnt need a counter in the first place. Specially not when its so situational and slow
-
@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/3219354#Comment_3219354
Buddy in the example you gave me you were focusing 2 players out. My example still stands as it takes that into account.
Instead of being vague and saying "other ways to play" maybe bring them up? So far only focusing players out and camping have been discussed, so that's what I'm talking about.
It's fine if you're done because you can't comprehend the idea, you're not hurting anyone.
You can go for a 3 gen,you can go for a knockout slug build, you can go for a full late game build.
Why this obsession with 12 hooking? Dont you get that no matter what it will always be the hardest thing you can go for in the game by far?
Edit: Also after reading your mock examples i kinda get that you literally dont understand game design. After hooking 2-3 guys the only thing the last survivor has to do is hide and do nothing and you'll have to either waste your time trying to locate that 1 guy or risk giving them 300% repair speed?
-
@Dead_Harder said:
Incredibly boring killer with an incredibly boring set of powers. Dredge is just a slightly better sadako. 0/10.
Nvm i think giving the survivors the ability to lock lockers makes him the only -2/10 for me. Incredibly badly designed killer. Yuck
-
Incredibly boring killer with an incredibly boring set of powers. Dredge is just a slightly better sadako. 0/10.
-
@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/3218924#Comment_3218924
I don't think you understand.
We make 12 hooking viable and punish camping and tunneling to the point those are worse.
We just can't make those worse without 12 hooking being viable because then the killer has no avenue to win.
There's def a way to make it work.
mock example: each time you hook a different survivor than the last you gain a 5% stackable haste. This resets upon hooking or downing the same survivor again before getting everyone to the same hook state. While camping, gen speeds are increased by 300%. If you hook the same survivor twice in a row you suffer a 10% stackable speed penalty.
ex 2: A shared hook pool to eliminate tunneling someone out even being a thing in conjunction with other changes could also work.
You should get the idea now, it just takes more work than just leaving camping and tunneling as is. Might require a redesign of parts of the core hook/death system, but it's possible and worth it.
Buddy in the example i gave there was no camping or tunneling. You understand that there are more ways to play this game than camping tunneling or 12 hooking right?
Nvm im done. Think as shallowly as you want mate, you arent hurting any one.
-
@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3218924#Comment_3218924
What if they just made 12 hooking actually rewarding? The emblemn system was far from perfect, but people were at least able to build their own win condition using emblems as a direct metric, and perks like BBQ having the bonus require at least 1 hook per survivor did a lot of encouraging that mentality. Part of the issue is that killers are supposed to be playing purely to kill as many as possible, and have almost no incentive to do otherwise. BP itself isn't the most universal motivator, but it was certainly better than zero motivation at all.
playstyles in general need to be given more room to breathe, and need to be more appealing than the LCD strategies. I do definitely understand your assumption that making 12 hooks viable would likely make the LCD strategies even stronger, but why not redesign the entire objective to address both of those issues simultaneously?
Yeah redesigning the entire objective would probably solve these issues. I think honestly what Phead has going should be whats standard with the added caveat that BT, OTR etc all work after getting uncaged and survivors shouldnt be able to be sacrificed but instead game basically end if killer gets 8-9 hooks? Something like that.
But like thats a totally different game, thats not DBD at that point, they would never go for changes that drastic.
-
@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/3218749#Comment_3218749
That's why they want to nerf those other methods ???
If 12 hook isn't viable, and other methods get nerfed, what's left?
Its one or the other. I'd rather have 12 hook games idk about you.
I dont think you understand. No matter what they do, 12 hooking will still be by far the hardest method. That means no matter what they do, if 12 hooking is viable, basically everything else is so incredibly easy that there is basically no point in playing the game.
For example if its viable to hook survivors 1 by 1 and still win, if i focus on hooking only 2, i would be dominating the game because thats about 2-3 times more efficient than hooking people 1 by 1 and im not camping or tunneling any one so im not getting hit by any possible nerf to tunneling or camping.
12 hooking should never be viable unless you are just smurfing.
-
Honestly last few map releases pushed me further and further into just playing nurse. Why bother with garden of joy shenanigans when you can ignore all that nonsense. Why bother with near infinite houses in hadonfield when you can blink through walls?
-
At least glad to see most people dont like turning it into a farming game.
-
@[Deleted User] said:
The good: DH for distance was nerfed. I feel like I have a bit more perk viability and variety on both sides
The bad: I think a lot of killers are punching way above their weight class right now. 6.1 nerfed some slowdowns but severely overtuned others to compensate. Killers are capable of way too much slowdown at the moment. You can't considerably lower the killer skill floor and also leave matchmaking like it is on the survivor side. I see killers get led on these ridiculous chases and it just doesn't matter because they have 4 slowdowns to make up for it. You shouldn't be able to fail and win in a PVP game.
Yeah good point perks shouldnt be that much of a crutch
-
Honestly as far as maps on the bigger side go, Ormond is my favorite as a killer.
-
@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/3218582#Comment_3218582
And another "stick" idea instead of "carrot" after which a "stick" can immediately follow.
Aka make defending hooks absolutely impossible but don't improve the 12 hook gameplay. And no, those 10% changes weren't "enough" to make 12 hook really the go-to viable option, not even close.
I think 12 hooking should never be viable as it would mean basically all other methods are basically oppressive.
-
@I_am_Negan said:
Take a break🙂
The DEVs are never going to do anything about camping or hard tunneling.
Reassurance, base kit buffed BT and otr kinda shows that they are willing to do something about camping and tunneling
-
Yaa if you get pallet stunned you immediately switch back.
-
The concept of pinhead is kinda crazy to me. He has a ######### tier power and got tier passive power.
-
I dunno but im usually getting 100% BP bonus after matches in the afternoons lol
-
@My_Aespa said:
Players were given options, and the most popular vote won. I believe the choices were all shards, all bloodpoints, or a mix of both... and for some odd reason, the majority was all bloodpoints I think. I don't know if there is a calendar or not but, that's what it seems like so far. I don't think the "event" going on is worth playing through imo, I'm still gonna wait until the Wesker hype dies down because apparently it hasn't yet.
Probably because majority of players are still on that BP grind. To us it seems pointless, to a bp starved guy its pretty good.
-
Sorry this happened to you. I hope you recover as well as possible.
-
@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/3217616#Comment_3217616
PR is better in many ways, but also much easier to avoid for solo players. It's easy enough to let go of a gen after a pickup because everyone can see that, but you never really know when then down is coming in solo. You get one or two good uses of PR (it's only really powerful with DMS, imo) before a team is on to you, unless they're potatoes.
One of the other things about Eruption is that because you can still lose that gen shortly after kicking it (as you pointed out), it almost demands that you run CoB or Overcharge (sometimes both) with it to increase the chances of getting value. I know I wouldn't run it without at least one of those two.
Heck, I ran into someone running all three plus Dragon's Grip, which is just mean (and NGL, kinda funny).
All that said, the only change I would make to it would be to shorten the incapacitated length, maybe by half.
One thing people forget about all these gen kicking perks, especially people who don't play killer much (or at all), is how inefficient kicking gens actually is. One thing I see a lot more of these days is killers dropping chase and/or otherwise going out of their way to kick gens, which often loses them the game, ultimately.
Im not talking about PR DMS combo i think PR literally by itself is better than eruption unless you are going for a 3 gen.
And yeah thats what i mean, going out of your way to kick a gen is something like 4-5 seconds extra time the survivor gets to just hold w. And that doesnt really matter in a 3gen but i hate going for 3 gens
-
@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3217708#Comment_3217708
Killers here say it’s basically when survivors don’t save teammates & instead just focus gens.
Are they talking about survivors sitting on gens and saving at last second? Cause honestly thats pretty scary to go against. Still not genrushing though, just being smart.
-
There is no such thing as gen rushing.
-
Add ons and items should at most offer a little help. They shouldnt be so good you are basically throwing if you dont bring them.
-
@Desola said:
https://forum.deadbydaylight.com/en/discussion/comment/3216877#Comment_3216877
About that first point with the " Survs DC because they cant bully the killer"
I actually played a bunch of killer recently because with the amount of tunnelers and campers (at least on EU) you'll have more fun watching paint dry than playing Survivor. (Its so bad there at this point that i've gotten post game compliments for not staring in the eyes of the survivor i just hooked till they die) I've had killer matches with up to 3 DCs because i wouldnt fall for their flashlight or pallet saves.
I've gone against survivor bully squads quite a lot too, flashlights, toolboxes, all the meta perk SWFs. Maybe 2 of these ended with more than 1 or 2 escapes at most while i had suboptimal stuff due to leveling killers since i never bothered to do so before the prestige rework.
Hell, i went and adept-ed 5 killers in one sitting, including Pyramid Head, Nurse and Blight because i felt like it with yellow perks and little sweat
The point is: right now, this game is so unbelievably Killer sided (from someone who plays both) that claiming survivor-sided-ness is on the level of delusion rivaling the Flat-earth society.
Yeah first 50-60 games are incredibly easy because you start at 1000 MMR. Real game for killers start when you reach 1600 softcap. Which is honestly pretty easy with all killers.
-
Honestly? just make really good mobility perks that only makes sense on low mobility killers.
For example, after you vault a window or break a pallet gain 25% walking speed for 5 seconds. 45 second cd.
Nurse, blight etc will obviously not use it. But on other killers it would make them all basically at least B tier
-
Imo the restrictions it has justifies its power level.
Like yeah for survivors it sucks that they can basically do nothing for 30 secs but for killers it sucks when you kick a gen and it gets completed before you can get a down. What did eruption do for you there?
And eruption CoB is only really good in a 3 gen scenario where you can defend the gen.
Like its a solid perk but im still almost never running it because PR is still more reliable and less of an hassle to use.
-
Just play nurse and blight. Every other killer has to accept getting ######### on even when they play perfectly from time to time.
When you lose playing nurse and blight you know you could have won.
-
@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/3216938#Comment_3216938
Please show me any video of someone with just hyperfocus soling a gen in under 75 seconds hell it can be in a custom. No toolbox, No stakeout, no resilience. For them to get a gen done in under 75 second they need to hit 9 NINE great skill checks in a row. To do it in 55 seconds like youre mentioning they need to hit 16. You dont get that many skill checks on a gen even with the slight buff it give you.
Go watch scott junds vods. He does it several times. You are welcome
-
Nuking good items and add-ons. They shouldnt be such a deciding factor.
-
Deathslinger is SEETHING right now
-
Buddy a build around hyperfocus can basically double gen speeds. A solo survivor with a toolbox can finish a gen in 40ish seconds and without a toolbox 55ish seconds.
And we are not even talking about godlike survivors with stakeout etc there are some extremely good synergies. Its not meta because its not a very survivor-like perk. Why choose a high risk high reward perk when you can choose a safe and reliable one.
-
If you can down 3 people in 22 seconds you will win no matter what. Hell the game can start with all gens completed and youll probably still win.
-
Incredibly map dependant to be fun.
Tbh thats basically why i main nurse
-
Yeah its hard to know when people are 100% scripting and i've seen many times people accuse each other of cheating when clearly nobody was using any. Hell i get accused of cheating at least once a week.
-
@Lobos said:
https://forum.deadbydaylight.com/en/discussion/comment/3216509#Comment_3216509
And yet camping and tunnelling have only gotten worse, not better by any means.. None of those perks really counter anything when the killer comes directly back to unhook site, hits the unhooked survivor and then tunnels them.
Many useful survivor perks have been either nerfed or are locked behind a pay wall.
If Solo Survivor is so improved, how about you play Solo Q games for a few weeks and record it to show us all how it goes for you.
Killers have it so easy now, most experienced killers can go on ridiculously huge win streaks and get bored because of it. Survivors shouldn't have to form highly experienced SWF teams to have a decent chance of escaping only 50% of the time.
Matchmaking is a complete joke so that queue times can be faster.. How is losing 75% of the time and de-pipping most games a fun experience?
Ever wonder why so many people (Especially popular and experienced DbD players) avoid playing Solo Survivor and always bash it? Your killer sided bias is clearly showing.
What bias everything i said is a fact. I asked you what bothers you and what you see needs improving, im not trying to do this killer side survivor side nonsense
-
They keep improving the survivor experience. They made it so you get 10 seconds of BT and can move as fast as some killers as base kit to help survivors with tunneling. They added a perk that gives you 80 seconds of endurance + aura reveal immunity and grunt of pain removal. Pretty good vs tunneling even if you dont get the endurance part because noise removal + aura immunity helps a bunch during chases and those parts stay on even if you touch gens/heal yourself.
They added a perk thats really good against camping albeit not as insane as it could have been.
They are trying to add a way to pick yourself up which is again really good.
They are doing basically everything in their power to make the game as fun as possible for survivors as well as killers. What exactly do you want them to do? What are you unsatisfied with. What would you like to see improved?
-
Its a surprise for sure and im sure its unfair but even with that Myers is not strong enough to be a problem so no. It doesnt need to go.
-
@Config said:
https://forum.deadbydaylight.com/en/discussion/comment/3216480#Comment_3216480
Hey, ya I can see why, boons and reassurance kind hurted her a lot, but she's still tremendously strong. If u are saying this based on otz video, otz was basing his self on the pth reassurance, even tough reassurance is extremely strong hag can still defend the perimeter for 30 extra seconds, I've playing hag since pH releases and not very much has changed, yes boons hurted her a lot, but even then people used medikits, and franklins is extra good on hag. Consider giving her another change and u will see why she's still so strong :)
Dunno about Otz vids, i was mainly saying this because of base kit BT. Somebody who gets unhooked can tear through your web around the hook and there is 0 things you can do about it. And they changed her so slugged people can trigger traps which is simply god awful. Dunno if they reverted that last change because i immediately dropped her at that point.
Oh and OTR which hurts her kinda hard. And yea reassurance as well but thats not really meta so thats fine.
-
I mean the problem is that if you did something like that 90% of the playerbase would start playing Claudette because she is objectively the best in the game. Would you like that? I sure as hell would hate it.
-
Buddy they are literally trying to change the unfun parts of the game and thats it.
Thats what the 10 second BT with a nice speed boost was about. Thats what the 10 second increased gen speeds was about and thats what the built in anti slug idea is about.
Stop overthinking about stuff like this so much that you stop making any sense whatsoever.
-
@tenoresax said:
It's just 1 map dude, if you see it then just get up, go get something to drink and watch youtube, you've got nothing to lose but unwanted stress from playing on a bad map.
That's my solution for Garden of Pain with basically every killer.
Thats why i love Nurse mate, its garden of earthly pleasures for me. Pretty small and open map and clusters slow survivors down more than do anything to hinder you.
-
Recent changes havent been kind to Hag, she is no longer A tier yet alone A+ imo
-
If they implemented this system and i was a survivor who got off hook, i would do gens in front of the killer and literally chase the killer to body block. Whats the worst thats gonna happen? That i get slugged? Big deal.
-
Im playing only nurse to help you out mate
-
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3216009#Comment_3216009
It's not wrong tho "<3"
Sure honey pal bud <3
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3216017#Comment_3216017
You shouldn't be losing games when the Gates are blocked for 60 seconds AND you get a noise notification of what door was touched.
Oh no i mean when it doesnt work in egc you can easily lose.