Avatar

Deathstroke

Deathstroke

About

Username
Deathstroke
Joined
Visits
4,462
Last Active

Comments

  • @[Deleted User] said:

    Story changes when you face a good survivor team.

    Yup but those are pretty rare though so that does make killer very strong now.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/341935/surviving-while-being-tunneling-wins-games

    There's no middle ground with looping anymore. A very few survivors can loop with all the anti-looping buffs killers got. While brain-dead killers can just wait for a much quicker bloodlust to catch survivors. The skill for playing killer is much lower than the skill for playing survivor in solo-queue.

    The skills should be the same, but is just isn't.

    Debends on map some maps you can just predrop every pallet. But I mostly play m1 with no antiloop when that happens though.

  • @Alcuin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3140403#Comment_3140403

    I can't name a single killer main streamer 4'king every match that isn't a boomer. Compare it to prominent, competent Fortnite streamers. They're prominent and competent because they're teens and have the reflexes necessary to succeed at the game. Solo queue is at a serious disadvantage at DBD. Killer is not.

    Otz is not middle aged for example but your right that killer usually does not need fast reflexes but survivor does need. Most survivor streamers are in their 20s. But I do think nurse need good reflexes as supalf sounds young too.

  • @ByeByeQ said:

    The solution is really simple. If a survivor does nothing to try to advance the game for some period of time they start getting crows. Maybe 1 at 90s, 2 at 105s & 3 at 120s. Any time they are spotted by the killer this timer is reset. If they cleanse a totem it resets the timer and can remove 1 crow. If they work on a generator their timer resets after working on it for 15s and they lose crows at a rate of 1 per 15 seconds worked or chased.

    Crows should not be just for not moving.

    That would be too beneficial for killer. Repairing few secs should be enough and timer longer. As this would help killer tunnel one person out who tries to hide and avoid game gettng 3vs1.

  • @Avilgus said:

    Rarely, because no one gives me free kill.

    You should never expect that. Giving hatch is nowhere equilavent of that. I don't think any killer would even want that if survivors try to give me kill I throw them out of exit.

  • I don't usually gift it but I don't either slug for 4K I just take the 3K and let last one have chance to get hatch. If they don't get it I usually still give them exit. Sometimes I take the 4K if I feel I truly deserved.

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3137837#Comment_3137837

    If you lose to a Perma T3 Myers, you or your team MASSIVELY misplayed. It takes such a monumental amount of Evil to hit T3 that you should EASILY be able to finish all the gens and escape before he reaches it

    Actually no perma tier 3 is pretty fast to get but if he has tombstone as well then maybe but with corrupt and deadlock myers still should get it when there is some gens left debending how good the survivors are.

  • @dollidahlia said:

    I’m more addressing tunneling rather than camping. Camping itself is a boring play style for BOTH parties.

    on the other hand, tunneling is ABSOLUTELY valid, and I don’t see why it shouldn’t be.

    unless the killer you’re playing is nurse or blight (high mobility) why should the killer ignore the injured one that came off the hook?? That’s outrageous.

    and enough with the “you must play by how I feel” rules. That’s ridiculous, there are plenty of counters to tunneling.

    ~DS: although nerfed, if you make sure you go down near a pallet or window can give you more distance to extend the chase

    ~ BORROWED TIME: it was buffed you guys, use it! It’s really good

    oh and the best perk of all

    kindred:

    EVERY SOLO should run this perk. Not only does it tell you if the killer is patrolling so people can do gens or go for save. But it shows who’s closer so who.can go for save. WHY WOULD NOBODY RUN THIS?

    Most of the time the guy who is unhooked has otr or ds so your going agains't 2 health states vs 2 health states. Usually it's easier to get hit on unhooker and he can be easier to catch never know. Tunneling streng is when teammates come off the gens to help the tunneled one and if he is easy to catch so you can take one quickly out to secure win without gens getting done. But I like winning so called right/fair way it cost me sometimes games but I don't feel being mean always. But actually next game I will play very dirty and tunnel because I lost last match while played fairly and survivors teabagged at exit gate adrealine stole my 2K probably even 3K. I hooked everyone once and some even few times before taking first kill.

  • Yeah it's horrible at this point killers hard tunnel or defend 3 gen area with all slow downs I think I need break from survivor. As it is now worser than killer ever was. I would rather take seal team super swf agains't me right now as killer than I would play survivor.

  • It was definetely overnerfed. It should take 30% of progression now with how it currently works or changed to back how it was but instead taking of 25% but now taking 20%.

  • @Ryuhi said:

    Its just getting a 5th perk for free, since the majority of people who complain about solo queue don't even bother running it in the first place.

    Most still don't want to use perk slot for it. Killers could get something in return basekit corrupt or BBQ.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3138587#Comment_3138587

    Killers are not slugging anymore because DS is dead perk. There is no reason for slug.

    And no, this is not good thing. Killers are tunnelling for free now. And before you say, no OTR is not good perk. New DS is also garbage. This needs to change, old DS should back.

    Old ds was not always also enough strong it should be 2 time use as it's disabled after game. 3s ds should be basekit.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/3138587#Comment_3138587

    People hate everything. They hate being slugged. The hate being hooked. They hate it when killers respect DS. They hate it when killers don't respect DS. There's no way to play the game and appease everyone.

    True but I think slugging is lot more fair than camping and tunneling as stragedy.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3137636#Comment_3137636

    There's nothing unfair about it. The game is an asymmetrical elimination game. Playing survivor means you are on the team that is getting eliminated.

    Tunneling and camping are both valid tactics with the only actual problem is face camping which is hard to address due to many counters to it affect normal gameplay negatively.

    They're unfair you just don't want to admit that you win matches because of using dirty tactics instead winning skillfully. I admit that I only win some games because of doing that and it can be even unfun for killer. To way solve these tactics would be make them less effective and give killers rewards if they play more fair way. BBQ and corrupt should be basekit.

  • @Sava18 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3138069#Comment_3138069

    Thats what I'm saying. low mmr and maybe even mid mmr solo queue may unplayable but High mmr won this patch. It's truly fun instead of bad players with perks.

    What do you consider high mmr? Like I get what seal team every other 10-20 games as killer. So high mmr survivors are what 5-10% of survivors so only good game for them? I think middle mmr is fine but just harder but low mmr suffers the most. Though middle mmr has some problems ofcourse some still dc:s surpricingly my team have managed to win some of those games still.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3137536#Comment_3137536

    I don't know why you think I'm a fan of the 90s gens. I explicitly said I'm not a fan of it.

    DH is literally stronger against her than before. The reason it was good was the i-frames, which is Endurance instead now which means a successful use gives even more distance.

    DS shouldn't have gone down to 3 seconds, it should've stayed at 5s.

    Range add-ons and three blinks are busted and should both be reworked.

    Oni has instadowns on his power by default, stop pretending like they're even remotely comparable.

    Startruck is basically basekit for nurse so she has instadown too lot of times with stronger power available at all times. Nurse gets fast down with her power ignoring everything. Oni still has to play around loops and requires survivors to make mistake. I think it would be very reasonable to oni just start with his power it could end ones he gets first down so good Oni does not slug whole team at start though good nurse does that already. I don't know is removing nurse range add ons answer as those help average or bad nurses to get kills so her kill rates would go down but her being more like oni would increae her kill rates if she start with m1 115% movement speed. Maybe she could have instadown ones she earns her power or 3 blinks.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/3138187#Comment_3138187

    Well it is one of if not the only real killer friendly map and even that depends on the character they are playing.

    Weird that I usually escape there. But die in those survivors friendly maps.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3137116#Comment_3137116

    https://en.wikipedia.org/wiki/Hitchens%27s_razor

    Sorry, but you are just wrong, and cases of good players versus other equally good players on Nurse comes out roughly even (outside of one-side favored maps/people doing meme builds or not playing seriously or whatever/etc), both in and out of competitive. Competitive has pretty much all VODs on YouTube and/or Twitch.

    As for non-competitive, there's both proof that good players can do just fine in a chase against a good Nurse, as well as that games overall also are roughly even when all skill levels are more or less equal.

    Examples of the former: https://www.youtube.com/watch?v=Ig_iQ5S-ABA https://www.youtube.com/watch?v=xnjfG_sLfQg&t=213s (1v1s with SupaAlf, a semi-frequent competitive player and Nurse main)

    Examples of the latter: https://www.youtube.com/watch?v=Q_R-gkMwKpA (SupaAlf on MMR Test Day 3 where equal skill matches were prioritized over queue time) https://www.youtube.com/watch?v=o4ZHFVowqws (Fubs vs partial tournament SWF in regular non-tournament KYF) https://www.youtube.com/watch?v=30TKsT-s8Y8 (Ayrun's chases versus a decent Nurse)

    The main issue with players of super high caliber is the same issue that exists in any versus game with matchmaking literally ever. There's not enough people of their level on consistently for said even matchups. So they get matched with worse players for the sake of queue times. Which is exactly why good players get massive winstreaks on basically anything and everything. You have solo survivors getting 400+ escape streaks without keys and then stopped counting cause they couldn't be bothered to remember anymore, and people getting anywhere from 50-150+ killstreaks on basically every single killer in this game, like someone playing pre-buff Legion with meme builds and getting over 150 wins in a row when they weren't even trying to go for a streak in the first place and only started keeping count because they noticed they were doing well afterwards.

    Good players stomping players that are worse than them is not a balance issue. If it was, literally every single thing in this game would be busted, including solo survivors and even the weakest killers.

    Those games were before nurse buff. 90s gens, dh and ds nerf all help her and she didn't need that so only way to compensate that is to nerf her. Range add ons makes nurse easier to use so I think they should kept them and she should be changed more like oni. If she is fine oni should be changed to like her and start with his power.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3136203#Comment_3136203

    Correct.

    without prove thyself:

    1 Survivor: 90 seconds

    2 Survivors: 53 seconds

    3 Survivors: 43 seconds

    4 Survivors: 41 seconds

    withprove thyself:

    1 Survivor: 90 seconds

    2 Survivors: 45 secoonds

    3 Survivors: 30 seconds

    4 Survivors: 22.5 seconds

    It makes gens pretty damn fast, remember it takes about 30 seconds to walk from one side of the map to the other. After downing a survivor, picking them up and hooking them usually takes around 10-15 seconds.

    Survivors optimal stragedy is to work on different generators so prove thyself encouraging working together is usually good thing for killer. Gen will pop quicker but instead 3 gens popping at start only one gen gets done.

  • @toxik_survivor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3136939#Comment_3136939

    That achievemt was pain lmao. What was it like 500 shocks? The amount of screams I had to endure. Out of every achievement that one was the most annoying

    I played games only to make survivors scream to get that one most played along and all 4 came to my shock therapy many times.

  • Survivors still need something strong to stop tunneling or at least balanced it so that killer loses most games they do that. Ds should be basekit for both hook state with the 3s stun. Perk would make it 5s stun. And the skill check should be automatic or easy so it help new players and I don't have to break my controller to do the skill check.

  • @Dead_Harder said:

    I dont want 30 minute games and i dont care about BP?

    20 minutes should be enough to maximise everything. I do care bp if there is even one cake offering. Other than that I just try to kill survivors as fast as possible.

  • @ByeByeQ said:

    It should be 5 seconds.

    Having it not work once the gates are powered was the perfect change by itself.

    Overall it benefits more survivors as now they don't try stupid saves at endgame so often and just take the 3 man escape. Before it was easy to snowball and get 4K at endgame but now they just leave.

  • @Breadn said:

    Picture this;

    -You hit an insane curve as Hillbilly.

    -You hit a sharp flick as Blight around a tight loop.

    -You throw a perfect hatchet as Huntress.

    -You perfectly guess the survivor's pathing as Hag.

    In all of these situations, your mechanical and/or decision making skill is invalidated by the survivor pressing a button. No longer do you just get a cooldown, the survivor also gets a speed boost.

    If you're playing Billy, it's like you're always running speed limiter. If you're playing Huntress, you're almost guaranteed to have to hit them three times. If you're playing Blight, you can't do anything flashy and have to waste more bumps to get a hit. As Hag, you can no longer rely on instantly hitting survivors after teleporting.

    This isn't healthy for the game. It isn't healthy for a player's skill to be invalidated by "good timing" on a survivor's part.

    I've used DH as survivor aswell, and every time I use it against a killer like this, I don't feel like I outplayed them. I feel like I got carried by a poorly designed mechanic that rewards sloppy play.

    Why you chainsaw injured survivor as hillbilly? And agains't blight dead hard needs to be strong. Still not so many use dh anymore as it's lot weaker and easy to bait out with m1 killers. Survivors have to time it absolutly perfectly now if killer is expecting it.

  • @Cameragosha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3136649#Comment_3136649

    They nerf thanatophobia and adding many pallet god in new RPD.

    And give reassurance OP perk to survivor.

    https://us.v-cdn.net/6030815/uploads/KYPY776XPDNQ/reassurance.png

    What if they're not neither sided and just try to make the game balanced? Thanatobia was overnerfed I can say that but reassurance is basically needed as killers camp so much more now than ever before simply because they can.

  • @EvieSimpsForCrowLady said:

    And I'm saying this from a survivor main point of view. It essentially gives you unlimited heals while being extremely time effecient. Isn't the whole point of survivor is having limited resources? And I don't think the problem lies within boons themselves, no one uses anything besides COH, alongside COH at best.

    The problem is that it's even faster than old self-care, which was actually quite time efficient. Think about it, the regular heal is 16 seconds, and self-care took 32. The regular heal takes away 16 seconds from two survivors, making it 32 seconds in total. So why does a boon with a huge radius that works for the entire team and only takes 16 seconds to set up is so time efficient???? It makes no sense, really.

    My proposed fix would either to make boons have limited uses and buff other boons or a more rational change - making it either a heal boost boon that doesn't let you self heal but boost heal speed more drastically(original 100% probably would be fine) or make it a self heal that heals you at half speed(32 seconds) with no additional benefits.

    Your thoughts?

    Barely no-one uses coh anymore it was nerfed many times before so it's fine now it should only be easier to locate for killer when he is in range that's only change it needs.

  • @Kweh said:

    Yeah this game fries my mid-range CPU recently at anything above 1080p how do console players stand this dog level of optimization?

    I play on console and haven't had any problems.

  • @Chocolate_Cosmos said:

    I see that many people still dislike Spirit and even some Spirit players also don't like some tools Spirit can bring to turn the match into unfair direction. I think with these following changes we can finaly leave Spirit alone with both sides more happy than before.

    https://us.v-cdn.net/6030815/uploads/G7ENNA9E24MG/image.png

    This is the main source of why Spirit is still hated and for a good reason. This add-on is stupid IMO. This add-on should just be totaly reworked and I have a idea for it:

    • Now it will allow you to see pools of blood.

    That's it. Remember that old Ultra Rare add-on that was nice to have but (at least IMO) wasn't broken? At least not as this Blossom. When that old add-on was removed, I remember there were people who was sad that this type of add-on has to go. I think it would be nice to have it again, since Spirit is overall weaker then when this add-on existed.

    https://us.v-cdn.net/6030815/uploads/JBIWNDUKKF3Z/image.png

    I would like to keep the power fantasy and "It's Ultra Rare so it should be good" theme so I would just keep everything the same, but I would reduce the bonus movement speed by at least -10% (so instead of total bonus being +40% as it is now, it would be 30%), or maybe even -15% but you still don't see Survivor marks.

    That's it. I think Spirit would be 100% fine and fair with these two add-on changes. Enough counterplay for Survivors while not being weak Killer and still one of the strongest in the game with good add-ons (but not OP).

    I would want to see scratch mark with mother ring if the speed is nerfed. I would also like spirit to be buffed 115%.

  • @JawsIsTheNextKiller said:

    My theory is that now that killers have been buffed a little (hurray!) you are losing more games as a solo survivor than you used to. That drops your MMR closer to where the less experienced players are so those are who you are matched with. If you die more than you escape, your MMR will an average keep going down.

    I think it was stated mmr does not only measure kills or escapes. Or if it does I think one escape should increase your mmr more than one death. As kill rates before this patch were bit over 50% and probably now just under 60% so you are more likely die than escape.

  • @Espshiva said:

    Ok this is from killer point of view so don't come at me, I play both survivor and killer both have been iridescent 1, but a few things I have noticed about being killer.

    Firstly.

    Generators need nerfed again, it's not fun when you have been searching the map for over two mins, and found nothing but faded scratch marks, then next thing you know boom, four generators are done back to back, it's basically a lost game after that, especially after the noed/hex ruin nerf, Combined this with toolkits and other survivors the time to complete is not long enough.

    Second.

    Yes you fixed the camping with killers but now you have survivors practically lining up underneath hooks while carrying a survivor, blocking off your hooks (is this body blocking - a reportable offence) sabotage I understand and agree with but straight up using yourself to block the hook should not be aloud. From a survivors view, yes, the killer nerf with camping needed fixed and was, but now it's horrendous to play killer and have your hooks blocked off by people sitting under them this need a fix or some sort of penalty for doing this.

    Thirdly.

    Dead hard and endurance effects these need looked at again in my opinion, I purposefully don't run this perk because I know how annoying it is to go against, not saying they are bad just maybe changed a little bit more.

    This is just my opinion, and like I said at the start I run both killer and survivor.

    Searching 2 mins around map is your own fault I do think though lethal pursue should be basekit but that's still way too long time to search. I think survivors should never spawn fully separated too. But I don't see another survivor nerf happening gens are already almost too long I think many would quit if they take any longer.

  • @SugarGene said:

    Has this not been dealt with because BHVR wants there to be a counter, or is this simply a forgotten exploit that isn't worth the trouble of fixing?

    I don't play MM much, but when I do, I like to use tombstone with tuft of hair. For those that don't know, this basically makes teir 3 unlimited, and gives you the ability to kill healthy or injured survivors even if they haven't been hooked yet while in tier 3.

    Sounds OP? Well, that would be true if popping tier 3 didn't take the entire game in this build. It takes on average 4-5 gens to pop into tier 3 with this build and that is if you are facing survivors that are just OK at avoiding being stalked. Against a true SWF team, you most likely will never pop tier 3 and they will just get away.

    HOWEVER, there is a loophole here. You can only kill survivors in healthy or injured states, not DYING. So the common thing to do is to hide in lockers so that when opened, Michael grabs you, and puts you in the dying state. Even if he drops you, he cannot kill you, he can only pick you back up for a hook. thus you are escaping your grizzly fate of being stabbed to death and instead getting hooked.

    Additionally, similar effect can be had if working on a gen, or vaulting, etc.. (any action that will prompt the killer to grab you).

    Why hasn't this been addressed? Is it intended? Or is it just something they don't care about? What are your thoughts?

    My opinion is that this is a scummy exploit and can easily be fixed by allowing Michael to also be able to kill survivors in the dying state. This will allow the survivors to waste a little bit of Michaels time, but not avoid getting killed.

    Use corrupt invertion and dead lock. Makes lot easier to get infinite tombstone even when there is still 4 gens left. Works agains't average and ok survivors. But good survivors will make you have harder time.

  • @mischiefmanaged said:

    https://forum.deadbydaylight.com/en/discussion/comment/3135047#Comment_3135047

    I'm not saying it's not possible, but it's definitely harder. And, especially if you play casually, probably not that fun. It was just my own personal experience playing on both.

    And I generally believed the same thing about headphones when I played killer sometimes on console. When I switched to PC and used headphones for the first time, I didn't realize just how much hearing was used by every killer. It's used fairly often for tracking through walls or knowing which generator is being worked on or even hearing footsteps and what direction they are coming from.

    Also, the stretched resolution exploit you mentioned was patched a few releases ago.

    I don't think you can play killer casually if you play for winning. Sometimes I get spinned if I don't pay attention. But as long as killer has good lunge I don't have problem. Pinhead has probably worst lunge I never gets hit throughs pallets with him. I don't think headphones give that much advantage on other killers than spirit. But each their own I quess. But for spirit I probably could use them I suck at her too bad. I once thought about learning her as she is easiest S tier killer. But I found nurse personally be better choise for me.

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134997#Comment_3134997

    Not really, stupid survivor stuff. More like a play you can make.

    Hook a survivor at one corner of the map, doesnt really work if you hook them in the middle part.

    Check others auras with BBQ, if you see all 3s auras, chase the closest, chances are they are on their way to the hook anyway.

    This forces a further away survivor to stop doing gens and go to the hook

    If you see that survivor making their way to the hook, even if you have already injured the previous survivor and are about to get a down break chase and chase the other survivor

    Hooked survivor goes to 2nd stage or gets sacrificed because 1st chased survivor is already injured or downed and cant make an easy save and you are already chasing 2nd survivor near hook.

    This isnt really camping nor is it proxy but it feels dirty af and in the same vein. Well the vein being using any kind of strategy i guess.

    Usually it's worth to go for chases and that can mean the guy on hook gets second stage surpricingly usual. When you chase the one who was going to unhook and others just do gens. But games were gens just fly I camp and tunnel luckily it's rare but just had one were survivors brought 3 cakes I had to play very dirty to win and get some bloodpoints for myself. Game before that survivors brought 2 cakes but I had good start and gens didn't fly so I played fairly and killed first when 1 gen was left and 2 other survivors where on death hook too. Worst score was 23K bp and best 32K for survivors.

  • @Dead_Harder said:

    I sometimes do it even if im about to get a down. I feel dirty afterwards if the survivor hits 2nd stage or gets sacrificed as a result of it but it also feels so right.

    Well it debends if I just started the chase or if it's close to end. If I know im getting down soon im not going back to the hook. But if the survivor is stilö there once I hook my second survivor im going back and do trade once he is saved or facecamp nearly starting second hook. But the cases usually when I go back to hook is if I don't find anyone to chase. But if I don't have kills before there is 2 gens left I sometimes camp someone to death if they're not saved enough soon it's feels dirty but it's only way to win usually.

  • @mischiefmanaged said:

    Something to remember is that a lot of people play the game casually and a lot of people play on console too.

    For people who play casually, survivor is often the more casual role. And some will just play with friends. They really have no interest in "becoming better" because this is a video game and it's not like any of the skills are transferable to something in real life. It's just a fun way to kill time. And for those on console, they have the additional problem that killer is much more difficult to play on console. It's much harder to flick the joystick to hit a spinning survivor. Most probably play on TVs where they use the TV;s speakers rather than headphones and headphones are much more important for killers than survivors (except against Spirit).

    And most of the people at P10 are probably just people who casually play the game. Heard about the Prestige update and heard about the rewards. Then used the anniversary to get their main to P3 before the update which causes their main to be P9 L50. Then you level up one bloodweb and you get P10.

    I'd agree that for those who enjoy the game and want to become better that playing both roles helps. But a lot of people just don't care because it's just not important or they don't really enjoy playing the other role so why spend your free time doing something you don't enjoy.

    Your really underestimating console players here. Controller ofcourse requires more skill than mouse to aim hits but clearly does not make it imposible. Not everyone likes playing on headphones and really only killer which requires that is spirit. I play on console and 3-4K most my games on any killer. Ofcourse there is few limitations I can't exploit bugs oni 180s or blight hug tech and what ever hillbilly has. But that's on bhvr not fixing those or just allowing everyone to use them. We can't use stretched res either but that benefit more survivors. I have always wondered how some survivors know your movements as killer but they use this game breaking exploit to see over walls and obstacles you normally won't see. Which allows them to extend chases much longer. Console needs better optimization.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133800#Comment_3133800

    https://forum.deadbydaylight.com/en/discussion/comment/3133802#Comment_3133802

    https://forum.deadbydaylight.com/en/discussion/comment/3133825#Comment_3133825

    This,

    This is another argument i see, and the reality is this. There are 2 possible statements you can make:

    1. We SHOULD balance the game around the top level players
    2. We SHOULD NOT balance the game around top level players, and should instead balance around the AVERAGE player.

    If you believe 1 is true, then you must agree that at top level Survivors are far too powerful, especially when playing SWF.

    If you believe 2 is true, then you must agree that nurse is fine, because she often has the lowest kill rate in the game.

    You cannot believe 1 is true, and that nurse should not be nerfed.

    You cannot believe 2 is true, and that nurse should be nerfed.

    If you do, then you are biased.

    Either this is ok or it's not:

    https://www.youtube.com/watch?v=dtENJZ_z0zw&t=1s

    If it IS ok, then we probably should buff nurse. If it is not ok, then we talk about nerfing nurse after we nerf this.

    The nurse was not using range add ons and this was before latest update so in fact nurse is usually stronger and got buff now as well. But I don't think game should be balanced around nurse winning 0,1% swf:s. And in fact nurse does fine even agains't them she made mistakes and could gotten 2K in that game. Some other killers need buffs to be mlre viable at highest level. Oni is good example he beats average and bad survivors easily as he gets the first hit agains't them easily. But good survivors will not let him have that so he needs buff that he can injure survivors more easily. One thing which "good survivors" take too much advantage is stretched res so devs should change how it works on dbd. It's game breaking and makes unsafe loops safe and allows you to see where killer almost always is.

  • Nemesis, blight, legion and huntress

  • @YOURFRIEND said:

    Nemesus is pretty good. High B tier I'd say.

    And he is definetely A tier when he gets tier 3. But slow start holds him bit back.

  • @OneGoodBoyDemo said:

    Distressing + sloppy + coulrophobia + unnerving presence + midwich + get gud.

    Where's dissolution? It's seems to be very good on him.

  • @INoLuv said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133739#Comment_3133739

    Must maps are survivor sided and braindeadly safe, killer needs buffs in general, every killer besides nurse and blight, make some of their addons to be basekit for them, like discipline on doctor for example.

    Oni should have longer blood fury and faster movement add ons as basekit. Also he could be first 120% movement killer he start as m1 with no antiloop and is weak at early games which matters the most. I would like to see oni start with his power as iri add on. Other iri could be revealing survivors location when he downs one in blood fury. His starting blood fury could be 30-40s. Longer could result him downing everyone at start sometimes but nurse does that already though. This add on would make oni better than blight as it removes his weakness but it would be still rare so I think it would be fine.

  • @Seanzu said:

    Blocking people was never meant to block people from queuing against you and I would argue you are the reason why the system isn't like this, blocking someone because you don't like the way they play is a slippery slope to heavily cherry picking your matches. I would suggest sucking it up and take the losses with the wins.

    I block killers who bleed me out and close hatch front of me and hit me again and again on hook I just would hoped I don't have to face these kind of killers again. I don't block if I get tunneled out or facecamped. Well supertunnelers I have blocked but that's it.

  • @BlightedDolphin said:

    "Too many times I find my self downing someone with hits that shouldn’t have connected. Tell me how I can down someone when they just vaulted through a window or pallet despite me not being close to them at all."

    This wouldn't be visible on your screen unless your connection is very bad. Even then it usually only occurs on the survivors end.

    It's crazy this game favours them who have bad internet. I crushed some pretty good team when my net was lagging. I would probably lose or it would been lot tighter match if my net would been working.

  • @INoLuv said:

    survs need no buff, killers need some of their addons to be basekit, killers are still weak

    Yeah if every survivor would be in swf and everyone would be insane loopers and very coordinated. But that's rarely the case so most if the time survivors are weak instead killers. Killers are only weak at very high level but the game should not be balanced around that too much. But there should be more S tier killers thought oni should be one. And some very weak ones could use a buff.

  • @Zeta_JK44 said:

    …Killers’s queue times!

    7 minutes to find a game as killer is (banned word)! Most of the time I end playing against stupid players that get wrecked like noobies despite the fact they have more than 4k hours and they hit prestige 15-20+

    On the other hand, I can find pretty fast games as survivor with THREE SECONDS queues. But hey, when I don’t verse tryharders (and I expect to verse tryharders) I verse stupid killers, unable to do what they need to do. Guess they’re ex-deadhard addicted-boosted survivors.

    Fix matchmaking and give me fast lobbies against either noobs or tryharders, I want my 10 seconds queues back. My blades are thirsty

    There is not enough survivors compared to killers that why your queque times will remain long. It was before the patch opposite. Survivors got many their fun things nerfed so many stopped playing or changed to play more killer. And unfun things were made worser gens takes now longer to repair. I would rather seen survivors get secondary objective at least that would been more interesting.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133361#Comment_3133361

    There's also the soft tunnel which not nearly enough killers utilize. One or two gens left, and you have some survivors on death hook, but you just downed a player that isn't on death hook. There's no point in picking them up. You're going to lose half a gen at least for a non-death hook late game. Slug them and patrol. Find the players on death hook while your slug builds pressure.

    I use pr and dms so would be smart to hook that one. But my games end most of the time before that. Also I can get the downed one between the gens being fixed to patrol the hooked and gens so that's good option too.

  • @Aztreonam78 said:

    Survivors are given the option to remove up to 3 Killers from their matchmaking.

    If a Survivor removes, Trickster, Huntress and Blight for instance, these Killers will never show up in the Survivor's matchmaking until changed.

    This will reduce disconnections and hook suicides when Survivors go against Killers they find unfun to go against.

    Only if you have faced that killer match before so I think would be fair to you disable him for one match. Nobody wants to see same killer two games a row. Some killers are also far too common. But better change would be to nerf popular killers and buff the least popular ones.

  • Good ideas here to makes offerings better the brown and yellow bp ones are just terrible. Grind is bigger than ever and bhvr still took away BBQ bo bonus which was stupidies idea ever that's why killers camp ans tunnel more as they have no reason to leave hook or to go chase someone else. They just want the match quickly over if there is nothing to gain. But if there is even one cake killers will always play more fair then but that does not happen every match.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133328#Comment_3133328

    That’s actually not true. Someone on the ground does still put pressure on the other survivors to come rescue them, that pressure isn’t “lost” if you don’t get a hook out of it. It’s a matter of trading a hook state for faster chases. Not every hook state is equally valuable to a killer, it’s a lot more valuable to hook someone who has already been hooked than someone who hasn’t, to the point that if you are confident that by slugging someone who has no hooks the extra 10 seconds can help you secure a down on someone else who has been hooked then slugging is the way to go.

    I’m not saying you should never hook after a down obviously, but if you are always hooking after every down you’re not playing efficiently.

    If I want to tunnel I do it when survivor gets unhooked and not chase someone else wasting my time. If I do tunnel survivors usually take protection hits so I get free pressure from that even free downs.

  • I can agree with this nemesis also given he is by far most popular killer I see him nearly half my games.

  • @dugman said:

    For sure being on comms helps survivors, although I’m a little confused on what that has to do with not catching them at loops? Aside from occasional bodyblocks being in a swf won’t help you much midchase, it more helps the survivors who aren’t in chase know where the chase is happening so they can do gens or know where to go for a rescue.

    As far as beating survivors in loops, one of my own weaknesses is still not knowing for sure the best routes on certain tiles (e.g. do I want to run the loop clockwise or counterclockwise?) There are some guides to looping on Youtube which are ok but every tile is a bit different so really it’s just a matter of playing a ton and thinking about what went wrong. But in general the goal in a loop is to do it so that the survivor can’t automatically get a fast vault on each pass, so you want to have them approaching the vault from either a short side or a shallow angle. Either that or, like in the killer shack, you want to be able to possibly mindgame them by moonwalking just before the vault so they vault right back into you.

    Mostly though I think just as important as doing well in a given chase is knowing when to switch targets and go after someone else. Getting the intuition of when to start a chase or break off a chase is huge because if you chase one survivor too long it leaves up to three survivors free to do the gens. If a survivor is clearly running into a remote area with a strong tile and no gens in that area for instance consider chasing someone else since that one clearly isn’t working on anything at the moment anyway and you can deliver a lot more immediate pressure on the group as a whole by taking a couple extra seconds to go after an alternate player who is on a generator and maybe in a weaker area where pallets are already broken, etc. Learning to say “Nah, I’ll go after somebody else” can really help you keep the survivors off the gens more often and give you more opportunities to find survivors who are easier hits and downs.

    Also one last thing is don’t be afraid to slug for pressure. If you literally hook immediately after every single down you’re probably giving up too much time carrying the survivors over and over without actually getting the three hooks in a row on any one of them. It’s perfectly fine to hook one or two survivors and slug the others so that you can focus more of your time on chasing and downing the ones who are closer to elimination. Basically you trade a hook state you don’t need immediately for 10 extra seconds or so to get into a brand new chase on a more valuable target. So while you don’t want to overdo slugging either, since losing too many hooks to revivals is also bad, slugging when you’ve downed someone who hasn’t been hooked yet and there’s another good target to go after is something to keep in mind.

    You should always hook immediatelly unless you know there is someone close trying flashlight save or you can get hit on someone. But if you leave the downed survivor on the ground too long that will result all pressure you had being lost. Only potato survivors who are close to elimination will show themself if you down someone else.

1 … 50 51 52 53 54 … 69