Dino7281
Dino7281
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Comments
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@Phasmamain said:
It’s just ormond 2 but not as big
It's exactly same size...
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2672641#Comment_2672641
I agree with the Ormond comparison. Both Eyrie and Ormond’s buildings have a couple of god pallets with a breakable wall or two and they’re both very bright outdoors.
Doesn’t Temple have a god pallet on one of the main entryways though?
Oh right, but it's not 100% spawn. so it is 0-1
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@Blue_Archer33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2672656#Comment_2672656
JUST posted it. Hex:Plaything with Hex:Pentimento on Artist (have yet to test it on anyone else so far. It may he catastrophic on Pinhead)
Oh, right. I play it for some time. Survivors often don't care, but it will be fun when they fix Thrill of the hunt...
It's good on pig tho.
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@SeannyD115 said:
https://forum.deadbydaylight.com/en/discussion/comment/2672651#Comment_2672651
It's a way to get value out of DMS
Sure, it might work if you combine it also with Nemesis maybe? So you can get value from it multiple times?
Scourge hook, DMS, Enduring and Nemesis
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@Blue_Archer33 said:
That's actually very clever, I'll try and test it out today if I have DMS on her 😉
I came on here to post about another (different) synergy I discovered with her last night. Check that out!
What synergy?
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Is it good tho? Dead Man's Switch sucks. It works only with Obsession and 45 seconds is not really that much. Compare it with Deadlock.
Pop is way better with it
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2672227#Comment_2672227
Actually literally every 9984 square meter map has a big main building in the middle. Here’s the list.
Groaning Storehouse
Fractured Cowshed
Temple of Purgation
Both Yamoka Estate maps
Ormond
Eyrie of Crows
To me the biggest differences between Eyrie and the above maps is mainly just how bright and grassless it is, and that the main building has unusual ramps without railings in the middle so it’s easy to step off them. (For example Storehouse has similar rampways but they have guard rails along most of them with some gaps versus being entirely open.)
Only one of those that has equally good main building and that is Ormond.
I actually think those maps are really similar....
Other main buildings of your list don't have that many god pallets and usually only one or 0 annoying breakable doors.
Sanctum of Wrath - 0 god pallets, 0 breakable doors
Family Residence - 0 god pallets, usually 1 must have breakable door
The Temple of Purgation - 0 god pallets, 0 breakable doors. There are only two exits from there, you really don't wanna get into basement there.
Fractured Cowshed - 0 god pallets, 2 breakable doors
Groaning Storehouse - 0 god pallets, 1 breakable door
Mount Ormond Resort - 2 god pallets, 1 breakable door
Eyrie of Crows - 2 god pallets, 2 breakable doors
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I can live with that.
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2672533#Comment_2672533
Yeah... its so sad that a lot of killers have wasted potential, and they take so long to do necessary changes. Twins just need a small tweak too i'm pretty sure.
I mean look how long it took them to buff a Trapper and that was change of a number...
So yeah, I have lost all hope with them. I am gonna enjoy new killer till I can, they will nerf her because of noobs that are not able to hold M1 + W, so I will stop playing again.
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2672487#Comment_2672487
I think the drawbacks for using his power are fine... if he wasn't a 110% on top of it; since it makes the drawbacks even heavier gameplay wise. That is just what i was trying to say... even if i understand that you'd rather want quickscopes back than a base speed increase.
It doesn't really matter anyway. I doubt they are going to do any changes to him any time soon.
They made Twins more clumsy. They released several perks that are direct counter to Twins and they still don't care. I don't think it will be different for Deathslinger.
They will fix it same as Twins. Just don't commit any resources for that killer. Players will find different mains, so it's not going to change their sales and survivors will have better time without Deathslinger.
We are going to wait like year or two for any changes to happen. If they would buff him again soon, it would kinda be admit a mistake and they are not going to do it.
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2672475#Comment_2672475
Yes, there is perks that helps her/ add-ons that helps her a bunch; no doubt about it. Its just that i think that when you miss with deathslinger, you're punished too much because he's a 110%. Pyramid Head or Nemesis aren't punished for missing/ cancelling as much since they are 115%. That's why i wonder if turning him 115% wouldn't just do the trick... since i'm pretty sure that they won't back track on the path they decided to follow.
You know that this has nothing to do with base movement speed, right?
If that is your issue, it would be enough to increase his movement speed when he is reloading, or lower duration of missed animation.
It would not be enough for me, because he would still be not interesting and clumsy, but everyone has different standards...
Well, from Twins we can see they don't care about specific killers. His pick rate is somewhere in dust and they will fix that by not releasing skins for him, because noone would buy them.
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2672459#Comment_2672459
Okay, we do agree he's not unplayable. I understand why you don't wanna play him if he feels too clunky/ heavy and slow. But, contrary to huntress (and she is my second favourite), he doesn't have to reload in lockers. You can endlessly chase with deathslinger; thats why i think that him being a 115% would be a quality of life change that would make his gameplay less clunky. As much as i love playing huntress, i'm feeling like i'm driving a tank when i play her; she's not that much better in that regard (and even worse when you don't use iron maiden).
Problem is that it can be fixed with perks and addons for Huntress.
She can get multiple hits before need to reload, which results in faster downs and she is also better at dealing with multiple survivors.
Deathslinger has to reload each time, he actually wastes way more time than she does per game, because he had to reaload for each shot and he is punished way more for any missed shots, which are easier to miss because of smaller hitbox.
He doesn't feel clunky for 110%, he is clunky because of his ADS mechanic. His zoning is not even better than Huntress. I don't know about you, but holding hatchet with Huntress feels way better to use than holding ADS with Deathslinger.
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2672428#Comment_2672428
Come on, deathslinger isn't unplayable at the moment. Its the same thing with billy, he's not unplayable and trash tier like people think. Seriously, when i see pig's ambush state (and don't get me started about her traps)... i'd love it if could use her power like theirs when i do play them.
I didn't say he is unplayable. He is not worst killer in dbd.
He is just unenjoyable for me. He is not interesting for me.
Why would you play him and not Huntress or even Trickster (he is decent and quite fun after those buffs)?
I love to play Pig, she is fun to play. That's the difference even tho she is worse as a killer.
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2672410#Comment_2672410
https://forum.deadbydaylight.com/en/discussion/comment/2672411#Comment_2672411
Yes he's clunky, but his changes (terror radius and charge up time to shoot) were needed to make him less oppressive in 1v1. When i played him, the only thing that really bothered me was the fact that he was a 110: whether i was in chase, or trying to get to a gen to defend it. Being a 115% would be a quality of life improvement: like using iron maiden for huntress (it doesn't give any chase potential... but the gameplay is less heavy).
I don't think quick-scope was problem. Fake ADS was I can agree on that.
Right now, anyone looking behind is able to react to him, so it's just too risky to shoot in open and you are forced to use zoning, which I hate. It's boring.
I played him 100% for quick-scope, he is just not interesting without it. It felt good to make long range shots, or shots through holes.
I don't think they can fix him without full rework. Problem is that he can't be saved with just numbers. He needs something unique compare to other ranged killers, right now he is just worse at almost everything.
Limited range, slower time to down, worse at dealing with multiple survivors, can't down over pallet...
He had quick-scope, lower TR and mending.
two got removed and mending is nerfed by CoH -> hit&run is not viable.
his ADS mechanic is bad to use, his chain reeling mechanic doesn't have any benefit, only negatives.
Only thing he is better than other ranged killers is STBFL.
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I mean, he is weak, he is just not worst. That is different.
He is clumsy, worse, less fun, less unique, lower skill ceiling Huntress with limitations.
Just 115% wouldn't fix fact that it's pain to use his ADS mechanic. I would still not play him as 115%.
It's not about bad / good, I still play other bad killers, but I just don't enjoy playing him after those nerfs and I used to be Deathslinger main... He is just not interesting without quick-scope.
115% would kinda fix nerfed TR.
To fix slower ADS, you would have to make him hit-scan (higher projectile speed), so it is actually about your aim if you miss or not. Basically what they add to ADS you will remove from travel time.
And increase sensitivity during ADS, it just feels super bad to use.
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How hook number affects if map is biased for survivor / killer?
Isn't it about pallets, loops, size etc.?
Some of your killer biased are most hated maps by killers.
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@Poggy said:
Do you think BHVR might release updated kill rates?
One thing I would also like from BHVR is more data on how many pallets and vault locations can spawn per map. Right now all we have are hooks and old kill rate data from 18 months ago (if not longer). Which definitely gave is a decent picture but not all we could have used to determine balance. Kill rates are taking into account everyone and we aren't "everyone" in our league. We're mostly red rank killer/survivors. So the actuality might be completely unique for higher ranks.
They probably do it before mid-patch again, but I really want to see pick rates too. I really wanna laugh on Deathslinger pick rate.
Problem is that kill rate doesn't mean anything without pick rate, when only few players are playing that killer...
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It's not only about range. You need to have clear path, so any objects like wall etc. will result only with swarm.
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@JeanCharpentier said:
https://forum.deadbydaylight.com/en/discussion/comment/2672373#Comment_2672373
Yes, that's why everything else should be adjusted : gen speed, killers' powers, number of pallets/windows etc..
DbD would need an overall rebalance. To my mind DbD needs it, camping and tunneling is really killing the fun for both sides.
It wouldn't really stop tunneling.
Pyramid Head is best tunneling killer. There has to be logic behind where that survivor will go and you will just go there...
It's just not possible to do.
I don't think tunneling was really an issue before. Problem is that lately, it just turned from "option" to "primary". SBMM, CoH... It's just close to impossible to play normally with most killers.
Best thing would be to remove reasons to tunnel, so there are good alternative options. Hit&run and slugging was really good way to build pressure without tunneling, but it's just not viable anymore.
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@JeanCharpentier said:
https://forum.deadbydaylight.com/en/discussion/comment/2672367#Comment_2672367
Once a survivor is hooked, the hook disappears and reappears somewhere else on the map, killer doesn't know where. Camping is then impossible, tunneling is harder.
I play killer, i never camp, i don't care if i loose and i try to have fun when playing but yes, if you don't camp/tunnel, you don't stand a chance with most killers.
When i play nurse fairly (Stage 2 on everyone before first kill), i struggle to get 3K at a good MMR...
With Demo for exemple, i barely have 2k and i cannot play as fair as with the nurse, so first kill happens when 3 survivors are S2 or when 2 are S1 and 2 are S2... With Billy it's quite hard aswell, same for Pinhead.
With other killers like Clown, PH etc... it's just impossible, the game is over when you have between 3 and 5 hooks.
The game needs a huge balance rework, it is totally unfair now.
🙂
That would be huge buff, because survivors would often had to travel less distance for unhook without fear of killer.
You could just remove basement...
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@DeadByStreetlight said:
https://forum.deadbydaylight.com/en/discussion/comment/2672363#Comment_2672363
I think there is no other way to stop the tunneling and camping. What would you change?
For tunneling and camping?
In generic way? nothing really...
Problem is that you have things that kinda forces to tunnel. I think there is way more tunneling because of CoH. It forces you to commit to each chase and most killers can't get away with it, so they need to remove one player with at least 2 gens left...
Best way to remove tunneling and camping is to remove reason to do it. "Empathy" would otherwise mean that killer is supposed to be fine with losing each game...
If you remove tunneling and camping, survivors will be even more toxic imo.
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@Mandy said:
You also have to consider that we take feedback from many areas, not just forums. And feedback in general is very varied - whilst some players are unhappy about something, others are happy with it. It's just that the negatives often shout louder than the positives, which happens in all parts of feedback.
We make regular reports with regards to feedback that we receive and a lot of this is acted upon. The issues with The Artist in the PTB for example, with the changes made before she was released to the Live build.
I wonder what they did with Deathsligner feedback from PTB...
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@DeadByStreetlight said:
Killers and survivors just need more empathy ( yes even claudettes).
You always have to ask yourself whether the actions you are doing would be ok for you if you were playing on the opposite side.
Let's be honest, do you really expect that to ever happen? You can't be that naive.
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@RoboMojo said:
https://forum.deadbydaylight.com/en/discussion/comment/2672250#Comment_2672250
In fairness. They have the right idea. If tunnelling / camping was nerfed or removed in the same patch as big Killer buffs, then that could be incredibly good for the health of the game. It sounds scary because the OP hasn't explained what they mean by buffing Killers and removing tunnelling and camping. That's why I'm intrigued what they have to say. I agree with them, but doing what they propose is also extremely risky and would need to be done right.
It's not really possible.
Mainly, you would have to do everything in single patch, otherwise either survivors or killer will be screwed for several months.
Camping nor tunneling shouldn't really be fixed in generic way. Only issue is when killer decides to do it from start of the game.
What do you think will happen when you remove tunneling option in any way? Players will be even more toxic shits and there will be nothing you can do about it... is that healthy?
They will be able to focus on gens till last second and without "camping" killer will not be able to punish it.
Truth is, there are situations where camping / tunneling is best thing killer can do.
You got hooked inside 3-gen? Sucks to be you, but I can't really leave.
Your friend is chasing me around you on hook? Sucks to be you, but I can't really leave.
You are using map offering and flashlight macro? ######### you, you will die.
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You have to commit a lot for this to work. It's kinda like full Head-on SWF builds.
It's not really good alone like CoH. But if you combine it with SWF using 4x flashlight and whole build around it, it's pain to deal with it.
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Either ego boost, or just troll.
Depends if they try to hide it and look like good player, or just want to make everyone else game miserable
I used to do both as a kid, so I kinda get it. Well, I still do it, but different type. If I could get infinite BP with cheat engine, you bet I would do it.
But using it for easy wins? Nah, that's boring. I just use cheats to skip grind, so I can enjoy those games.
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@TeabaggingGhostface said:
It needs to be bonked again with the nerf bat
Yeah, those are rookie nerfs. We need Deathslinger level nerfs.
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@RoboMojo said:
https://forum.deadbydaylight.com/en/discussion/comment/2671691#Comment_2671691
Ok, what are your ideas for removing tunnelling and camping? What are your ideas for buffing Killers? If you're going to make statements such as these then you should probably back them up with some ideas.
You want too much from them. They don't think that far, or it usually ends with really bad ideas.
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Good
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@MrPeanutbutter said:
https://forum.deadbydaylight.com/en/discussion/297682/on-survivor-toxicity-is-there-a-solution
No. You can’t make terrible human beings magically become not-terrible human beings
You can, but it's hard to do over internet...
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@skillz231 said:
https://forum.deadbydaylight.com/en/discussion/297511/imbalanced-new-killer-artist
Nerf clown, legion and trapper please after 30 games we only fixed 2 gens they are soo OP also buff dead hard and circle of healing rn these 2 perks are really weak
For #########'s sake, don't give them ideas....
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Just repel asap, easy win...
She is way worse if survivors are good. Luckily they aren't. They rather create posts on forum to nerf decent killer...
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Isn't it basically Ormond 2.0?
Same size, annoying main building, bad totem spawns, annoying breakable doors
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@dugman said:
FYI Mother’s Dwelling is 12,032 square meters while Eyrie of Crows is 9,984 square meters. Mother’s is significantly larger.
In fact Eyrie is the same exact size as about six or seven other outdoor maps. It’s a common size.
Yeah, but those usually don't have that powerful main building. You can waste a lot of time there.
My favorite map for both sides is Saloon. This new map is bigger, better shack, worse totem spawns, way better main building, more annoying breakable doors.
Just looked at wiki and I think they have kinda funny mistake there: Maximum # of Hooks 100
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I really hate system: god loop with breakable wall.
That is one aspect on The Game map, where you can make it better for you if you break some doors, but you don't really have to do it, it is sometimes better for you if you don't. That's how it should be.
and will they ever learn how to create totem spawns, they are terrible on that new map...
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@R1ch4rd_N1x0n said:
You think this is unbalanced? Have you SEEN RPD?
Well, let's be honest. RPD is not really survivor sided, it just sucks for both sides...
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2671894#Comment_2671894
Making gens take longer or adding another one to complete is an awful idea
not really awful, just super boring and lazy.
There are better ways to fix it that will not punish survivors that much.
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Yeah, I play Oni a lot and he really doesn't like that, but he at least have option to pick up, Twins are even more #########.
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@fr0sty1223 said:
If people really want this game to be better then they need to start demanding tunneling and camping be removed. Not only is it completely unfair and unfun to survivors but it also is the reason kills have to be weaker then they should be because they have to incredibly powerful strats to abuse. Get rid of these strategies and killers can be buffed to be how strong they should be
What do you mean, then?
You would have to do it both at the same time and they would screw it for 100%
You can't really remove tunneling and camping, so survivors have fun and killers will suffer for several months and then maybe give them some buffs. At that point there would be no killers left.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2672123#Comment_2672123
I mean you can ready your power while its on cooldown, so that cuts down a second, which at short - medium distance gives the crows plenty of time to travel
Oh, #########, that's right... Didn't think of that.
Well, more testing needed.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2671952#Comment_2671952
Artist says hello and now makes any possibility of this being added to the game exactly 0%. I mean if they actually care about balance at all.
Oh, that would be annoying.
Also twins...
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2672093#Comment_2672093
Yup, which sucks and should be changed to be basekit. I have a feeling they're going to nerf the add-ons instead though.
Then she will actually suck.
3 crows will be used only for detection to find survivors, but you will be limited to 1 crow in chase, which is just not hard to dodge.
It's kinda funny that she doesn't have time to use 3 crows, but then you have purple add-on for extra crow, like I have time for that...
What would be interesting is to make her movement speed slower after firing crows, so she is more punished for missing, but make her CD lower, so she can actually use all her crows, or at least 2 for first shot.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2672096#Comment_2672096
Ive been doing it base kit and Im pretty sure they were repelling as soon as possible considering Id only see their aura for a very brief moment, if at all. Because Im pretty sure if you hold M1 you immediately start repelling and it doesnt show the aura
Repel = 8s.
CD after 1 crow = 5s
Time before spawning crow = 1s
Time before firing = 1s
CD between summons = 0,5s
5+1+1+0,5+0,5 = 8s
Problem is that you also have travel time, so you just don't have time to do all 3. You might be able to do 2 crows, if you are fast enough.
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@Shroompy said:
Strat Ive found thats very effective is to place a crow and shoot it out almost immediately to swarm them, then I wait the 6 second cool down and place the 3 crows in the general direction of the survivor, this works most of the time
That means those survivors didn't repel asap, or you forced them to vault / drop pallet (which is not always possible).
You need add-ons to do it. It's not possible with base-kit.
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@Labrac said:
Honestly I think it's a matter of L2P. Swarming with 1 bird and then using 3 to injure is strong af.
It works only with add-ons, otherwise you don't have time to do it. Repel is faster.
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I love to give survivors option to snitch. Snitches get hatches
Not really this way. I down them, so they can see and then let them wiggle out and either they will show me or they die and other survivor gets hatch.
It depends how each survivor played during game of course.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2671455#Comment_2671455
Wait until people master artist.
https://forum.deadbydaylight.com/en/discussion/comment/2671452#Comment_2671452
Most killers are still obtainable with shards. For licensed at least the perks are. You have 5 killers in base game with very different playstyles. On consoles even more.
there is so much stuff wrong with this game, game balance in favor of survs is one of them. This game being P2P is not true though.
#########?
Wait until people master to play against aritst...
Most of survivors so far didn't learn to repel asap, but when they do. It's annoying af, she just can't use more than 1 crow, unless she has addons for it.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2671441#Comment_2671441
You don’t need good perks for Huntress or Nurse to be very good with them.
and perks as well as all original killers are obtainable with shards either way.
They are obtainable with shards if you are lucky with shrine...
You can get good with them, but perks will help you a lot. Mainly BBQ is kinda must have for this game and that is on licenced killer...
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@gentacle said:
https://forum.deadbydaylight.com/en/discussion/comment/2671365#Comment_2671365
What's the bug if you don't mind me asking?
I don't know why it is nasty...
From what I know it is not bugged in a good way for a killer.
You don't gain back a token for Penemento, but you lose it when they cleanse it again.
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@Mooks said:
As long as Nurse is part of base game you really can’t call it Pay2Play. She doesn’t even need perks if you mastered her. Also Huntress is very strong as well.
as to it getting boring, unfun, stressful as killer, that’s another topic.
I mean, if you want good build you have to buy several DLCs as a killer unlike survivors. So it kinda is P2P