Dizzy1096
Dizzy1096
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2002602#Comment_2002602
Lol at your entire post.
if you get frustrated by a game than maybe you just shouldn’t play it. Give feedback on what is frustrating, sure. Ask for ways to improve etc. but in the end, don’t force yourself if all it does is building up negative emotions.
The first 2 gens or not equal to 40% of all survivor objectives. Gens get harder the more are completed, so the first shouldnt count as much as the last, also exit gates are a thing.
for your example you can easily find a counter example on a killer snowballing before first gen get done. Doesn’t mean the game is killer sided.
SWF have it easier, that’s well known by now. But it’s still not a guaranteed 4 man escape. The killer has to be competent for sure and many killers are not as good as they think they are. Also matchmaking is just broken, which also goes in both directions. You just disregard the killer sided matches because the survivors are just called potatoes. But there are equivalent potato killers - on all ranks.
Ornond was reworked and its mostly agreed its way more balanced than it was before, Haddonfield and Coldwind are still to be reworked.
the devs don’t balance for rank 20 survivors. Have you ever seen a match with 4 rank 20 survivors? Also complaining about that while simultaneously asking for the devs to balance for inexperienced killers is a little bit hypocritical
Actually if you split the gens correctly the last gen can be easier than the first gen. Just keep them map wide and the killers will likely leave you alone for most of the gen.
Killers only snowball before the first gen if the survivor team is really bad. This is when they all group up nearby and none can last more than 5 seconds in a chase.
Ormond may be "better" now but it's still generally regarded as a poorly balanced map.
The devs definitely balance for low rank, everyone has come to this conclusion over the years and it's not a coincidence. Nobody asked for the game to be balanced for inexperienced killers, people want it to be balanced for the top end. Genspeed is balanced for those survivors who explore a bit, hide at the first sound of a heartbeat and stay in a locker etc once survivors lose that fear and they just charge gens at all costs you see how unbalanced the game is. Hence why so many killers resort to slug, slug, slug, slug, slug and camp people on 2nd hook. It's amazing player survivor and finding out how much time you can actually waste in a game and still escape. I ran around the map multiple times last time I played looking for a glyph and we still got all the gens done in minutes vs a rank 1 killer.
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@REL1_C said:
https://forum.deadbydaylight.com/en/discussion/comment/2001714#Comment_2001714
I do actually agree even though I was the creator of the post. I seriously have no issue with spirit. Just every survivor I hear says "no counter play to spirit". Yes there is...It doesn't take a genius to understand spirit can't see while phasing. So, run perks which decrease scratch marks. All the survivors are on this post, not a single one has played enough games and used enough perks.
3-4 man swf teams are still the most powerful thing in the entire game. They just want a game where every single killer poses no challenge to them.
It’s ridiculous to talk about nerfing any killers when the game is so survivor sided. I mean they want to nerf Freddy ffs, probably the most overrated killer the game has ever had.
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Lol the replies in this thread. “stop playing” and then survivors make threads in feedback complaining about queue times. I wonder if the two are related.
For what its worth op I agree with you. I’ve had ups and downs in this game. Since coming off a 3-4 month break I’ve never found the game as hard as I do now. The gens seem impossible to stop. If I was getting looped for 5 minutes I’d understand but the chases are short, I’m reading plenty of survivors like a book and getting hits in good time and yet it’s still not enough.
Case in point the other day I found a survivor fast in yamoaka and I get a hit, chase, get them down, hook. Turn around to walk away, other survivors farms them. Obvious BT so I chase this new survivor, get them down fairly quick and hook them. Start walking down the map and pop, pop 2 gens done. Hard for me to pressure the other side of the map isn’t it. So I’ve got 2/12 hooks, 1 hook on 2 survivors which is only just starting out really and meanwhile the survivors have done 40% of their objective. With 3 gens to go all they need is 1 survivor in chase and the rest on a gen rather than wasting time and the game is over in 80 seconds. So that puts me in a position where I cant make any mistakes and bearing in mind some locations like the house of pain or badham school are just huge timesinks for most killers. But heres the issue with the game, I read the devs apparantly said chases are meant to take around 40 seconds. If I do that all those 3 gens are 50% completed. Theres no real way to get that out. Ruin gets destroyed instantly and again some maps are so large that you can’t pressure gens 3 miles away. Pop only affects 1 gen, and the default regression is useless. Once those charges are in a gen they’re in for good for the most part.
Know what works best? Facecamping, because ironically it’s the only thing that gets survivors off generators.
Like you i also see keys and map offerings galore. Always coldwind, ormond or haddonfield showing how one sided these maps are and yet the designers do nothing to balance them.
I play swf with a friend and we get the gens done every single game. The challenge comes ironically from babysitting other survivors and you can see who the game is balanced for here. Sometimes the games start out hard because one survivor goes down in about 10 seconds and they’re getting tunnelled hard and you can’t make any progress because you’re always having to help out the baby Meg, but when that survivor gets eliminated the game ironically becomes 10 times easier because either myself or my friend will then run the killer easily for the next few minutes while all the gens get done.
The only thing that stops an escape is NOED. If all 4 survivors are competent we always do the bones but if 1 survivor is tunneled fast and the others on deathhook then yeah we’re kind of too pressed for time to be doing the totems as well as the gens.
The devs balance for rank 20 survivors that much is obvious from playing the game and its highly likely that the only results they account for are kills and escapes. So if the killer tunnels out a rank 20, gets looped for 5 gens by a better player, and then crutches another with NOED, thats a balanced game and a good job in their eyes.
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I thought survivors liked waiting 10 mins for a lobby just to be out in 3 minutes? Thats why I’m getting swf lobbies that bring 4 toolboxes and split across gens
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It depends. For some people yeah they just want easy games.
I like a challenge as survivor but it all depends on who I get matched with. If it’s a sweaty tryhard (and they all have ruin) sometimes I’ve given up just because of the potatoes I’m with. Its not uncommon for situations where some of the other survivors are going down in seconds and you can see throughout the game that they aren’t on gens. I’ve seen some survivors pottering around the map for minutes before they touch a generator. When the killer has like 4 hooks and the Bill (its always a Bill) is yet to touch their first gen or the Claudette has been in the locker all the time then you just feel like theres no point because theres no hope of any generators being done soon. Sometimes you feel like having a good chase is in vain because people didnt take advantage of that time.
Last time this happened I was against a Billy and I started a gen, had a little chase, started a new gen in a hard location while my friend gets chased, pause the gen to unhook my friend, go back and finish the gen and I’m the first person to complete a generator. Well thats strange because about 30 seconds later another survivor finishes a gen right at the edge of the map and thats where I spawned in with them and Billy had never been down there so why it took them so long to do a generator I have no idea. Then I see another survivor come walking around the side of the map and it was obvious in all this tome they hadnt done anything since the killer had never been in their location and there was no gens where they came from. I gave up on hook (i got bodyblocked to boot) and I spectated curious to see what they were doing and yeah one survivor was actually just crouch walking around the edge of the map
If other survivors arent willing to pull their weight I’d rather move on.
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“it's boring to just rush gens”
Funny you’d think most survivors enjoy it since thats all they ever do.
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@fray1919 said:
https://forum.deadbydaylight.com/en/discussion/comment/2001940#Comment_2001940
This is correct. SWF players get their caloric intake for the day from Dizzy's salty tears.
This persons post history;
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Aww, that's cute though. Who's a good little killer? You are!
Fragile killers begging for the game to be easier is my kink.
Really doubling down on those killer tears. I love this.
Mmm, delicious killer tears right here
Oooh, I see we are still getting those salty killer tears I love so much.
Killers are so fragile. It's hilarious.
If only the devs could fix the killer whining. Alas, they are only human. :(
Sweet, sweet killer tears. I love this thread.
So what we have here is another case of *delicious killer tears*. Use your crying to feed the forum, M1Trapper.
That's right. You cry, I laugh. :)
The delicious killer tears continue to flow like salty wine!
Mmm, another killer's tears...how do you all know exactly when I'm feeling parched? :)
Mmm, the tears....so salty....I love them....
I don't know, I've been loving the past few threads. Killer tears are delicious and plentiful.
Mmm, another thread of killer tears...I was just getting thirsty too. :)
99% of playing a killer doesn't take skill. They're the goombas of the game. :D
Yeah. Some very fragile killers on here.
I'm sorry, I was looking for a DBD forum and I seem to have wandered into your salt mine.
All these salty killer players and sock puppet accounts fill me with joy.
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I see Behaviour wants their forums to be just like their game.
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How about the fix the headon hitbox too? it's pretty much unavoidable now because the hitbox reaches so far out.
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They should but it doesn't matter, the game is all about fun for swf and screw everyone else
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I'd like more portraits in general. They all have their basic portraits but nobody plays the default style. Nea should be able to have pink hair etc, Dwight needs a Dweard. I'm not saying there needs to be a portrait for every cosmetic but some cosmetics are classic enough to warrant their own portrait. Perhaps portraits could be in the next rift as unlockables, they would certainly be more interesting than barely noticeable charms in my opinion. I want my Kate portrait to have her shades from the biker outfit.
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@CreatureCollector said:
https://forum.deadbydaylight.com/en/discussion/comment/2001655#Comment_2001655
not really, this game is heavily balanced for the killer side of things LUL also, i dont main survivor - i main Plague, cause most randos are useless in this game rn with how things are currently
Ok I'll bite.
How did you come to the conclusion that the game is "heavily balanced for the killer side"? What from your experiences has made you think that? do you play solo survivor a lot?
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She had a directional phasing sound when she first released and people said she was weak. That sound bug also really hurt her. Maybe survivors should stop complaining and expecting every killer to be weak enough that none of them can stop a good swf team.
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Corrupt
NOEDLast 2 perks I change depending on how I'm feeling. Agitation is good to get them to a trap heavy zone, sometimes Pop, sometimes chase perks like enduring/spirit fury.
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I like playing as her and against her. I actually see quite a few Plagues, far more than Hag, Clown, Demo, twins, blight, etc
I think her biggest issue the the latency problem. I'm used to seeing survivors react and having it not count and it sucks, but recently I've been hit by her vomit, seen my character puke, and yet no vomit on the status indicator it just doesn't count. The servers really hurt her.
I'm not sure about her power the problem with playing Plague is that you can either plan for a vile purge game or a corrupt purge game, but you never know which you'll need until you start the game and see how the survivors play. No point bringing corrupt add ons and Infectious if they never cleanse for example.
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@Kebek said:
But but but I need 100% foolproof counterplay or it's not counterplay. Meanwhile I'm gonna loop this Legion in shack leading into 2 jungle gyms.
Bingo.
Even funnier when it's stretched res players so you can't even mindgame them.
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Macmillan - Awful. They addressed the main buildings last year and then strengthened them in the updates. Now you need to break multiple doors on coal tower, and the storehouse always has 2 windows making it stronger than before.
Autohaven - awful again its far, far too dark, and the maps were given stronger windows again with useless breakable walls that leave m1 killers with little to do.
Yamoaka - Actually seems slightly better. Family residence doesn't seem as bad as it was previously and it's brighter luckily. I don't actively hate family residence anymore. Sanctum of wrath is still a cursed map for me I can't remember the last time I won on this map but I don't notice much difference in gameplay to how it was before.
Ormond - haven't played it enough to tell. It used to be awful, absolutely awful. People say it's better now but survivors keep burning it so I can't tell.
Gideon meat plant - LOL
Lerys - Just as trash as before, hold m1 and vault 500 windows in a row. Now with more god pallets.
Springwood - Was trash before and is trash now. Actually I take that back I know it was ripped on but the first springwood I didn't mind as much, but now most of them seem larger. This map has been touched up twice and it's still garbage where you can waste minutes of a killers time by just holding W.
Crotus - Haven't played as much but the asylum definitely seems better because they addressed the BS window. However the Chapel is now much, much, much worse with multiple walls you need to break and it now has RNG which creates so many windows it makes an infinite and breaking the walls doesn't help.
So basically yeah they're much worse to play as killer but it's not even about them being harder it's the fact that they take less skill as survivor. Just holding W or running the same window/windows over and over again can waste so much of a killers time and especially so if it's an M1 killer who has little they can do against it.
That seems to be the general direction of the game though. Ensure nobody wants to touch your basic killers ever again and let survivors last longer in chases with little skill required.
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Sprint burst maybe. Exhaustion perks can help you drag out a chase when you're new at the game but some people end up depending on them.
Kindred - If you see the killer waiting around the hook, do gens
Borrowed Time - A lot of killers camp in the low ranks (and any ranks) so this is a must.
Not sure about the last. Self-care is kinda bad now. However if you combine it with botany as suggested above it's actually ok. I'd personally definitely recommend kindred and borrowed though. Maybe drop sprint burst for those two. Botany makes self-care actually useable and it really helps your team get on their feet faster.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2000796#Comment_2000796
Apparently they're gonna release a Seoul Sights collection for the release of All Kill so your wish has been granted
wow and it's not Meg and Claudette like every other cosmetic set too.
I just searched for the leak, lmao at Dwight's description. Poor Dwight, always the butt of jokes.
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@Mandy said:
I'll pass on the praise for these cosmetics to the Art Team
I like the idea of themed cosmetics but I wish we could see chapter themed cosmetic sets again like the sets released for the curtain call and shattered bloodlines chapter. A k-pop inspired cosmetic set would be pretty cool.
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@TheShocktor said:
https://forum.deadbydaylight.com/en/discussion/comment/1998332#Comment_1998332
Oh I've heard it all. I was playing bubba recently too. Had a DC early for no reason so the rest of the game I would find and down the other 3 and walk away so they could at least get some points. Now some killers might let them go but I decided to hook them after I'd let them get some points so it wasn't letting them win but not a wasted game either. I had insidious on because I was gonna meme in the basement but after the DC I decided not to so I hadn't used it until there was 1 survivor left. Closed hatch and had close exits so I situate myself on the other side of a wall and waited and watched the gates. Well guy came and went for it and I downed and hooked him. I got a message about how he earned that gate and I had no skill or honor lmao.
Next was swf on residence. I was wraith so I had a tough game trying to play fair but I was doing ok, but in the end i had 1 kill. Gate was 99d and I down and hook this Kate. There was an injured feng and healthy meg. I open the gate to put some pressure on because all they had to do was tap it anyway. So since I didnt know where either was at the moment I was trying to secure the kill on Kate because leaving her would just be allowing them all 3 to escape. Sure its camping but nothing else I could do. Finally I see injured feng tbagging by the gate and even if I walked towards her she was gone so I stayed at the hook. Now meg could've healed feng and worked together to bodyblock and save but instead Meg runs in hot and I hit her. She saves and I down her. I run the Kate and feng out and just take the kill on meg. 2 dead 2 escape. Was happy to take the draw. Next thing I know I get a message saying how I was desperate trash blah blah...etc...
Game 3 still wraith. Salty meg is back with a key and teammate has a map. They had a Hawkins lab offering. This time my game goes much better but I kinda forget about the map and key and I end up killing the other 2 before them because they're playing immersed and trying to rush the gens. I did hook the key girl once before that but didnt see them too much. We get down to 1 gen and I realize I might've messed up until I see key meg and chase her and hook her. I'm thinking with 1 gen map meg probably knows where hatch is and idk where shes at. If I leave key girl and she saves they're both out. So I'm content with a 3k because I'd had a decent game. I dont facecamp but I stay close. Right before key girl dies, map meg from the game before flies in again and tries to save. It starts the grab animation but it cancels like it does most times. But it does interrupt the save and key girl dies. So I hit map meg and end up downing her and getting her on hook for the 4k. She could've left but got greedy and ended up getting herself killed in both games. Game ends and here comes the messages again. After a couple minutes I get a message from a random account talking crap. It's her alt account. She goes on about me being trash, I should play roblox with other casuals, cant get kills without slugging, camping, tunneling just a bunch of salt. Theres no explaining to her that in certain situations I have to do what I have to do to win or it's just throwing the game.
Long stories but I guess what I'm saying is if you try to play the fair game and 12 hook every match and follow the survivor rulebook it will cost you. That, and survivors never take responsibility for their misplays. If they die, its because the killer played unfairly in some way.
There was a thread here the other day talking about heal tech in the exit gates, and survivors were saying that they deserve the escape etc I'm not sure why but for some reason why people play survivor they forget it's a videogame and assume there are certain conditions under which they deserve something for some unknown reason.
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@Northener1907 said:
I love playing against Nurse, even if i die games are fun. Because there is chance for counter her. And i respect Nurse players because i know how hard playing as Nurse.
But when i play against Spirit i am just killing myself on first hook. Game is not fun against her and i dont wanna stay in game.
How on earth is there a chance to counter nurse, but from your reply I'm assuming you're one of those who thinks spirit has no counterplay.
Nurse was always the most hated killer. I feel like a lot of people here have rose-tinted specs and when they think of Nurse they're thinking of the Nurses they go against who are just mediocre players wanting to do a daily, therefore plenty of mistakes.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2000593#Comment_2000593
BHVR admitted that the first mmr was based on kills and escapes. This right here is why kills are a useless metric for balance.
They did? Where? Lmao
As everyone knows if you play well as survivor you get camped out with NOED and dont escape. If you hide in the bushes and let the team carry you, you’ll often escape. What a dumb thing to balance the game on
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Monitor is only good on slinger because while his TR should be 16m, its not noticeable for survivors to react until he’s about 8m out.
Monitor doesnt have the same effect on Hag, or Spirit for example and even Myers at 16m doesnt have the advantage DS does.
Sadly from my observations so far it doesnt work as good on The Trickster either. Its good like it is on Hag but its not game changing like it is on Ds. Deathslinger is one of a kind busted.
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The less you do as a survivor the more chance you have of escaping, that’s the golden rule.
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I wouldn’t hold your breath. Don’t you remember how when it first was tested it was 5000 hour rank 1 killers vs rank 20s literally within their first few games? It was the worst possible outcome for MMR to achieve and somehow BHVR managed to achieve it. I have no faith in them creating competent MMR.
Additionally as others have said queue times are a thing due to a lack of killers. To a degree I’m sure you’ll get who you’re given.
I think MMR might be enough for me to call the game quits. All I remember last time is different queue times per killer. Say I want to use a killer I enjoy playing like Pyramid, well his queue times might be 10 minutes. But then there’s a killer you despise playing like Blight, well his queue times might be instant. Thats what happened last time all the killers I liked and was good with had long queues and all the bottom tier trash killers had instant queues and I dont want to be forced to play boring killers like Legion just to get a game. Hopefully this doesn’t come to pass but I think differing queue times are inevitable.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2000469#Comment_2000469
Nurse is way more annoying to face than any other killer to me. She makes Hag and Spirit look like bottom tiers. Hag has to place traps to tp, and Spirit loses sight. Nurse just blinks through all her problems.
Yeah a Nurse thats good is far worse than a spirit thats great. At least pallets and vaults can avoid a hit against Spirit.
Hag all depends on if the player knows whether to bind teleport to mouse wheel. If not shes ok because you get a reaction time, if they do know to do that there you get hit the second she teleports theres really no way to avoid it.
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The only reason Nurse is let off the hook now is because you don’t see them much anymore. No point hating something you see once in a blue moon, and thats just Nurse in general, most you see will be bad nurses so a good one is even rarer.
People used to absolutely despise Nurse when she was more popular. People also didnt hate spirit as much before everyone in the game started using her.
Its like Hag, mousewheel teleports are busted and if she chooses to play campy its mindnumbingly dull but not too many people complain because nobody ever sees them.
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@AssassinZodiac said:
There are counters to keys. Either tunnel the person with the key, or bring Franklin's Demise. Ggez
If I see a key I tend to camp the hook and tunnel if I get unhooked.
They always get extremely salty and abusive post game. Even had one game where they stopped doing gens and were all trying to co-ordinate a hatch escape but I managed to catch the key user first and I camped them out and got a tirade of abuse for it.
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@Chchchcheryl said:
Idm playing against Pyramid Head he's pretty loopable if you're good at predictions and split second timing.
One tip is if you're running through a pallet and he's really close with his ranged attack ready. Run into his face, you don't get hit by the ranged attack if they let it go and your directly in front of him or if he let's it go because he loses you it gives you the opportunity to drop the pallet for distance or to loop it.
One thing I will say is if you don't play super safe there's a good chance he might get you on a loop if he has his range addons as there's really no way to account for it without being sure and not screwing up the loop and getting hit anyway unless you're good at spins.
Yeah that rework really ruined a lot of what made him good. The fact that survivors can exploit him like this shifted a large amount of control in the chase from him to them, there’s little he can do against that at some loops because if he doesn’t have his m2 primed then they just run another loop or drop the pallet and get away.
Even worse is if you fire your m2 all it takes is the smallest flick to the side, we’re talking a millimetre shift on screen and POTD misses.
Probably deep down one of the reasons I play him less he feels so stiff and clunky now
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He can be fun to play as but sometimes I find the latency or the hitbox on POTD a little too unforgiving. If they’re within the red but now absolute extreme precision dead center then it doesnt count
Playing against PH Ive only had bad PH so far. I just hear him firing POTD attacks in the distance all trial, these PHs often seem to get run for most of the game
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Worthless after the first throw on each survivor.
Worthless after the first throw on the first survivor in a swf game
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Its funny how the Nurse position flipped. Years back she was getting the most disconnects and everyone was calling for nerfs. Then it was Spirit. Now Spirit seems to have been put on hold a little bit because its Freddy everyone disconnects.
A lot of people are sheep and they will just follow the opinion of whatever youtuber put out the most recent video.
Nurses is still the most broken killer in the game. Some maps she takes a lot of skill, other areas not so much. Her “skill” doesnt matter though in a way because once a nurse gets to a certain level there’s little a survivor team can do. Shes the opposite of m1 killers, instead of the killer relying on survivor mistakes now the survivors rely purely on nurse mistakes. There isnt even the so called 50/50 you get with Spirit
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@Sluzzy said:
You are in for a rough time. You should have not reinstalled.
Maybe he should play killer because i heard it’s really easy and they are op
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@Yamaoka said:
Dead Hard iframes basically counter every killer power in the game.
What you forgot to list was:
You can dead hard through a Doctor's shock to get a window/pallet vault or pallet drop while he gets slowed down / punished despite playing his power correctly.
I've said it multiple times and I'll say it again: Dead Hard is singleplayer-game design in an asymmetrical PVP multiplayer game. Terrible design.
That’s exactly it, single player design. The kind of busted dodge button you would use against an enemy A.I.
It makes killers less fun to play thats the issue with it. Good hatchet throw or harpoon shot? Doesnt matter. Good blink or rush? Doesnt matter. It just makes you question why you bother putting in effort as killer when survivors can dodge it all, and since they would have gone down without DH it truly is a third health state
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Yeah Campbells chapel used to be good but now its bad and if you get the basement window spawning inside the chapel then you might as well go afk because it combos with the rest of the windows so well.
Coal tower is awful now there’s like 3 breakable doors you need to destroy on the bottom sometimes, then you have pallets on the outside and even then when all are destroyed the survivors can still do a loop around the building.
Honestly the map reworks are horrific, we all used to think the devs were bad at map design but it seems it is intentional. They’ve gone and brought back god windows too it’s ridiculous. Seems after they fixed the maps last year someone at BHVR blew a gasket and demanded that all maps be broken, unfun and unplayable again.
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I can understand Devour because survivors hate being mori’d but disconnecting against Franklins is the saddest most entitled thing I’ve seen.
I think it’s the way people view the game. I’ve rarely ever used items as a survivor so I always see survivors as the default way of playing and any item is extra or a bonus.
Some people use items from the start. So if someone always has a medkit they see that as the default and are used to being able to self-heal fast etc so they see it as if they are losing something or have their character hindered in some way.
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Midwich is one of the worst maps in any videogame, period.
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I feel relived. Like I go in wanting a game but I'm expecting sweat and tryhard, and when the killers like "nah I'm gonna let you all live" it feels like a relief.
AFK can be kinda boring if it's too frequent. Once in a week is no big deal. Just sucks when the game has you depip for it.
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I've heard a number of people complain about it. It seems a lot of work they did last year was just a bait and switch to get people back into killer after the ruin nerf because they undid a lot of the changes when they did the graphics update. Coal tower is horrendous now with 3 doors and 2-3 pallets in addition.
I havent had too many problems on storehouse but the game all depends if you get survivors that know how to abuse it or not. Some games you get those survivors that run for pallets, other games you get those survivors that run for the strongest window on the map every chase. I did loop a killer for a long time around here though and they couldn't catch up. I don't think some survivors are aware yet that you can run from window to window and still make it around.
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Because people would likely complain if it was the other way around.
It's counting up to 12 hooks, if 2 survivors go into second stage on their first hook, you'll be 2 points behind where you think you should be on the wheel.
Its best to think of the wheel as survivors "lives", they have 12 total, if they die on 1st hook it still counts as losing all 3 lives. It's a way for you to count your progress to complete victory I think rather than a way to count your actual "hooks"
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No he's nowhere near as strong as people make him out to be, he isn't even the strongest killer.
I think there should be a fair trade off however with his terror radius/lullaby. Camping freddys shouldn't be able to ignore BT just by existing and object of obsession shouldn't complete negate any and all mindgames against him via wallhacks.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1998325#Comment_1998325
I wouldn't want any of those changes, they're terrible.
3-4% speed buff is nuts. That's an extreme bandaid fix and would cause a slew of other problems that I don't think you realize. Not a healthy change at all.
Gens do go too fast but just adding duration is not the solution. That is boring for survivors. We add time to gens by adding a secondary objective that is fun and engaging. Holding m1 for longer is neither of those.
5th perk slot is another bandaid fix. An extra perk slot doesn't fix the problems.
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What we need is better map design, mandatory secondary objectives for survivors, and to fix a lot of unhealthy second chance perks in the game.
There are also quite a few substantially under performing killers.
Balance can be tweaked for high ranks without hurting low ranks.
That's what we need but the best we get is more god pallets, totems and archive challenges, and more second chance perks added to try and dilute the existing second chance perks.
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The problem isn't so much the map offerings as it is the maps themselves. For example if survivors generally keep burning coldwind and ormond offerings then it should be a good indicator that there's a problem with those maps.
Killers.....I rarely see killers use map offerings outside of specific builds. Maybe Hawkins now and then but that's it. Again though another awful map.
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@TheShocktor said:
I think everyone has pretty much said everything. My main thing that makes it unfun for me is the time factor as well. It makes playing certain killers like M1 killers impossible against efficient teams. Sometimes getting 12 hooks, always going for different survivors and playing by their rules just wont work. Especially with how many chances they get. You pretty much have to at least slug and sometimes situations will arise which make camping or tunneling a necessary strategy if you want to win. Survivors refuse to understand this and will be toxic af and that gets super annoying. When I get in those situations I know the messages are coming. I always try to play fair but when I get into a situation where I need to camp or have to tunnel I will because not doing so would be letting the survivors win. Just do your best and do whatever you need to do to help you win and dont try to be the good guy at all times. You aren't responsible for their fun and they certainly don't care if you're having fun. You'll win a few, lose a few and survivors will curse you out for both. I slug a lot and if theres no ds or I know a survivor has used it I'm not afraid to send them back to the campfire early. Might have to ignore the salty messages though.
Last night I was doing the "Sacrifice during the endgame challenge" so the game needed to get to endgame so I decided to play fair and by the survivor rulebook even though it was to my detriment.
For a start the survivors burn a Haddonfield offering to massively tilt the game in their favour. They also had a few toolboxes and a BNP because apparently gens aren't fast enough.
Despite this I play nice, I go to the hook and see survivors healing under hook which is bad but I ignore the injured survivor and start a fresh chase with a new survivor. I try to chase fresh survivors who haven't been hooked yet if I see them to give everyone a fair chance. Needless to say I lost that game and survivors made sure to force me to walk to the exit gate to watch them tbag me and force them out and the other survivors make me walk to the other exit gate to watch them tbag me and force them out. I had bloodwarden and it was like they knew I could see their aura too because they were looking in my direction and tbagging across.
At the end of all this the game itself spits in my face with a big "DDDNNNRRRRGGGGHGHHH" sound effect as the words "ENTITY DISPLEASED" appear on my screen.
You really feel like a clown playing fair or with any sense of sportsmanship lol because the other side sure as hell doesn't. Your efforts are completely in vain too because no matter how nice you play the majority of survivors will try to humiliate you at the end. I'm sure if it wasn't a console swf I would have had an EZ in the chatbox too.
Next few games I facecamp with Bubba and ya know what? I felt much better for it. I even hit a few on hook it was therapeutic. I get kills, I have an easier time, and it's hilarious to see how many survivors now start talking about playing fair and good sportsmanship.
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@Mastermind Yeah that's exactly it. Sometimes you can't help where you down survivors. They tend to run to the same areas too because they know they're safe areas. If one is about to go down there I can't really follow them and not hit until they run where I want them to go, seems like a bit of a waste of time.
Sometimes the problem is the hooks due to the spawns. You can carry survivors to hooks spread around sometimes to plan for late game, but sometimes there's only 1 reachable hook in the area that's the issue. So when it's gone then it's gone. I.e if I couldn't reach a hook at endgame, then the survivor I hooked there earlier - that must have been the only useable hook anywhere, know what I mean? one of the corners of groaning storehouse used to have this exact issue and I think it was due to how the hooks were placed because the game doesn't factor walls or routes into this. Sometimes the game decides "there's 10m between these hooks so it's ok" but in reality there are walls you need to walk around so it's 25m walking distance.
I don't always want to sound sweaty but a few weeks back I had a toxic swf that escaped due to adrenaline. I figured I'll close the hatch, it will be ok. They get adrenaline, run through the murky swamp which hides their scratchmarks, doors are on opposite sides of the map, free escape.
Sometimes the best play really is to follow the slug but it's boring for everyone and the survivors get mad because they think I'm trolling them.
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/1998106#Comment_1998106
I played for 12hooks my first 1500 hours. I know the limits of that. So why should i use this, when i dont need BP anymore? I dont tunnel, but i prioritize players which were hooked before. When i have 6-7 hooks i want someone dead.
And i dont say everyone can do that. I have over 2000 hours. But you can reach this point. Is it fun to know that i win bc my opponents were worse?Not really. Do i want maps with busted loops nerfed and a mechanic which encourages not tunneling? Yes. But what i want to say is that you can win consistently.
We seem to be on the same page then to some regards. I don’t need BP either and I dont care what my rank is, I’ve been rank 1 many times, now I just play for fun aka kills.
So its beneficial for me to just camp rather than chase a survivor who’s trying to bait me into an area with 20 god pallets or overpowered window loops. The maps need fixing to a point where it is beneficial for a killer to take the chase and have fun rather defending a kill.
It’s the hooks vs kills debate and once you have the t-shirt for being rank 1 and have all the perks unlocked so you no longer need BP, there’s no incentive to play “fair” by survivor standards. I say this as someone who used to play a lot of survivor too. My friend and I went against a Bubba who camped 2 survivors in the basement a few weeks back, he just wanted the kills and he got a 3k by doing this (my friend got the hatch).
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/1998009#Comment_1998009
There are surely good players. But as someone who plays both sides, i know that they make mistakes otherwise gens wouldnt be so slow. I shouldnt be able to win so often as killer, when the survivor were good. I know how strong good survivors are, but mostly the difference between them and the survivor in most of my matches is like day and night.
I have a similar experience against survivor like otzdarva. Long winstreaks are possible. But it could be bc we both play in the evening in europe.
Otzdarva has like 7000 hours. He’s more advanced than a regular player and again he’s one who slugs often and a lot of his games I see end with slugs or prioritising hooks to eliminate one early aka tunneling. I’ve also seen him patrol a second hook to confirm the kill.
Try chase, hook, chase fresh survivor hook, chase fresh survivor, hook etc and see how long those 4k streaks go.
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@dezzmont said:
Killer is in a bad spot where regardless of its mechanical tuning, it has pretty much everything that can be stacked against it in the fun department lined up against it.
Your the defensive player. This means you can't proactively progress an objective with non-interaction, which is important and healthy for an offense-defense game. However, it also means you have ABSOLUTELY NO DOWNTIME which is NOT normal: Usually the 'defensive' team in games are in games with at least short term player elimination or waves or something so that you can take a god damn breath and chill out, refocus, re-evaluate, stretch your hand, take a drink, alt tab to check a message, whatever. Your never forced to be active for more than a few minutes outside of really explosive events, like say a final push.
This is, obviously, not at all ideal. But it gets worse. You also have very little margin of error on time. You are amazingly heavily punished for misplays on killer in DBD because if you say... "overcommit" to a chase and win it in 40 seconds (Which is AMAZINGLY FAST, and literally impossible unless the survivor makes a mistake because you get more than 40 seconds in a chase just by holding W and running in a straight line) you get 1 out of the 12 hookstates you need to win... while survivors complete arouuuund a gen and a half out of the 5 they need. So DBD's design is in a bit of a pickle: The killer *literally does not have enough time to defend gens.* They just don't. It isn't POSSIBLE if the survivors don't want it to be, outside of killers that can bypass chases like Nurse, the raw mathematics of the speedboost upon being hit and how long it takes to do a gen just... don't allow it?
So despite survivors crying endlessly about 'the killer isn't letting me play the game when they camp/slug/mori/exist' in reality survivors can just... deny the killer the ability to play DBD by sticking to gens and refusing to interact in chases via looping until they run all the way across the map with a speedboost. Most survivors don't like to do this as plan A, but if they think you have any chance of winning they absolutely will.
This is a core flaw of the interaction between survivors, killers, and chase time: Killers are fundementally not rewarded enough for winning chases and any time anything comes along that creates strong rewards for even temporarily removing survivors from play it gets nerfed (Undying, for example, created a strong reward for reducing the number of survivors on gens for even a bit and is gone now. It was too good, but ultimately... killers kinda need 'too good' stall tools right now). The solution isn't longer gens (That won't help unless gen times get actively stupid). Something else needs to happen that makes it so the killer isn't just screwed for daring to take an entire minute to win a chase without already having the entire survivor team injured, off gens, and one slugged.
Ultimately I think DBD should try to pivot off absolute balance and into actual playability issues. Killer's issue isn't that its too weak (The best killers will win basically any game if they make no mistakes on the top tier killers), its the fact that killer has this 'no downtime, also ######### you if you make a single mistake and don't play maximally sweaty.' Killer players would probably be more happy if killer's upper end power went down yet killer like... god less hectic and bullshit? Ultimately its way more a problem of 'Killer doesn't really feel good even when you end a chase quickly' than 'killer isn't strong enough.' More power isn't going to fix the problem that playing very well as a killer Does. Not. Feel. Good.
***** 5 star post
Survivors want the killer to go for 12 hooks, not slug, and get a fresh hook everytime but against good teams the killer simply does not have the time to do that. It’s why when you see good players going against sweaty teams theres always a lot of slugging or the game ends via slugs.
Then the devs keep nerfing slugging, first directly via raising the recovery cap to 95%, and then by buffing WGLF to the point it absolutely destroys slugging.
I personally still think the map are the biggest issue, you don’t need any skill as survivor to waste the time of some of the m1 killers. That’s not to say survivors dont have skill but the problem is you dont need it. I.e you can just sprint burst to house of pain or badham school for example and waste plenty of time with no skill required other than occasionally looking behind you. Its mostly just running forwards and using god pallets. This goes some way to explaining all the potatoes in red ranks, they never had to learn how to run a killer other than by taking advantage of abysmal map design.
Gens may be short but the maps are the deciding factor whether you have fun in those 3 minutes or not. Now we see their finest work yet - gideon meat plant 🙄 a map so bad that even the fog whisperers that normally try to put on a positive face for the company are making fun of it.
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/1997980#Comment_1997980
I would say there is a point where it gets better. Will there be a point where you can do something against some loops? No, but when you have around 2000 hours in red rank you will be better than most others. When you have crossplay on you can win most of the time, bc your opponents are not good.
I disagree with crossplay, there are plenty of good players from my experience and also a lot more swf.
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@MadLordJack said:
Gen rushing isn't a thing except in very extreme circumstances.
NOED doesn't punish genrushing, actual genrushing means the survivors woildnt go back for their teammate even without NOED. The perk exists to punish solo/casual survivors for trying to play the game.
Edit: Seriously, stop trying to claim that survivors doing their objective is evil. There is no such thing as "tunneling" gens. That's just BS that certain people (who are super fun at parties) came up with to justify playing cruelly in every single trial.
Tunneling gens definitely has some basis. Its about removing a generator from play as quickly as possible, lowering your objective count, and ensuring your side is more efficient by being less spread over multiple objectives.
4 survivors are more efficient over 4 gens than 5 for example.