Dizzy1096
Dizzy1096
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- Dizzy1096
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“Honestly ive said this before and ill say it again lets just take a breather on the whole "Nerf X Killer, Nerf X Killer thing" because lets face it guys if you know and understand this game no killer is OP right now they can barely compete in tournaments and the highest level.”
Had anyone tried the “you cant use tournament balance” yet?
If killers aren’t balance for tournaments then they aren’t balanced period. That balance trickles down to casual play too.
The thing is though this is what they want. They want to win everygame. The game is full of toxic swf tbagging and flashlight clicking and haddonfield offerings and these people want a 100% guaranteed chance of survival. Unless you’re an 8000 hour pro then chances are you aren’t gonna be beating these groups with anyone other than a top tier killer. Trapper sure as hell isn’t doing it.
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Lol at these comments. The Billy looked like a good player.
”but he took 5 minutes to get his first down”
Yeah thats because as you see with tru3 survivors dropped pallets. There’s literally nothing Billy can do at those autohaven pallets, theres no mindgame. He tried with the chainsaw to curve and get a hit but it didnt work.
This is what survivors players dont realize due to internal bias. If you drop pallets safely (and lag doesnt bite you) then you dont get hit. There is an ample amount of pallets on every map. If the other survivors are on gens while pallets are being dropped then you can have most of the gens done before there’s any real danger to the map. This has happened to this Billy, its happened to tru3, its happened to Otz, its happened to zubat. The only reason you dont see it every game is because survivors often make mistakes, get greedy at pallets, or sometimes cant find pallets. By the time you’ve lowered the safety of the map the game is pretty much over, you just dont see it in solo queue often because survivors are not on gens half the time.
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@GrimReaperJr1232 said:
Here's my personal idea...
- Spirit now makes directional Breathing sounds (like the breathing bug some patches ago)
- Spirit now moves grass and makes audible footsteps
Done. She now gives hints to survivors, but deprives enough the survivor has to make a correct read on the Spirit.
She's a killer who relies on audio and environmental hints, so she'd be countered by audio and environmental hints. Sounds fair to me.
Lol you mean the bug that made her worthless and inferior to survivors?
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@thefallenloser said:
https://forum.deadbydaylight.com/en/discussion/comment/2046616#Comment_2046616
If they aren't in an online match then my point is even easier to argue.
I'm a red rank killer by the way and have definitely been around longer than you have, so yes. I also main Ghostie so...
You logic also contradicts itself because a survivor that far ahead wouldn't even be able to see where in the window the killer is, especially if they go Undetectable. Also you missed the point of going the opposite way. It takes longer for the survivors to get to the vault and cuts down the area the killer has to cover to get to the door which saves time.
So you, in fact, clearly don't play killer, or you are severely inexperienced.
aka nice b8 sluzzy 2.0 (you're guaranteed to ignore at least one of my points)
I guess everyone who said this loop was too strong, and the fact that the devs nerfed it before, thats all irrelevant right? clearly I misunderstood your 2000iq genius plays you do in the game.
Do you stream? i'd love to watch you and learn how to play killer like a pro.
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Killer issue so expect a fix sometime within the next 24 months
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Just nerf her already, then I can give up on any hope of there ever being any balance to the game and move on. I'm sure other players would feel the same. Nerf her into the ground and make her a chewtoy for survivors like most other killers in the game.
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@dspaceman20 said:
I could possibly understand dead hard but why iron will?
Over the past few weeks every person who has tbagged at the gates and ranted hard post game has had these 2 perks. As I said if they make it out, they can't be happy they have to rant and brag. Heck if they lose, it's always these players that go off on a rant. I think back and I notice everytime I see one of these players with a huge ego and lots of salt, they always run these 2 perks and are mostly rank 1.
Small pp build users aren't this bad. Theres something about rank 1 survivors running these 2 perks that just makes them the most insufferable players in the entire game.
Keep an eye out and see if it's the same for you. Next time you get someone that wants to tbag and brag, or gets salty they died see if they're running these 2 perks and rank 1 or rank 2.
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Very little bugs? 🤣 what version of dbd are you playing?
Truth be told I think they need another map review. They need to nip these bad maps in the bud but I fully expect they will be left in this state for the remainder of the games life cycle.
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Solo yeah, swf? no
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@thefallenloser said:
https://forum.deadbydaylight.com/en/discussion/comment/2046606#Comment_2046606
What other games? What other games have a hooking mechanic? What other games are you trying to bring up that are similar to DBD? If you're really going to try and compare DBD's asymmetrical nature to another game that doesn't have the same mechanics then you've already failed your argument.
facepalm
Again there's a reason people new to the game consider this a frustrating mechanic. I'll leave you to work out why people find so much frustrating in this game but not in games from a much more renowned developer.
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@thefallenloser said:
It's called dropping a chase.
You didn't even try mind gaming the loop by using your power. Even chasing them in the opposite direction would have made them easier to catch.
You have no mobility. You were nor going to catch them here unless you used your power. You should have dropped chase.
The video is showing some true rank 20 plays.
Umm I think you missed the point.
That's not my video, and those people aren't actually in an online match they made the video to show the problems with this loop.
You seem really biased if I'm honest. Mindgaming? are you kidding? telling people to drop chase is ridiculous considering this loop is slap bang in the middle of the map and can be used over and over and over again by all 4 survivors all trial long. Anytime they're near the center of the map they can default to this loop. Ghostface can't mindgame this lmao I'd love to see you try. As survivor you can stand back a bit, watch the window and the door if he goes the other way. You clearly never play killer.
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@thefallenloser said:
https://forum.deadbydaylight.com/en/discussion/comment/2046168#Comment_2046168
It's not even a bad mechanic...
You're literally risking a health state and the survivor loses collision after being hit so it only works if all three survivors take hits or the hook is really far away.
It's a risk-reward system.
It's a bad mechanic which is why other games go out of their way to avoid design like this. There's a reason so many players new to the game describe it as an exploit or toxic.
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Lets take a step back and look at the bigger picture
- Most people agree only 2 killers are viable against good teams
- Very few people are left wanting to play killer, and this number seems to be shrinking as time goes by
- Survivors (and a designer who has their head in spreadsheets rather than the game) decide the solution is to nerf more killers, Freddy, Spirit etc
Meanwhile no mention of fixing some of the problematic maps and new issues have been introduced in the reworks. All this talk about killers needing more skill, but nothing gets said about making survivor take more skill, i.e. nerfing bad maps that allow shift+w and god loops to occupy minutes of time.
How long do survivor queues have to be before you decide that maybe it's best to give a little back?
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/2043997#Comment_2043997
That was all your fault, Deathslinger cares the least about dead hard out of every killer in the game, just be more patient when shooting next time.
Oh please, the survivor doesn't need to DH until they hear the shot. Not to mention they're constantly running away and he only has a limited range.
Once again it's on the survivor to mess up the DH. The survivor has to get the timing wrong to get hit. No counterplay but something something Spirit.
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@OopsAllHexes said:
https://forum.deadbydaylight.com/en/discussion/236893/reworking-the-spirit
This idea is still bad, even when hearing it another time.
The problem with your, and therefore Otzdarva's and his entire chat's, idea is that it basically makes Spirit have no "mindgame potential". This is a purely one-sided nerf, "every second" is Too Much Information. Makes Killer shack super easy to consistently deny Spirit of anything, one second is more than enough to know which direction she is coming from, and a double back is impossible without add-ons and can be guessed because of how long it's taking for her to reappear. Standing still in phase wouldn't work because she'd be revealed every second. Don't forget that you, presumably, want her to remain unable to see Survivors, since you mention buffing her but previously said you want "good reads and predictions".
110% Killers are supposed to have strong powers that help with chases, your idea makes her power only good for mobility. This would make her drop several tiers.
I'm willing to bet that this is another Survivor biased person, based off of how this is almost purely Survivor favored, destroys a Killer's sole ability, mentions a buff to compensate (but, of course, doesn't know what said buff would be) as a handwave and uses buzzwords like "skill", "counterplay", "good reads and predictions" (btw you just admitted because of this that predictions are fine when the Killer has to do it. You literally want Survivors to not have to think.)
Well said! 🏅
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Yes. It wasn't there before, they specifically moved it there. They apparently didn't feel the groaning storehouse was strong enough even though it becomes an infinite against some killers.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2046323#Comment_2046323
It wouldn't, at loops it would require lots of skill to play around tiles which is another complaint about spirit, making her take more skill to play.
once again it's killer needs lots and lots of skill....but for survivors just shift + w, god pallets and safe loops.
and you wonder why nobody wants to play killer. Why bother when you have to sweat to win while you can just have a chill game with friends on the other side?
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That suggestion would immediately kill her.....but I guess that's the point. Just make her extremely easy to read so the survivor gets the advantage at every loop like the rest of the killers.
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@Sluzzy said:
Killers that complain about dead hard really want survivors to play perkless. Dead hard is a good example of what good perks should be, if it works. Now what killer will complain about a perk like Poised?
No one left behind needs a nerf. Faster unhook AND faster heal? there's no reason it should have both.
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@APoipleTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/2046130#Comment_2046130
It's definitely been a named build since at least January 2020, but I think the overall concept has loosely existed ever since Ghost Face was released (Furtive Chase, while a cruddy perk, was the first killer perk that could cycle the Obsession). Then Oni brought us Nemesis and made the build better and a little more popular.
I used a loadout along the lines of Rancor Roulette sporadically after Oni came out as part of a "Hunt the Obsession" joke build I liked to run (which later wound up being really useful for some of those "hook the Obsession" tome challenges). I have no idea who may have actually used it first or thought of that name though.
See furitive chase I haven't tried yet. Mine was nemesis and rancor obviously, but then PWYF and enduring because it made it harder for them to escape endgame (also the stuns are annoying lol). The goal of mine was to have the roulette on one of them, but then try to get as many as possible with rancor endgame I experimented with bloodwarden, and remember me to see if I could get more than 2 survivors endgame but it didn't really do much. Maybe Tricksters perk will be good for this build.
Its such a fun combo. For once you want the survivors to get all 5 gens done lol I'll give it a try with furtive over enduring for a few games just for the randomness.
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I fully agree, exhaustion add ons have actually made chases fair and interesting. One thing you're not allowed to touch in this game though is exhaustion perks, survivors REALLY hate it. Clowns exhaustion bottles used to cause disconnects. These people feel so entitled to their third chance tap E to outplay nonsense.
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@EvilJoshy said:
I don't feel solo needs to be buffed so much as swf needs to be brought down. Solo sucks. I will not argue that but the solution starts with randoms getting better. You can give them all the info in the world and they will still find reasons not to use it.
As someone who quit solo I fully agree. The information you provide is only as useful as the person receiving it. A lot of people want to play Rambo in this game, just charge in injured for the farm no BT in front of the killer. Or they want to chase the killer around for 2 minutes waiting for a survivor to go down so they can get the flashlight save but thats 2 minutes wasted generator time. There are people in solo queue that just want to mess about, they don't care for the objective and no amount of information will save these people.
The fact that survivors can bring kindred and still be left to die on 1st hook is all the proof you need.
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I think people defending it miss the point. You're familiar with DBD, you've accepted the mechanic.
In general it's very bad design which is why you don't see it as a tactic in big budget triple A games. It's also very frustrating for new players to go against because they aren't used to it, and it "feels" toxic having 4 people cheese the mechanics in this way.
Longterm players of DBD have come to accept it the same way they came to accept terrible map design. However there's a reason you don't see things like this in better made games, because the developers know it's bad design so it doesn't make it into their games in the first place. Behaviour saw it and as always instead of fixing it they just decided "it's a thing". Whether they were afraid of a backlash from survivors, or they thought it had depth who knows but deep down it is bad design. As always it was followed up with "here's a perk if you don't like it".
DBD might be pulling in more money now but it's still based on that shoddily patched together indie game from 2016. So sorry dude but they won't be changing this mechanic ever.
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Dead Hard.
Dead hard, dead hard, dead hard, dead hard, dead hard.
Mindgame to close distance at a loop? dead hard.
Survivor about to go down before they reach a pallet/vault? dead hard
good shot as huntress/deathslinger? dead hard
Good blink/rush as nurse/blight? dead hard
Blocked off an entranceway with a trap? dead hard
The other day I even did Pig's dash to get a hit at a loop......dead hard.
No matter what you do the "press E to deduct fun" button is always there.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2046090#Comment_2046090
Which is why I'm glad DS is getting really reworked this time.
Odds on it being buffed before summer are pretty high, I wouldn't get my hopes up too much. Last time they reworked it they gave it 2 separate buffs afterwards anyway.
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@APoipleTurtle said:
Without Rancor we don't have Rancor Roulette, and that just wouldn't do.
Wait someone else came up with this? lmao this is a build of my own I've had fun with for a while, I even created the same name. I can't believe it's actually a thing.
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Put it this way, survivor queues are like 5 minutes because so many people are playing survivor. Killer queues are instant because nobody wants to play killer. People with thousands of hours on the game have been saying killer is underpowered for over 4 years now.
Make of that what you will, but a lot of people made the choice to as you put it (cool it on playing killer). Those of us that stuck with it are just masochists. But the benefit of instant queues if you get to pick your lobbys.
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The funniest lobbies are those where it's 3 toolboxes and a key. Really guys? you feel like you actually need them?
Your options are dodge or franklins. I usually dodge, the game is hard enough without allowing them an early escape. I probably wouldn't be as bothered but if they get down to 1 gen and then 3 jump out I'm looking at ENTITY DISPLEASED and less points. So why bother? why would anyone accept a game where the other side gets a shortcut to victory? it makes no sense.
Sometimes though I'm not bothered. I'll go in with franklins for the sole intention of taking their key for the fun of it.
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@danielmaster87 said:
There's way too few hooks as it is. The devs don't understand that hooks being a certain distance apart is not enough to base hook spawns on, because it doesn't take into account walls or different floors. Just look at the swamp maps. Destroy 1 hook, and you won't have another for miles.
They should just get rid of the hooks getting destroyed on a sacrifice mechanic. It makes no sense and isn't necessary at all. Please do your best to convince me otherwise.
It makes no sense full stop. The killers job is to chase, down and hook survivors. The difficulty is in the chase part. Now they want to make it hard to hook them too? then they wonder why nobody plays killers. Just let the killers have their reward.
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are you kidding? there are less hooks than ever. I've had many games recently where the only hook is so far the survivor reaches 99% wiggle before they're hooked (you can tell from the timing of the music), all it would take is 1 bodyblock hit to cancel it. I've had games on indoor maps where there are no hooks nearby. We need more hooks closer together imo not less. It's at the point now where I'm having to bring agitation some games or offerings, I've never had to do that before.
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@yobuddd said:
I think the uptick in sabo that you’re seeing is because of the rift. There’s a challenge where the survivor needs to equip Breakout and make the killer drop a survivor.
Sabo is a great way to make this happen. Whether they wiggle off or you intentionally drop them, sabo caused the desired effect. The occurrences of this will probably taper off in a few days.
In the meantime, equip Hangman’s Knot so you know which hooks to avoid.
I agree thats the cause but the problem is nobody realized how strong sabo was because nobody used it, and hooks used to be closer. I tested sabo when it had its ptb and you usually had to disable 2 hooks.
Seeing this in action now and everytime only ever having 1 hook within range....it's ludicrous. Perhaps it's not the sabo change but the hook/map change that's the issue.
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Devils advocate here but, why should they?
I've played plenty of survivor too so I know how bad camping can be but hear me out. We're at a point in the game now where many survivors just hold shift+w and they can make it around much of the map before you can catch them. If you go against a full swf that plays this way, and they communicate when the killer is in a chase so the rest sit on gens it's very, very powerful and low skill and cripples a lot of killers. Also some maps have some really problematic areas that killers can do little against yet waste so much time, Badham school being an example just holding W and dropping the occasional god pallet can waste about 2 minutes alone.
If you're using a killer without a strong chase ability or perhaps a slow movement speed killer than it can be more beneficial to protect a hook than to chase.
I'm all for giving killers an incentive to leave the hook but first it has to be beneficial for the killer to take chases over camping hooks. You can't just punish them and say "leave or you get a slap on the wrists" because then you'll end up with even fewer killers playing the game, the game needs some map reworks so that it's in the killers favor to leave hooks.
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1) It’s rarely ever seen (because there are perks that have more of an effect on the game)
2) It’s extremely easy to play around. Just get stealthy when 1-2 gens are left, you can usually make it out in most cases
The only reason to worry is if you’re running OoO, but at that point you fully deserve to be Rancor’d. :)
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@Mat_Sella said:
no chase perks, m1 killer.
If Ghostface properly stalked the person in this video the chase would have ended immediately. What are you trying to prove here? that ghostface's without a brain suck? indeed they do.
Oh please
Most killers dont have anything in their to shorten the loop. GF chasing here all depends on how far ahead the survivor is when they reach the window.
The loop takes no skill and is incredibly boring to play against. I’m guessing you’re one of the nerf freddy/nerf spirit people?
These kind of loops are too strong and can waste too much time for how simple they are to use and how many times they can be used. If the swf is on gens at the same time it’s GG. They removed this window before (and others) because it was problematic so I have no idea why they thought it was a good idea to bring it back.
I’m seriously concerned for the coldwind reworks because I can forsee abbatoir window, torment creek window, and cowshed windows all coming back in a big way.
Also you missed the part about this building having a genuine infinite against deathslinger/huntress. As in the survivor can drag out the game indefinitely. How on earth do you justify that?
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@ReverseVelocity said:
https://forum.deadbydaylight.com/en/discussion/comment/2044497#Comment_2044497
Yeah, Sabo is nothing compared to what it used to be. If someone sabos a hook in front of you, chances are if you've picked them up recently, you'll make it to another hook no problem.
If that were true it wouldnt be a problem. However its never the case. Im telling you they’ve spread the hooks further out at some point over the past few months, likely to go along with the map reworks. Theres only ever 1 hook within range and this is without oak offerings.
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@Red_Beard said:
https://forum.deadbydaylight.com/en/discussion/comment/2045001#Comment_2045001
Yeah, going against them can be annoying even when you aren’t new. But the way you post it seems you blame them for everything you experienced. But try to remember what is there fault and not their fault. Adrenaline and DS are just perks of the game. Hook rushing and “heal tech” are mechanics of this game. These are balanced by the dev team. The people playing survivor are just using these because that is how they feel is the best way for them to win. Killers have strong perks too and use them to win. Killers have unfun tactics to play against that they use to win.
I’m not saying blame the devs. They are doing the best they can. They have to balance the game for both sides. They are trying to make match making better. But if it means I would have to wait 10+ minutes for a queue, I’d rather go against a team that isn’t the same skill as me, either way. Same goes for the survivor side.
A lot of things feel frustrating when you are just learning it. That is because we all have a desire to be good at what we are doing and have an unrealistic expectation that we will learn it fast and be better than average.
Yep, they may have been trying to taunt you. Turn off end game chat. You get better by playing against people better than you so you can learn what works and what doesn’t. I look at survivors that teabag and flashlight click as a potential challenge and way for me to learn and go after them. If I’m not in the mood to see teabagging or flashlight clicking at the end, I just get the end game collapse going and afk a couple minutes while they butt dance to their disco light.
The tbagging and abuse is what I blame them for.
The 4 people working as a co-ordinated swf is a balance problem and its extremely frustrating for new players to overcome, especially due to smurfs and ranking issues. This game didnt surprise me it just struck a chord with me because im sure we all remember being new at the game and being thrown in with experienced swf who looped us and flashlight blinded us at every opportunity. I remember maybe my 3rd game of dbd killer and I couldnt hit a specific Meg who looped me constantly nor pick up a downed survivor without getting flashlight blinded. It was very frustrating. These mechanics aren’t beginner friendly which is ironic for a casual game.
I aint fussed about the outcome because ive been better with nurse im just rusty as hell, and I was playing without shadowborn which I used to use so I think that affected my blink ranges massively. Thats why I played so fair, I wasnt expecting to win just wanted the bbq tokens but seeing survivors resort to being toxic no matter what just shows its not avout how the killer plays at all, the toxicity is ingrained into the game.
Unless a killer hard tunnels off hook or facecamps then I dont see why people need to be jerks. It only makes other not want to play killer. All we ever see on these forums relating to killer are words like “anxious” “bullying” and “stress”. A damn videogame shouldnt make people feel this way and I’ve never seen any other game where people didnt want to play because the game/role caused anxiety.
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@Red_Beard said:
https://forum.deadbydaylight.com/en/discussion/236693/the-dbd-experience-aka-why-nobody-plays-killer
I completely agree the crap talk in end game chat is toxic. Ok, the teabagging and flashlight clicking is a little too. The rest of the stuff just sounds like them trying to win the game. I see how it is frustrating, but if their goal is to try to get as many of the four to escape as possible, why wouldn’t they hook rush and “ heal tech”?
if you want to play “nice” and not tunnel, camp, and slap the person on the hook, that’s your call. But you can’t expect someone on the other side to take it easy just because you think they should.
Turn the chat off so you don’t have to see it and just tell yourself the teabagging and flashlight clicking is just them saying thanks for the fun match. I think we would all be happier with this game if we did.
I wasnt annoyed about them playing hard, I was trying to get the point across that learning as a new player and going up against a co-ordinated team must be extremely frustrating. Heck we know it is because we’ve all been there and it doesn’t help that 99% of the killers have not been balanced for swf.
Originally I thought the constant hook trades and hook swarming at the end were the reason for abuse but they were all tbagging before that happened so I guess not. I forget to add they made it out due to DS, guess I must have tunneled when they farm them off the hook in front of me at the exit gates. Thats one part of DS that isnt getting nerfed.
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@Seraphor Yes exactly these people don’t get it. Its funny how so many complain about queue times but then they’ll turn around and flatout refuse to play killer to avoid queues.
@Toblerone007 No the “feeling” is important. Its like the object of obsession debate, Almo says its not overpowered but the point is its incredibly frustrating to go against. Having someone just tap a button to deny the hook you just worked so hard for is insane. The only reason I havent noticed this before is because nobody used it, now its every game, and its so obnoxious.
@alecsharks Sadly I agree. Everything on the survivor side is snapp and responsive. Killers always feel stiff and awkward. Like pyramid letting go of m2, plague stopping the puke. Theres a good few seconds where you cant do anything. I get its an attempt at balance but it just makes the killers feel stiff and unwieldy but the survivors feel so fast and responsive in every action.
Then you have the fact that killers have so much counterplay. Killer powers and perks often have hard counterplay, whereas survivor perks tend to have no counterplay other than hoping the other player makes a mistake.
Its very easy to see the reason why despite the survivor side needing 4 times as many players, its the killer side that has instant queues. In these types of games its usually the 1 that has the longer queues, not the 4. You would think this would set off red flags but apparently not.
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"This game suffers from poor map design, just look at Haddonfield or any farm map."
It does, it always has done and sadly it always will do. Any normal company would perhaps review WHY the customers feel the design is terrible and why it keeps happening, a normal company would hire new staff with experience to help out. At Behaviour interactive for some reason they just keep doing what they've done for the past 5 years 😕 it really boggles the mind.
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Least fun perk in the entire game. Nothing ruins the fun of the game for me like this perk, not NOED, not DS, it's just awful. No matter which killer I play their power gets cucked by this perk, mindgames get cucked by this perk. it's a third health state and an undo mistake button.
I genuinely believe it's a stronger perk overrall than mettle of man was and look what happened to that. If Dead Hard was made today there is no way it would be this easy to use, it would have a hefty requirement on it.
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@Zaytex said:
https://forum.deadbydaylight.com/en/discussion/comment/2043929#Comment_2043929
''Balanced'' would imply that both sides have a fair chance to outplay the other, that's why Billy is often regarded as the pinnacle of balance by many streamers and people in the community.
Good Spirits & Nurses don't give you a fair chance to play against them. There's nothing you can do against a Nurse that never messes up, or a Spirit who has Stridor.
That isn't balance. Sure, neither is top ranked survivor(s) but that's a different discussion.
In a 1 vs 1 sure but it's a 4 vs 1 game. The 1 kind of should have an advantage against an individual from the 4.
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@Zaytex said:
https://forum.deadbydaylight.com/en/discussion/comment/2043912#Comment_2043912
Dead Hard is honestly, such a crutch perk it isn't even funny. I just played Wraith on coldwind and all four of them had DH and used it for distance and there was at least 5+ times where I would've catched them if not for the distance it made to reach a pallet or window.
It needs to go IMO, it's not even being used as intended, which was to dodge a hit, its just used for distance which has zero counterplay from the killer.
Ah my man, you should have just bAiTeD iT oUt
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@Zaytex said:
Billy, he has a fair interaction where both the killer and survivor can outplay or midgame the other, unlike Spirit who just leaves the survivor making educated guesses at best. I would also say Demogorgon as a close second aswell. His mobility is powerful, but can be negated. His shred is powerful, but can be baited by both sides.
https://forum.deadbydaylight.com/en/discussion/comment/2043916#Comment_2043916
Oh sweet child.. for how you are so wrong.
I don't see how. It's widely accepted that only Nurse and Spirit have a chance at the highest level....so technically it HAS to be one of these that is the most balanced.
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I play like that because I get toxic swf every game. It's the toxic circle of DBD. Don't care about anybody but yourself. Ruin their enjoyment before they ruin yours.
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Spirit. Has a fair chance of actually getting a hit at loops, does not rely on the other side making mistakes to get hit. Has mobility and chase potential but also has a cooldown to keep it balanced.
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It's their egos. They've been boosted by second chance perks. E to undo mistake, and abysmal map design. Now they think they're the #########. Seriously if you go against green ranks you'll notice how they either say nothing or give a GG or perhaps even friendly. Soon as you got a red rank, especially high red rank like 1 or 2, whether they escape or die it doesn't matter they get extremely salty and toxic either way. It's all ego.
They think their skilled but they all need their E to undo mistake button and they all hold W in chase. Wow so impressive high skill gameplay right there.
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@RyRapsYT said:
Wait saboteur? Saboteur is a bad perk, it needs a buff tbh
sabotage in general. The act of sabotaging the hooks. Either via the perk or toolboxes.
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@ClownIsUnderrated said:
I'm done playing fair honestly, the gloves are basically off when it comes to those god complex survivors. Play however you would like to, and if the survivors get salty then you know you did a good job. Must not feel good to them when the shoe is on the other foot, but it's fine for them to "bully".
The next team took the full brunt of it. They had a key, toolbox + bnp, and map offering so I wouldn't feel too bad.
I need to stress though that it wasn't tilt from this game that did it, it's tilt from 90% of games this week. Everygame is like this, just toxic shits everygame who are only playing DBD to annoy and frustrate other people. Again, this is why nobody wants to play killer.
But I discovered that they don't seem to like it when you facecamp and repeatedly hit them on hook. At least now when I get abuse post game I can understand why.
Yeah yeah I'm continuing the circle but I really couldn't care less anymore. This is the worst community I've ever seen and it's actually enjoyable playing like a piece of ######### to all of these toxic survivors. That feeling when it's click click, tbag tbag.....and then the disconnect when they get toxic back :)
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@Lothlorien said:
https://forum.deadbydaylight.com/en/discussion/comment/2041460#Comment_2041460
Right? I just came out of a game rank 3, rank 2, rank 5 and a rank 10... I'm rank 11... How does it even... Also they have voice coms because they're swf....
and this is why a lot of people give up on killer. Sometimes they use smurf accounts too. You're literally only there for their entertainment, to be pushed around and tbagged.
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@[Deleted User] said:
This is 100% a problem. They've devoted so many resources to map updates but have completely ignored tile RNG, which was in many ways the whole problem in the first place.
A skilled survivor can occupy an M1 killer for 80 seconds between 2 tiles if the RNG is dumb enough. I shouldn't be able to chain two tiles together for 3 gens.
A long wall jungle gym should never spawn next to shack window, for instance. A jungle gym window in general should never spawn facing a filler pallet. That creates a double pallet jungle gym. And it's wild to me that we're having to even bring this up in year 5.
The fact that it's still in the game in year 5, and the fact that they buffed a lot of main buildings and windows recently says that this is the way they want the game to be.
So they really do ban for rank 20s who wont abuse any of this.