Dwinchester
Dwinchester
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Easy fix for the game. Take the current pallet count and cut it in half on every map except for the game, lerys, and autohaven. You do not need 20+pallets when the gens can be done in under 4 minutes. This will teach new survivors how to properly loop with windows and give killers a chance against the super strong survivor mains.
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@KornySon10 said:
I didn't read this thread, but you can tell someone has dead hard because they are staring behind them while you are chasing them. If you get juked by dead hard more than once, it's your own fault.
Dead hard for distance is suboptimal, sprint burst or lithe will get you much more.
It doesn't even work when it comes down the miliseconds, because you just get exhausted on the ground.
It doesn't work against 1 shot killers.
You're not paying attention to what he is saying. It's not about using it for distance in a straight line, it's about using it on a loop and its beyond annoying. It's 100% the best exhaustion perk due to its versatility. It hard counters trapper and nurse, it's strong against the m1 killers, it erases a mind game mistake, and it extends chases.
Sure it doesn't work all the time, but its game changing when it does.
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@scrubbingdishes said:
Are you fine with just eating it and continuing the chase? Do you slug the survivor until their perk timer runs out? If you feel it’s OP then what type of changes would you like to see? I’d like to know your perspective of it. I always get drastically different responses when I ask players about this.
It's very over powered in its current form. It's basically 60 seconds of god mode. The triple tunnel thread shows how broken it is during the egc. I will either slug or eat it early.
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@JawsIsTheNextKiller said:
I jumped on one of @Peanits streams recently. To be honest I was hoping I might catch some insider information when his guard was down. (I didn't). Peanits played really well, he is a knowledgable and entertaining rank 1 killer who understands how to pressure gens and when to drop chases. He is very comfortable beating red rank survivors.
However,
The survivors he faced were nowhere near the level of coordination, effectiveness and toxicity of the rank 1 survivors I face and hear others complain about. They were nothing like the survivors I see TrueTalent, Otz or HybridPanda (when he streamed) played either.
Are Canadian survivors the reason why BHVR thinks gen times are fine?
I watch the streamers and I see the same thing. I am on usa south, but I get a lot of players from Chile. They're what tru3 calls the top .5 of survivors. Got an unlucky tile setup on shelter woods vs solid rank 1 swf and I flat couldn't beat them. I juggled, pressured gens, abandoned chases, kept them all injured. Still only got two hooks before I quit out of frustration.
I get those kinds of survivors 25% of the time.
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False. Depending on map, killer and what the survivors are doing, you needed old ruin to have a chance. That's not saying you can't succeed without it. Just had a match as bubba on lerys without ruin and I slaughtered them.
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On the flip side, I just had a match on rotten fields as huntress. Commodious tool box, no mither, prove thyself. Gens were done in about 4 minutes. Entity displeased. Under 10k blood points.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1075938#Comment_1075938
I can name quite a few "crutch perks" that killers have.
- NOED - Insta down at end game. "Do totems", but that's time + some maps have good spawns
- Whispers - Absolutely cannot be countered, and even lights up while in a locker
- Infectious Fright - Especially while used by a very strong killer, not everyone runs "calm spirit"
- Franklin's Demise - Maybe not a "crutch perk", but has 0 counter nonetheless
- Blood Warden - Subjective, but when used by a high mobility killer + NOED, ez 4k
- Haunted Grounds - Offers insta downs to all survivors for a period of time
- Make your Choice - Yet another free insta down perk
- Rancor - Free insta down + mori at end game
- Stridor - "Training Wheels" for Spirit + basically counters Iron Will
I'm well aware survivor has "crutch perks", but so does killer. Both sides do.
But killer mains often fail to admit they do.
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Now .. What killer combos have good synergy together?
- NOED + Blood Warden
- Enduring + Spirit Fury
- Infectious Fright + Any strong killer
- Whispers + anything
- I'm all ears + anything
Really, any of the ones listed above have synergy with anything.
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Now, survivor perk comparison??
Dead Hard - Not that reliable with servers as it doesn't always work + you can bait it.
DS - ONLY USABLE ONCE IN A MATCH!! Don't tunnel. Slugging is an option. Waste it early.
Unbreakable - ONLY USABLE ONCE IN A MATCH!! Whoopty doo!
Adrenaline - NOED? Honestly, at this point, you failed as a killer if survivors got that far.
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Just sayin'
Yes killer has a few strong perks individually, but you still didn't name a combo that has the same synergy and strength of the one I listed.
Noed has a hard counter. You can pick your items back up with Franklin's. Haunted grounds is way too short to be strong, you're wasting a perk for maybe 2 hooks. Whispers barely gives info at all, just that they're somewhere near.
No sir, ds can be used 4 times per game, same for unbreakable. Dead hard is fine when used as intended, it sucks when used at a loop.
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@senki527 said:
pls stop playing doctor. it's getting boring. like 90% of my games are against doctors. please nerf him or this game will get boring
Stop running the survivor meta perks. I see them 90% of the time and its getting boring. Doc is a decently strong killer that has a good chance of pipping and shuts down the annoying loopers. I will play him till they nerf him into nothingness again.
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That would be cool. easiest way of adding horror ours to remove the terror radius and red stain.
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I don't care about the post game salt in the slightest. The emblem system punishes killers that don't 4k, but rewards survivors for doing very little. The gen speeds force killer to apply pressure and constantly juggle survivors, yet the survivors feel very little pressure.
Survivors have many options for irritating the killer, yet the devs change killer perks for being too irritating. Played at optimal levels, killer doesn't stand a chance, your entire experience is at the mercy of survivor mistakes.
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This is ridiculous and all too common. The balance team is on par with Roger Gooddell and Congress.
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@drimmalor said:
https://forum.deadbydaylight.com/en/discussion/comment/1075909#Comment_1075909
I don't really care about pips - it's not why I play. I have horrible ranked anxiety, so I try to ignore those metrics. I play for points and to enjoy the game, and killer still gets lots of points even in bad games, at least compared to playing survivor.
I also believe that new Ruin is much healthier for the game. If old Ruin wasn't found, it could completely carry a game for you. It created unrealistic expectations of performance, and could be very swingy rather than building for the average game experience. New Ruin allows players to see how well they're actually doing, as well as being a very useful perk for players that know how to pressure generators. Changing Ruin also allows the devs to collect more consistent data on how games go, since games can't be decided based on whether Ruin was found or not. It was a variable that made it difficult to change other aspects of the game, like toolboxes or gen times.
As for Nurse, she was indisputably the strongest killer in the game. She needed to be changed, and I think her changes were very good, both for her addons as well as to her base kit. It makes her kit actually have some counterplay, while still being perfectly usable for those that have practiced her and know how to blink well. Spirit's nerfs were mostly for the extreme cases - either using her best addons (Prayer Beads, which had essentially no counterplay outside of Spine Chill), or colliding with survivors. I still believe she is just as strong as before, but requires more calculated predictions than simply running into survivors to check for collision.
That feeling of "I feel like I either stomp, or get stomped now" is what changing Ruin is working towards addressing: creating an experience that you can go into a game and have a fair chance of a back-and-forth game, where you're not sure if you'll win or lose within the first minute, because anything could happen. Snowballing either direction isn't fun for anyone; challenging games are what I play for. So yes, I do think that killer is in the best spot it's ever been right now, because you can choose perks that reward you for playing well (Ruin, PGTW), or you can pick perks that plan for the worse cases (Blood Warden, NOED). Ruin is no longer a "must-pick" simply because it can win the game by itself. I started playing when double pallets were prominent, and the game has come a long way since then. Yes, there's still a lot that needs to be done, but I think the direction it's heading is exciting.
See that's the same old company line responses that have been parroted on here so many times. I didn't ask about the health of the game, or the reasons behind the nerfs, because we all know that its a lie. If the devs were so concerned about unrealistic expectations and perks that carry the game for you, at least 4 survivor perks and the rank reset would have been nerfed right along with ruin.
I asked if killer was better off, which i already know the real answer to based on your health of the game and I was around when response.
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Were you playing nurse by any chance? I've noticed that auto aim does this quite often with her, but I haven't noticed it much with other killers. Also, are you sure it wasn't dead hard?
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@sluc16 said:
DS is fine as it is. Both sides have good and bad perks. Just role with it.
Name one killer perk combination as strong as dead hard, adrenaline, ds, and unbreakable. That combo has no counter. It allows for strong looping, multiple mistakes, strong end game, and defense against slugging.
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@drimmalor said:
This game has a very high learning curve, and there are times when it feels like you can't win - and that's okay! Everyone has bad games, and you can't expect to do well right out the gate. Go into every game with the intent to learn and improve, both from your mistakes as well as survivors'.
It may be an unpopular opinion, but I do believe that killers are in the best spot they've been in a while. We're also seeing reworks for some of the less relevant killers (like Doctor!) as well as map reworks every so often. I rarely ever feel like there's nothing I could've done to play better - I always had a chance to get more hooks.
I go into every match trying to play my best and have really enjoyed playing for the challenges lately. Switching up play styles and trying out new tactics really spices up the game.
I respectfully disagree. Killer is in a terrible spot right now. Unless you get bad survivors, your experience, blood points, and ability to get a pip aren't in your hands.
Do you honestly feel that killer is better off with new ruin? With spirit and nurse nerfed? With the inability to pip while using core powers like a chainsaw or vile purge?
Because I don't. I feel like I either stomp, or get stomped now. I would rather have 6 games where I 1-3k getting a single depip, two brutal, two ruthless, and one merciless; rather than 6 games where I get three depip and three merciless.
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@Ireath said:
To my knowledge they are not hiding ranks they are just scraping the current system for an mmr system.
This is true, but the matchmaking system isn't bugged right now. There just aren't enough killers. Survivor is too easy to play and has to many abuseible perks, so even average players are strong. It basically takes a perfect killer to win against average survivors.
Changing it to mmr isn't going to make a difference, the skill levels will be the same and you will have the same amount of killers. Its a placebo effect. Hiding ranks is about not knowing how imbalanced the game actually is.
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Read a book. I've gotten through two so far.
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The single most annoying thing about survivors is the amount of second chance perks they have. When the game lasted longer, it wasn't as noticeable, but now. Nothing is as irritating as completely out playing a survivor on a loop, only to have him use dead hard to erase your brilliant play.
It's like bowser in Mario party, no matter how good you play, it's not in your hands and it never was.
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I feel like as a solo on a gen, they're fine, but I feel like there should be a much bigger penalty for multiple people on it.
I think the simplest fix is to make them harder to find. Take a map like Hawkins or the game, they tend to last longer and encourage more interaction with the killer. If they took down the giant light poles, it would probably solve a lot of issues, without making people hold m1 for longer.
Another idea is to have certain gens with modifiers. Say this gen needs a tool box or a flashlight, or two people. It could still be completed solo, but would take additional time or trigger much harder skill checks that advance it 0%.
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Pretty awful. Any Insta down killer doesn't pip because of the garbage emblem system. If I want to get kills I have to play like a scumbag. Basically I stick to doctor, plague, and ghostface. Corrupt, pop, whispers, and devour hope are my go to perks.
If you get a big map with survivors intent on doing gens, no amount of pressure on the world is going to stop them. The devs screwed the pooch.
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Devour hope, whispers, corrupt, pop. If you can keep them off devour, it's gg.
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@Fibijean said:
This wouldn't incentivise survivors to cleanse. Survivors don't avoid cleansing because they're scared it will be pointless and they'll be infected again right away, they avoid cleansing because they don't want to give the Plague CP, no matter what. They already know that if she gets CP she won't be able to infect them for the next 60 seconds, and they don't care, because they believe being hit by CP is way worse than being infected.
I understand the theory, but all this would do in practice is force the Plague to activate CP as soon as possible whenever survivors cleanse. She can't save it for a strategic moment because her Vile Purge is crippled in the meantime, so she has to use CP right away if she doesn't want to be at a tactical disadvantage. So it is a nerf, in practice if not in theory, because it does next to nothing to incentivise cleansing and boxes the Plague into a corner unnecessarily.
Fair point, but if they're cleansing, then there's no need to save it for later. then there's always what was mentioned above, have her puke still infect them, just not other survivors or objects.
If they still refuse to cleanse, nothing changes, it's still an Insta down.
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I use it a lot. One of the better hex perks. Devour hope on doctor is insane, because you can camp it and keep them off. I don't care about the mori potential, I care about the Insta down and panic it causes.
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@1blep_blep1 said:
or you know... learn to play against it? like come on. it's 1 killer after the next, first off everyone was complaing about NURSE, so they changed it... the SPIRIT, so they changed her.. then DOCTOR, so guess what, they changed him? Can't you entitled survivors just learn to play against killers? or do you want the game to be like F13: The game with just a trapper.
I'm a plague main. This wouldn't be a nerf to her at all, it would be a buff, because it would give you access to your main power far more often.
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@S_Panda said:
I'd agree with this with some stipends - maybe 30 seconds tops, and doesn't prevent actual spit from infecting you as that's direct interaction with the killer. It may even make some survivors do a quick risky play by cleansing towards the inners of the map to unhook someone before the immunity goes away.
They could rework her add-ons to reduce the immunity factor time. I would be ok with getting infected by her puke, but take longer with the immunity factor on.