El_Gingero
El_Gingero
About
- Username
- El_Gingero
- Joined
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Comments
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@Starrseed said:
Don't know about the saves but from a killer perspective pallets feel like you flip a three story building lately. There is a good amount of space between me and the pallet or I'm way to the side of the pallet but I get a bonk on my head
Yeah even when I step way back I get stunned more often than not and my ping us not exactly high at 40-50ish ms
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Creative idea. Probably the best DH nerf suggestion I’ve seen tbh.
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Comms do break the game when used effectively imho, however you can’t stop people from playing with their friends. Comms needs to be a default feature and killers need to be buffed accordingly, but neither are likely to happen.
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Not very comparable. Corrupt is used to compensate for poor killer/map design and unlucky survivor spawns. It’s a one and done perk with solid counterplay which if successfully capitalised on, can alleviate an inherent disadvantage.
DH is a reusable perk with no counterplay, usable by up to four survivors and is designed to undo a survivor’s mistake or a killer’s winning play, and/or to generally extend a chase. It’s a relatively spammable second chance perk which grants unearned free time to each survivor using it whilst stealing well earned pressure from the killer.
They're almost polar opposites when you really think about it.
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It can be boring when on the receiving end but with the current state of balance, tunnelling and camping are necessary tools in many scenarios.
Survivors get CoH, DH, comms etc. Killers have to fight fire with fire.
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Corrupt + lethal are good prospects. BBQ honourable mention.
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@TheycallmeLix said:
Bye, don’t have to make a big drama/attention to let us know your leaving.. Other players including myself still enjoy the game and still play it regularly.
Many people leaving the game don’t post about it to ‘cry’ but more so because they have a soft spot for the game and are frustrated because they know it can be so much better. I think it’s good to know what’s driving people away, even if they word it with their frustration at heart.
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Lethal is imho the best perk on Hillbilly. It gets me a down in the first few seconds quite consistently. I’d say it’s better on most high mobility killers so long as you’re able to capitalise on it.
Corrupt is great but it can be countered pretty easily by playing stealthy.
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@MikaelaWantsYourBoon said:
@El_Gingero @q6iha34x1r69psli7pg
Thanks for answers but both you just suggested for killer changes. My question was for both roles.
Well the gap between solo and SWF needs to be bridged. I heard BHVR are working on a solution but they’ll likely be playing it safe. Many killers are already having a hard enough time and if solo becomes closer to SWF without some kind of balance compensation for killers it will tip the scales too far. But if it’s done right, the solo queue experience could improve considerably and BHVR will have an easier time balancing the game in subsequent updates.
A more in depth tutorial mode or even a bot mode would be good too. As well as quality of life changes such as being able to see which perks your teammates are running etc.
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@Dito175 said:
https://forum.deadbydaylight.com/en/discussion/comment/2863564#Comment_2863564
Don't forget about maps! Rpd is one of my favorite maps but it's too big
Yeah I forgot to mention maps but that’s another big one. All the large maps need to be downsized and a few need to be reworked in general. RPD could do with a bit of streamlining too imho.
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@Idontknowtbh said:
https://forum.deadbydaylight.com/en/discussion/comment/2863564#Comment_2863564
I hear DH is getting nerfed. It will still have the speed boost by you won't be able to avoid damage.
I was talking to a friend that plays both killer and survivor yesterday and he said his main concern is the sound.
When you hit someone with dead hard, it makes the sound as if you'd injured them, thinking you've just downed them and therefore stopping and getting ready to pick up, which makes you lose time as killer, because the survivor keeps running.
I think taking away the sound would help.
Yeah I heard it’s being worked on which is good and it will be interesting to see how they handle it. Lol the hit validation makes it arguably the best misdirection perk in the game. It’s like 3 perks in one.
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Nerf CoH and DH. Reduce the number of pallets. Update outdated killers. Rework useless addons. Rework/buff bad perks. Make quality of life changes. Fix long standing bugs. Make the game playable on last gens. Allow console to adjust thier brightness and next gen to adjust some graphics settings. Add aim settings for controller. Rework SBMM. Just off the top if my head but I’m sure there’s plenty more.
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@indieeden7 said:
The killer doesn't need a perk to turn around and moonwalk to the gen though do they?
How can Ghosty and Myers stalk a survivor whilst facing away from them? No one perk should counter any killer so hard.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2862895#Comment_2862895
You are looking at it with a strong killer bias. Plaything is a slowdown perk giving killers a very strong advantage. CoH is nothing more than a healing perk and actually requiring finding a totem (not doing the objective) to get advantage from it. Killers are actually getting advantage from their perk normally from simply playing the game normally, which is extremely easy to do. It makes the killer much stronger without doing anything extra.
CoH requires finding a totem, then spending a lot of time blessing it. Plaything is stronger than CoH when looking at effort required from all parties involved.
One survivor with CoH can provide unlimited heals to their team for a few seconds worth of gen time. With plaything, the killer has to spend time away from their objective (snuffing boon totems) to find and hook survivors, which takes roughly 8 pallets per survivor, and all the perk does is show them the aura of another totem to boon. There’s clearly a disparity here.
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@ThanksForDaily said:
https://forum.deadbydaylight.com/en/discussion/comment/2862243#Comment_2862243
No, they just rejected the possibility.
Sounds about right.
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@ChiSoxFan11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2862206#Comment_2862206
This.
In the long list of things that the developers could use their resources -- time, the most important of them -- to work on the game, an unnecessary chat that, judging from what more people say than not, is usually just a salt fest of people complaining about how the other side played -- or worse, hate messages -- is NOT one of those things. Who honesty would rather see valuable resources spent on a chat on console so you can be told to off yourself because you didn't two-hook everyone first or were running Dead Hard over having ... I don't know -- the numerous bugs in the game fixed, or worthless perks reworked, or SBMM fixed, or optimization for consoles, or any of the other issues the game faces?
The devs hardly allocate resources towards the majority of proposed quality of life or even gameplay features as it is, yet they are supposedly the largest developer in Canadia Land. I think we should be encouraging them to invest more resources and effort into the game as opposed to condoning their often hands-off approach.
There’s already enough of a disparity between PC and console, and players who want to interact with other people in-game don’t get the privilege to do so, unlike on PC. I’d say that’s a perfectly reasonable reason to allocate some likely small (in the scheme of things) resources towards allowing console players the option to communicate with other people in an online multiplayer game (where chat is more often than not a standard feature.)
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@ThanksForDaily said:
https://forum.deadbydaylight.com/en/discussion/315253/listen-after-game-chat-box-for-console
In a recent Q&A that question brought up and they said: "This is never gonna happen."
Totally negative about console endgame chat.
Did they elaborate on their reasoning?
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/2862223#Comment_2862223
it is that something new? normally we had to re disable it every-time we booted the game up.
Fine by me.
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@Nathan13 said:
No thanks, it’s actually a great thing we don’t have it currently.
How so? If you don’t like the prospect of “toxicity” you can just disable it or it can be disabled by default.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/2862209#Comment_2862209
only if it disable by default
Is it disabled by default on pc? Makes no difference to me either way but it’s not like it’s a big ask to click a couple of buttons either way.
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The only way to reliably findd out would be to have several large tournaments with the best players where survivors and killers can use whatever perks, items and addons they want, and see what the results indicate.
If I were to bet money on it I’d say the game is survivor sided though.
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I see no reason why console shouldn’t have post game chat. Anyone who doesn’t like it can just disable it.
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Trapper + Hag.
You start the game with Hag’s traps but they can’t be disabled with a flashlight, nor can they be disarmed, and they trap the survivor in place allowing you to teleport and grab/hit.
edit: they ofc injure too.
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They should make a new perk where you get a 1% stackable move speed buff up to a maximum of 7%, every time you press and release the crouch button within 10m of the killer and whilst they’re looking at you.
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Ghosty is a hard killer to do well with. Spinechill counters his power hard, and for how easily he can be revealed and how hard it can be to get a good stalk going on survivors before gens pop left and right, its cooldown is far too punishing.
Also many maps are quite large with plenty of sight lines and he’s essentially an m1 killer dealing with a sea of pallets, DH undoing victories in chase, and CoH giving almost unlimited free heals to the entire team for one perk slot.
I do much better with Myers.
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Because when I’m playing a video game, I’m just playing a video game.
As for the professional scene, the economy around the majority of sports is larger and more developed, as are the career paths, and of course the consumer demand is greater.
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It would be cool for some kind of “legacy” cosmetic etc to signify the many millions of bloodpoints spent, but I’m not fussed either way.
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It grows stronger
😂
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I usually try to give survivors as much rope as possible whilst still getting a 3 or 4K but I can sometimes give a bit too much lol.
Aside from that I’ll let one survivor live sometimes, depending on how they play or how many bloodpoints I desire.
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I think Huntress technically has the highest skill cap. Comparing her to Nurse for example, hitting 100% accuracy with unlimited range hatchets would take more skill then hitting 100% of blinks.
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I don’t see why it needs changing. Didn’t the devs say that kills are the only metric that matters when it comes to skill? This strikes me as more of a skill issue.
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This is why I very rarely run hex perks. They aren’t strong enough to warrant such terrible spawns.
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@Piruluk said:
https://forum.deadbydaylight.com/en/discussion/comment/2859045#Comment_2859045
Well I had the highest killrate with pre nerf wraith his lunge was like Myers with unnerfed coup de grace, only god or very good survivors stood a chance.
No offence but that’s probably against lower MMR survivors and I’m speaking from personal experience in the past. I’m not saying he was weak overall, it’s just that he was S tier vs bad survivors, mid tier vs average survivors and low tier vs actually good survivors.
So they essentially nerfed a mid tier killer to make him easier on new players etc, but at the expense of everyone else, and the nerfs he received didn’t actually make him less dominant in lower MMR as the survivors still get hit by his lunge anyways due to poor positioning, but it did hurt him vs everyone else. Typical BHVR lol.
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No one perk should counter a killer’s kit. Stridor for Spirit, Spinechill for stealth, notably Ghosty, CoH for pretty much every m1 killer. Even one survivor bringing shadow step counters the majority of info perks to a significant degree. Items too, for example a map rendering Trapper close to useless. It’s just bad design.
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@Piruluk said:
https://forum.deadbydaylight.com/en/discussion/comment/2858328#Comment_2858328
Wraith was like Pre nerf Stridor Spirit and Old pre nerf Freddy, way too easy to play and dominate against 99% of survivor playerbase, you played a game or two and that's it already master
That’s just not true. Wraith could only dominate new/bad survivors and he struggled vs good survivors as he was easy to counter with a bit of experience.
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@Chilli_man2400 said:
People were complaining about wraith cause they thought wraith was to easy to use. Survivors considered him “braindead” cause he could counter almost any loop with his lunge and speed. They said he was new Freddy in terms of gameplay. Him being braindead to play as and against
Wraith was only strong vs new/bad survivors and the vast majority of complaints were them. Good/decent survivors actually flooded each thread defending him but to no avail. Vs average to good survivors he was easy to counter and he could only consistently hit them with his lunge speed at small/unsafe pallets.
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Hillbilly
Double turn rate addons
Lethal Pursuer, BBQ, Tinkerer, Shadowborn
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@Chappy04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2858111#Comment_2858111
Thats kinda my point like why play in a way in which you dont wanna loop well like isnt that the focus of killer and survivor interaction, if your not playing for that, then i dont understand the fun of survivor because tbh, theres no real insentive to win other than a bit of extra bp
Aye but most people seem to care more about winning and derive their fun from that instead. Winning is more a bonus for me. I’ll always go for risky endgame saves when there’s two of us left instead of waiting in a locker for hatch. But most survivors seem to want that escape more than anything else.
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There are so many pallets on most maps that survivors you can just play it safe and pre drop without really needing to loop.
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He seems extremely weak to me. I do far better with Trapper even against highly coordinated teams with a map.
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Probably strong in the hands of a good looper, weak for everyone else.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2857757#Comment_2857757
Ghost Face is already that
Oh I thought he was a journalist not an editor. Hmmm I think it’s a hint to a Ghostface chapter then.
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I think it’s more a nod towards an original killer who’s an editor for his local newspaper.
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Aye the cap should be removed. His power is one of the weakest in the game by default. Rework his ridiculous addon, buff his base kit.
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Hmmm. He is a wee bit OP. I think they need to make his knife smaller tbh. And remove his stealth from tier one because an instadown killer shouldn’t have stealth.
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I play her as a mix of hit n run and chasing, depending on the situation. I find I can often end chases pretty quickly by demanifesting and leaving the tile, then coming back from a different angle.
For perks you want ones that combine info with slowdow, so scourge hook pain resonance, dead man’s switch, deadlock, call of brine etc. Also as a wildcard I tried bamboozle and it’s been working very well to offset some of that absurdly OP CoH pressure.
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Why does everyone always try to get Pig nerfed?
As an AFK Pig main, I’m frankly disgruntled with everyone losing their heads over it, and I will not sit idly by as you squeal on the forums, trying to nerf her only viable playsty.
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There should be an option to disable it. Consenting adults should be able to say whatever they like to one another.
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I don’t see Clown much. What was the issue with the addon that supposedly made Clown OP? Was he stronger than Nurse and Blight with it?
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Indubitably.