Avatar

Endstille

Endstille

About

Username
Endstille
Joined
Visits
0
Last Active
—

Comments

  • :D Nobody gives a ######### about killers.

    All the skill you need is to spot a gen and press m1.

  • What good would that do?

    It would only create a problem for people that switched inbetween platforms, from like ps4/xbox to pc or vice versa. They had to buy everything again, do their progress completely new and so on. Not happening.

  • Some people will not understand the problem because they simply can not understand it. Ranks are filled with potatoes anyway, they play a match vs boosted people and explain how powerful that thing is. Any person with no bias will tell you that totems do not make it to the endgame.

  • Devotion 2 knowing it.

  • @Todgeweiht said:

    https://forum.deadbydaylight.com/en/discussion/comment/979299#Comment_979299

    "they are biased because they say things I dont like"

    lmao.

    Maybe just explain the advantages of the new ruin.

    Lift my confusion about a hex perk and lategame, also explain the advantages for the killer. Keep in mind this is a perk that needs another while it still can be cleansed.

    Hex totems should have strong affects because they are a gamble to use because they can be cleansed how does this fit the new version of ruin?

    How is not bias to tell killers git good when the reason for the change is the inconvenience of having to hit a great skillcheck?

  • As usual, pressure the gen in the middle.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/982312#Comment_982312

    It's not fixed from what I felt. Still massive delay and sometimes couldn't stalk people sometimes but could still stalk them through walls other times.

    And I had that one instance where you stab a healthy survivor in tier 3, and you down them, except when you look at the ground, they're not actually downed -- they're actually running away from you -- injured.

    I didn't use any FOV changing perks, no.

    Thanks for letting me know.

  • @[Deleted User] said:

    I played against a team with 4 tool boxes, got Temple of Purgation, and by the time I even waddled my ass to the other side of the map (was playing Myers by the way), two generators popped in under 30 seconds.

    New Ruin totally doing work there.

    Honestly, even when I had matches where my Ruin did survive and trying to hardcore do a 3-gen defense strat with many different builds (defensive hag, scratched mirror Myers, it just sucked. It did so little work. Losing 0.5 charges a second on a generator means nothing when survivors can just equip a toolbox and do 1.4 charges a second. Each.

    As a survivor playing against it, instead of feeling obligated to leave me generator that's 60% done to go rescue someone immediately, I just push the last 40% before attempting to make the save. Everyone else does that too, making generators get pushed faster. Hell, I think Ruin has the opposite effect, since survivors feel more pressured to complete the generators before doing anything else, so they do not regress.

    Sorry i do not want to derail the thread but i made a thread in bug section like weeks ago, is stalking of myers fixed? Did you use any FoV changing perks?

  • @Aven_Fallen said:

    I did not experience that so far, but I know from the Forums that some Killers think it is a cool idea to use Moris and all that other Stuff to "punish" Survivors for a change they did not ask for. Which is very mature, of course.

    Actually plenty of survivors asked for a nerf to ruin. Just use the search function.

  • @Shirtless_Myers said:

    https://forum.deadbydaylight.com/en/discussion/comment/982238#Comment_982238

    Then you eat the DS so it's gone if they go into a locker. Nobody likes being tunneled straight off a hook so I'd say it's pretty deserved if they get to a locker first. Also, what? Pallet grabs are so rare and normally get cancelled out during the grab animation on live servers it's such a rare occurrence, you're so much more likely to smack them down while they vault. All of this can be avoided as well by just going after someone else.

    Who says you didnt go after somebody else? You can down,hook somebody else and the person with ds active can be on a gen. Do you go search for someone else? You can still eat the ds afterwards. No tunneling, yet somehow ds as anti tunneling perk doing more than it should.

  • @Shirtless_Myers said:

    Ruin didn't need a nerf, and neither does Decisive Strike really. Slugging the person isn't such a terrible thing as it means they're doing nothing for the team during that time and someone else has to hop off a generator to get them off the ground. There's already enough counterplay to where you can essentially make that a dead perk slot on their list.

    Uhm slugging solves nothing unless you slug all survivors. You can force killers to eat the ds, locker was explained but you can also try to force them into a grab via pallet vaulting.

    Communication is a thing, since you know the bleedout timer is long i do usually know how long the person can still be on the ground while we push another gen while you are busy doing whatever.

  • Untitled Image Untitled Image

    This were the old ones.

  • @_VTK_ said:

    Why should gen speed be nerfed if survivors have only 30-35% escape rate in red ranks? You want survivors to stop escaping completely? Where is the logic? Should DBD just become a survivor stomp?

    If anything, the gen repair speed must be faster, because right now we are far away from the 2k / 2 escapes that DEVs set a a goal for balance. Right now it's almost 3k - 1 escape on average.

    Do you know how these stats were made and what red ranks mean in those stats?

    I will tell you, it means a red ranked killer was in the game and the rank of the survivors did not matter at all for this statistic. A red rank killer will most likely bash green ranked survivors. Is this a red rank match to you? Well it isnt to me.

    Oh and before you get any ideas this was stated by the japanse community manager, a bhvr employee.

  • @Aura_babyy said:

    https://forum.deadbydaylight.com/en/discussion/119060/otz-also-gets-destroyed-without-ruin

    I will reply here since I recently have replied that Otz does well without Ruin recently so I feel like you are referring to me lol

    Quite simply, not every Killer is at the skill level of Otz... then their rank is adjusted to a skill level that best suits them to play comfortably in.

    Otz gets destroyed sometimes yes, but he is undeniably a good killer.

    Since you parrot peanits, maybe you can answer the question i asked him about this.

    To what benefit? Did you miss the bloodhunt where constantly noob killer made threads about matchmaking and how it is super unfair to play against red ranks? The mm is so broken due to a lack of killers that being in lower ranks does not matter at all. Because after a given amount of time the cap of +6 will be ignored in order to find a match.

    Edit:

    Checkout the thread -> https://forum.deadbydaylight.com/en/discussion/119040/matchmaking#latest

  • @RandomHyperBeast said:

    https://forum.deadbydaylight.com/en/discussion/119024/ds-needs-to-be-reworked-once-and-for-all

    Anybody who thinks it still need a nerf is stupid. I play alot killer and it's not op. Also of ruin which is the ultimate crutch perk for killers just got buffed. Why does Ds a regular/slightly crutch per deserve a nerf. Especially such a big one like you suggested. It's not so bad to get stunned and if you see them being cocky. Don't pick them up. Just slug like a good boy. Use your brains. And if your were a decent killer you wouldn't say anything. I'm a rank 12 killer who plays against mostly rank 7-8s because of stupid matching and I win most of the time even when 2-3 have D's. If your not a terrible killer or supper ineficiant then D's isn't a very game changing perk.

    You have no clue on the matter at all. Survivors you face are so bad that they do not make it into red ranks while it is ridiculous easy to get to rank 1 as survivor. This is a reason why for example solo q sucks so hard because you can get complete potatoes as teammates.

    You didnt even make it to r1 and keep on babbling how people should relax and if they were any good, if you were any good you wouldnt be a rank 12 killer.

  • @ppo8820 said:

    https://forum.deadbydaylight.com/en/discussion/comment/981752#Comment_981752

    I’m not too worried but I avoid red ranks too. Too many try hards to be fun. Survivor I do red but I won’t as killer. No upside.

    And yet you explain how they should deal with it while you avoid the ranks.

  • @ppo8820 said:

    https://forum.deadbydaylight.com/en/discussion/119024/ds-needs-to-be-reworked-once-and-for-all

    I don’t get why people think this is such a strong perk. I just assume they all have it and leave them slugged for a minute. No more DS.

    Good for you, time management is not needed as killer.

  • @PineTreeKay said:

    https://forum.deadbydaylight.com/en/discussion/comment/981508#Comment_981508

    I will admit, it is harder to apply pressure on big maps like that with a weaker killer, and I can agree with most killers being negativity affected by the new ruin changes like leatherface, plague, Micheal, wraith, clown, etc. But I also understand that nothing is perfect and we will need to find an ample strategies to work around these issues with the new ruin. I just think the new ruin is not as bad as many people think it is.

    We absolutely do not have to find anything new.

  • @fcc2014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/981662#Comment_981662

    It is a shame because i really thought if it made it to console for Xbox and PS4 it might have blown up. Last i heard it would be 2019 but that came and went and haven't heard anything since.

    fear not:

    i think re: resistance which comes with RE 3 might be worth a try and also predator(s)? :D I am excited for both.

  • @johnmwarner said:

    So was this statement accidentally released early, I mean they were clearly going ahead with the change regardless of what feedback they get, but it would have been nice for them to at least pretend for a couple days before they claimed they observed anything to make a judgement on.

    Because for them the perk is really strong. IDK if it is really bhvr monto played against but these were the experts probably.

  • @TheBean said:

    https://forum.deadbydaylight.com/en/discussion/comment/980811#Comment_980811

    Well I'm not expecting to get many upvotes on a post meme'ing butthurt people.

    Prediction...

    In about a week after that update drops in live... Everyone will calm down and be back to playing again... Whether is be survivor or killer. People that quit playing cause of updates like that, most likely weren't having too much fun in the game at that time, and a break probably will be good for their mental health.

    Reality is however that due to the decisions bhvr made survivor q, get longer and longer. I have been sayin this for a long time. For me it got to the point that we spend more time waiting for a game than actually playing the game, that is far from fun.

    People quit for many reasons, might take a look why new players actually quit the game. I doubt you should make assumptions on the mental health of other people as you didn't study psychology or anything to make such statements.

    I do know that you just try to provoke people in order to get any kind of human attention, that is really sad, you know being so desperate for that.

  • @PokemonGOPlayer said:

    Have you considered learning Nurse? I understand that after the nerf it's a complete annoying mess to learn but if you enjoy this game and don't like loops that could be a workaround.

    Do me a favor, just play nurse. Do a blink when the basement is near, you will get sucked into it no matter where you aimed. Also try to play on "Sanctum of Wrath". Enjoy!

  • I assume there didn't go any thought into anything.

    Otherwise they wouldn't come up with ruin is equipped due to emblem.

  • @Xerge said:

    Wait until they release the new dlc with a perk that does what ruin already did. What will you do then?

    Not buyin it because it will either be another bandaid or a bait and switch like they did with MoM.

    I am done with it, either they fix the game and adress serious issues with it or i am not going to support anything from them any further.

  • @TheBean said:

    https://forum.deadbydaylight.com/en/discussion/comment/980773#Comment_980773

    i guess... But I bet there is a bunch of people who play killer who don't care about the changes. Plus those who play survivor now cause of the crappy queue times. Faster queue times means more people will play that side.

    Not everyone just focuses on one side of the game.

    The really sad part is, you keep posting that "meme" in every thread, spamming it, you dont even get upvotes for it. Dude keep talking about skill when changes happen due to the likes of you being unable to hit a skillcheck. 🤣

  • @edogast said:

    No one wants to do generators, especially lower ranks and new players. We are too afraid to touch generators because killers know exactly where the generators are and the generators are so loud it practically gives our position away (THANKS TECHNICIAN YOU SOLVED NOTHING). We hate being sitting ducks and with Hex:Ruin our motivation to do generators went from 20% to 0% and we end up hating the game, not wanting to play dead by daylight anymore. Hex:Ruin is Toxic to us newbies who can't even hit regular skills check, and with the fluctuation of ranks, we're bound to get a killer who has Hex:Ruin on anyways. Did you know? there are a lot of grey rank killers who have all the perks unlocked, so rank doesn't even matter anyways.

    "BUT WHAT ABOUT THE GEN RUSHERS, YOU CLEARLY NEVER PLAYED KILLER BEFORE"

    well you see, when a survivor is hooked, all the other newbie survivors will stop doing generators and try to save the hooked person just to end up getting hooked as well, it's a cycle of trying to save but getting hooked instead. If you're getting Gen rushed then it's completely normal, you are not supposed to get 4k every game. You think a killer getting 4 kills in a game is a normal occurrence? you should think again. BVHR actually want new players to play the game and enjoy it, Hex:Ruin just sucks the soul right out of survivors, of course veteran players will argue "why don't you just run the perk small game?" "what are you talking about? hex:ruin gets destroyed by the first minute of the game", yeah but you are forgetting those OTHER GAMES, where newbies are just mad, frustrated, running around the map just to never find a ruin, they don't know the exact spots where ruins would spawn yet.

    And aren't you bored of having Hex:ruin on EVERY build when you play as a killer? A newbie is not going to have the HAG unlocked, when you have Hex:ruin on you're always paranoid who's cleansing your Hex:ruin, and when you get your Hex:ruin cleansed within the first 1 minute into the game you get this sense of despair. Is that """FUN""" I rather run around freely getting Gen rush then getting salty the moment my Hex:ruin gets cleansed and tunneling that one survivor who cleansed it

    I think BHVR did a right thing for creating a more friendly environment for new players and noobs. It's a lot more fun now that Hex:Ruin will be gone. New players can live freely without the PTSD of Hex:Ruin

    So you basicly want a game without any challenge? Do you mind asking me what the point of playing a game is where 2 teams are when one side has to lose if you can not take any challenge at all?

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/979829#Comment_979829

    I read the blog. I understand why people are pissed. I was personally disappointed in both it and the Ruin changes, which in my opinion don't benefit either killers or survivors (but that's another discussion).

    I'll say it one last time, because honestly I'm getting tired of repeating myself on this topic: I get why people are pissed. I do. If you don't want to leave feedback, if you think it won't matter, that is entirely up to you. I disagree, so I'm going to give feedback, even if it doesn't get taken on board, because if no one says anything then it definitely won't. No one is forcing you to leave feedback if you think it's pointless, but if you have a problem with the way the devs are communicating, there's no point taking it up with me.

    You do see in which state the forum is since the announcement, how much more feedback do they need?

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/978783#Comment_978783

    If you want to interpret that from what was said I can't really stop you, but all they've actually said is they were happy with how the perk ran during their internal testing. It's true that the Ruin changes weren't asked about in the survey, and honestly I don't know why that is, but there is still the feedback subforum.

    Yes, it is entirely possible that they're going to push the changes through regardless of what the players say. But too many people are treating that like it's already confirmed and not just a possibility. The fact is, we don't know what they're going to do until they've done it. In the meantime, if we want change to happen, all we can do is use the avenues available to us, like the feedback subforum, to make our opinions heard.

    Did any of the feedback change what happened to nurse? There was a full subforum of it, instead you got one liners about how good mindgame potential is when she turns into a 115ms killer.

    Was any of it regarded? Oh yes, they removed the permanent peeeb each time you would gain a blink back, much wow.

    Did you read the dev blog? Go figure why people are pissed. They do not even understand why ruin was used by 45% of the playerbase. Lets talk about the situation when ruin makes it to late game lol. Name 3 benefits about the new ruin and it is completely about how the new ruin benefits survivors.

    When they post stuff like that, it just shows.

  • @TheLegendDyl4n1 said:

    I'm sorry monto but no more slowing down the game "just a lil bit" I'm sorry but even with over 50 days played it's still hard to hit great skill checks with ruin, and considering all the nerds "op" survivor stuff has been getting this is a huge relief so at least we know the devs are trying to make the game feel less annoying for both sides.

    Imagine to be so bad that you are unable to hit a skillcheck. You are the very reason why survivors have a bad rep.

  • @antgnstea said:

    When I read the notes, I expected to see the most obvious frustrating part of Ruin.. Spawn location. How survivors just spawn on it and ruin gets cleansed in the first 30 seconds of the game. But all the reasoning behind the change listed for beginner survivors. I agree it wasn't useful red rank killers or purple ones who faces red rank teams all the time. Because of hearing it cleansed before I got to check even 3 gen, or good survivors cleansing it out of curtsy when they are leaving, I thought it wasn't a popular choice in red ranks. Is that why killer frustration wasn't included when you made these changes?

    Don't judge before try. Yes but I know I won't properly test it out in PTB, due to lack of players and long que times.

    And before trying it, as a player who put some time in the game, I can tell, this new end game pressure perk will have no power when it's already cleansed in the first half of the trial. If I run NOED against red ranked survivors, it does not even activate, so what makes you think ruin will stand till 2 or 1 gen been left?

    Also you identify Ruin as a high reward for little effort risk perk. How that changed with the rework exactly? Still my only main effort would be keeping Ruin from cleansing, or no benefit at all.

    If this was a basekit change for killers, or a perk that doesn't involve totems, I could agree the pressure it may cause, but right now I don't think you changed this perk with killers in mind at all.

    TL:DR How about killer frustration part of ruin? How we supposed to apply pressure at the end of the game when your totem cleansed before get there?

    Simple you make the perk so bad that nobody will equip it, than nobody complains about spawn locations. Because they couldn't get that ######### done in years.

  • @Fibijean said:

    Don't ask me why they didn't put it in the survey, but if you want to give feedback on the Ruin changes you can do so here: https://forum.deadbydaylight.com/en/categories/3-5-0-ptb-gameplay-feedback

    They had a full subforum regarding feedback to the nurse changes, it did not matter and neither does anything matter now.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/968750#Comment_968750

    There's also Pop Goes The Weasel, Thanataphobia, Dying Light, and others to help you out. The new Ruin also helps slow things down by regressing generators, although you'll need to put in some effort to keep them off the generators. Whenever you hook a survivor, people have to make the choice between leaving the generator and having it regress or committing to the generator and risk getting pushed off (BBQ, for example)/the hooked survivor losing a hook state. I'd strongly suggest giving it a try, it's actually very good.

    Cool story care to explain how any of the ones that you mentioned help any 110/115 killer to get to the gen before it is done? Makes me wonder if you actually know how/why ruin was used at all.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/978972#Comment_978972

    nah, the new players just play survivor because its more appealing and easy. thus, they are being catered to by removing things that are "unfun" for low rank survivors.

    Sure but when you look at the reviews, people who do drop the game and do not recommend it say clearly that bugs are not being fixed in a timely manner, camping/tunneling killers which will increase as bhvr increases pace of the game again, dlc/paywall and optimization.

    None of what they do adress with the ruin nerf, instead they will increase it.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/978919#Comment_978919

    sure they do. A new player has more DLC to buy to catch up than an existing player who just needs to buy 1 or 2 new ones specifically because they're licensed. The numbers growth game is very much on new players, especially with more currently popular licenses popping up. Its not necessarily a nefarious thing, but it is a fact that CAN be paired with some controversial decisions.

    If they would care about new players, they would actually fix the issues these people have.

  • @NoShinyPony said:

    Take a look at it from a business perspective: How does BHVR earn money? Who is the biggest group that spends money? Wouldn't you want to gain new customers and make existing ones happy?

    Of course, these changes are short-sighted. This game can't exist without a significant amount of happy killer players.

    You know how they earn more money? By new players who stay in the game while keeping dedicated fans happy. Take a look at steam reviews and metacritic, just filter for bad reviews and check why people actually drop the game. It has nothing to do with skillchecks but with bugs not being adressed in a timely manner, dlc/paywall, camping/tunneling killers and poor optimization.

    BHVR doesnt care about new players.

  • @Huff said:

    https://forum.deadbydaylight.com/en/discussion/comment/977247#Comment_977247

    Touche

    https://forum.deadbydaylight.com/en/discussion/comment/977145#Comment_977145

    Not saying all players are bad if they use ruin every game. Just from what a majority of people sound like on the forums, they rely on it to "win". That doesn't sound amazing to me. Don't take it the wrong way though. As I said, ruin =/= bad killer automatically.

    Ruin basicly fixed the problem of a killer being able to get into the first chase, down someone before generator(s) pop. If it went down by then, fine, if not great. The perk did the job it had. I do not understand the reasoning of bhvr, look at reworks for killers, difficulty gets increased everytime and nothing is made easier meanwhile as survivor people can not be bothered to hit a great skillcheck.

  • @53nation said:

    @crossboy Marketing may have been a poor word to use. But it is nonetheless a product that they want to see grow, and eliminating ruin will slightly reduce the learning curve for new players. New players in the coming months may be more likely to stick around.

    You should check out why new players actually do drop the game, take a look at steam reviews and filter just for the negative ones, you can do the same on metacritic if you like.

    The reasons are -> bugs, camping/tunneling killers, dlc/paywall, poor optimization

    Eliminating ruin, is increasing the pace of the game which leads to killers doing exactly that why new people who can not deal with that leave the game.

  • @FireHazard said:

    @Endstille

    Ok so, I just tested The Nurse at Yamaoka's Wrath... here's what I found for you.

    The map still blocks 90% of her blinks, statues can't be blinked through or around in chases most of the time unless done so at an angle, a lot of loops like that L-Wall and T-Wall loop with the rock spawn also blocks the blinks, and most of the middle part of the Sanctum of Wrath has a lot of deadzones going around, and through it.

    I also kept getting sucked into the basement (because the basement spawned in the middle of that map), even when I wasn't blinking into it or directly at it, facing the basements room with a blink will mostly suck you into it.

    So what does this mean?

    It means the issues are still there... at least in the PTB. I can't blink most of the time around the center of the map and even around certain loops with rocks... since any loop with a rock stops my blinks for some reason, even if I loop up all the way or down.

    So basically, no, this wasn't fixed in the 3.5.0 PTB. If you want to post this in that PTB bug reports, than please do, as it's still an issue for The Nurse.

    Thank you for the effort/time put into this, much appreciated. I guess i will post that tomorrow in the bug section.

  • I just planned on taking a break but I doubt i will return.

    I remember they were mentioning other objectives for survivors but I do not see that. I sit at red ranks on both sides, i enjoyed playing dbd with my friends. Recently we play less and less due to longer waiting times and it turns out we play actually less than we actually do wait for matches. This includes lobby dodging and just sitting there, talking and doing other stuff. I doubt this will turn for the better.

    So when we started we all had to learn stuff, mechanics and so on. It is part of the fun to get good at the game.

    When BHVR cares about new players they should do a better job at explaining the game to them and not write stupid advices such as "drop a pallet as a distraction".

    So instead of adding anything meaningful to the game, be it objectives or something challenging they make it easier for everyone playing survivor.

    Thanks but no thanks I don't need the devs to act like overcaring mothers that watch their kids on the playground. I want challenging, intense matches where gg actually means gg. Seems to me bhvr want to remove any challenge in the game and by the pace they update maps nobody will be left playing the game.

    Maybe check in after a few weeks and see what is what and if they actually changed anything or but I lost my hope and faith in them.

  • @ppo8820 said:

    https://forum.deadbydaylight.com/en/discussion/118518/reworking-ruin-is-the-best-change-theyve-made-to-the-game-in-a-long-time

    As you can see in this forum. Some Killer players don’t actually want to get good or use skill. They’re used to easy games and will defend it with vigor. No one wants to adapt or grow, just want 4ks. I was getting 4ks by rank 15 killer. As survivor it took until rank 8 where I could outlast a good chase.

    You do not understand the problem very well do you? Honestly imagine you talk about skill when in reality, you are a boosted potato that does not belong in red ranks because he can not hit great skill checks.

  • @ppo8820 said:

    I know. It’s concerning just how serious people take this game. There is clearly either some mental illness or these posters are 11-14 years old. That’s the only way I can explain it.

    I know they’re trying to come off tough but to me it looks like whining and being pathetic. Shrugs.

    So I assume you have studied psychology?

    You know what is even more pathetic? Little kids that troll on internet forums other users in order to get any kind of human attention.

  • @RuneStarr said:

    First they came for the Freddys, and I did not speak out—

       Because I was not a Freddy.

    Then they came for the Legions, and I did not speak out—

       Because I was not a Legion.

    Then they came for the Nurses, and I did not speak out—

       Because I was not a Nurse.

    Then they came for me—and there was no one left to speak for me.

    -Me, 2020 when they end up killing Billy but play it off like a good thing because "Oh look we gave him ultra rares so he can fill his brand new gauge bar slightly faster!"

    We all know it's just a matter of time before they bring every killer down to be rank 20 friendly based on the tone of their latest "designer notes" post :(

    That isn't a bad thing.

    I think the reason why low rank killers are being matched with red rank killers is due to a lack of red rank killers. The mm gives up at a certain point and matches you with whatever this will however drive even the noobs away and the ones that deranked to be spared from these stressfull matches.

    At some point, survivor will start to complain about fixing their matchmaking as it takes way too long to find a match. This is maybe the thing bhvr needs in order to realize that they made it so undesirable to play killer that they need to change aspects of it.

    Maybe it is too late by then and some can sit back and say told you so.

  • @Groxiverde said:

    Nerf the Hillbilly.

    I assure you that the killer playerbase will drop to negative numbers if they nerf the hillbilly. He is the most balanced killer in the game, powerful but at the same time loopable as an m1 killer. He is the perfect killer and this game needs more killers with a high skill cap like him. Most of the people at red ranks, killers and survivors, love him.

    If you ever touch the hillbilly I think this forum will explode more than ever.

    Btw, Yeah I know BHVR doesn't want to kill their own game, this is just a "warning" for them. Just don't do that.

    I am afraid you are too late. They already stated that his addons and the addons of bubba will receive a rework. Look at nurse, so prepare for it.

  • @ppo8820 said:

    https://forum.deadbydaylight.com/en/discussion/comment/977306#Comment_977306

    Tru3 isn’t a good example. The dude is non stop complaining about swf and how hard playing killer is, yet he gets 4ks in almost every game.

    Someone mentioned in another thread that he said that he is glad that red ranks are full of bad players and if every game would be against good survivors he would stop to play killer. And opinions or arguments should not be argued about whether you like the person or not.

  • @[Deleted User] said:

    corrupt intervention say hi :D

    You keep acting as this perk is any good, when in reality we walk a few meters further and it just prevents survivors from 3 gen themselves.

  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/977238#Comment_977238

    Your analysis lacks nuance.

    His stats are like that because stats mean nothing at the level Otz and other streamers play. Most of the playerbase is not that good at the game, even at red ranks.

    You can't argue that and then disagree that Freddy is the best killer in the game, for example, which he very clearly isn't,

    I just pointed out he is not as good and also exaggerates from time to time but ok. Also Trapper has potential other killers do not have.

    @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/977056#Comment_977056

    A good Billy rarely but a bad one that misses half his chansaws? Quite Often. The same can be said for most other players what are good with any killer. I don't see them camping as much.

    Take the Spirit. Why do so many using a strong killer instantly come back to the hook? What is it that makes some what to instantly 4k in as little time as possible? As I said its a mindset which is extremely hard to change.

    https://forum.deadbydaylight.com/en/discussion/comment/977060#Comment_977060

    That is becasue they don't want to increase pressing m1 and they instead concentrated on chase times. Hence the pallet and window changes along with time changes. It seems they would rather concentrate on good play rather than just making it easier for the masses to do well without learning to run certain spots better.

    Killers can end the game in under 3m its been shown many times. What that comes down too is a difference between good and bad players but for some reason being able to be the better player can and should apply to only one side it seems.

    If you wish to argue a point please be better informed on what does happen in the game. 4m games are not the norm at red ranks this has already been debunked. What is the norm though is some do lose badly but may be just maybe that's probably once they lose the one perk which has them where they shouldn't be while others that don't know how to apply more pressure.

    https://forum.deadbydaylight.com/en/discussion/comment/977071#Comment_977071

    Yet most meta perks are called crutches on both sides. What is a crutch of course depends on what side they play and why it needs to be looked at from both standpoint. When a perk helps someone get to stage they shouldn't is that perk helping or carrying? That is the question you need to ask about certain ones and why a change is needed.

    I'm all for a toolbox change. I have posted a few times recently that I think they should be made more to combat slow down effects and a hard cap on max gen speed needs to be set so perks and these items can't stack too much and make them go stupidly fast.

    Two wrongs don't make a right and being objective means we should be looking at both aspects and never assume one is ok with the other being too strong.

    The question than is why you even get caught by the bad one in the first place but also there he just wants to get at least one kill. The other simply leaves because he knows there is still time most will however try to get another stack of bbq.

    Why do strong killers return? Well as I said, it is yet the most effective way for them to apply pressure and get the snowball going.

1 … 21 22 23 24 25 … 39