FrndlyChnswSalzmn
FrndlyChnswSalzmn
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Nurse. She is effective, gets kills and can control the map. That's all a Killer needs and she has it. No reason to play anything else; My fun comes from winning.
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She was overnerfed. What Survivors and BHVR don't get is if a Killers have two types: S-Tier strong and F-Tier useless. There's no good reason to play anything but the best Killers; medicore killers are just for dailies and challenges.
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@throwaway79465468797 said:
Takes 14s to set up CoH and ~3s to remove it....
So? they just rebless it. There's no point in even snuffing them.
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Because BHVR hates Killers. Duh.
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Yeah, no point in playing normally anymore. Just tunnel hard and hook. No other way to play.
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I'd give BHVR my money instantly. But I doubt it'd ever happen :(
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It needs something, because right now it's useless except in VERY niche builds.
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@rowleyfan3620 said:
https://forum.deadbydaylight.com/en/discussion/comment/2675472#Comment_2675472
I receive your words. I tend to really really get nervous when it comes to any sort of behavior policing (pun intended).
Yeah. I feel that, and I appreciate your very reasonable response. Those are hard to get on these forums.
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You stated an (incorrect) fact. That isn't an opinion. Learn the difference. Now gonna ignore you until you engage your thinker and turn off your feeler, because I refuse to take anyone seriously who says....
@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2675420#Comment_2675420
You still have a chance at going against these players, when you first encounter a team like this you're likely gonna lose, take that loss as a learning experience, I'd even go as far as record the game and rewatch it and you can see what exactly you could of done better, the next time you encounter a group like that you can prepare yourself and know what to expect
There are very few games that I consider unwinnable, there is usually something I could of done better.
We already knew that. 'can win' is not what was being argued. 'Fair and balanced' was being argued.
Do try to keep up.
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@dspaceman20 said:
Doesn't it deactivate when your unhooking?
How it works is you unhook the person who has DS, then run and the unhooked with DS bodyblocks for the unhooker. If you down the unhooked, they DS and both escape anyway. It's even worse if the rescuer has borrowed time; guaranteed two people escape, every time.
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'Anti-Tunnel perk' 😂
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@ThanksForDaily said:
I have 5k hours and i like grinding. It keeps me motivated to play this game but this is way too much with all these perks, the bloodweb bp prices and the useless items/offerings.
I agree some useless offerings like fog bottles need to go, or we need a way to refund stuff we don't want for some amount so it isn't a total loss; maybe half value.
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Truth.
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@RainehDaze said:
As someone who only started playing recently, yes it is.
Forget having all meta perks levelled on everyone, how about just having them at all? Or being able to do anything in the current game environment with most killers without the additional benefit of perks?
Pretty sure this would also by far harm killers more than survivors, since "screw you, P3 everyone you might want to play to get free perk selection". Can't fall back to one character and get the same play experience.
Nah, it's not. Do challenges and dailies and play Killer to grind out BP super fast. I got Artist to P3 from almost 0 bp and 0 shards in less than a day.
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And yet Survivors complain about not getting enough BP compared to Killers, yet refuse to play the side that has it harder and gets rewarded with more BP.
Amazing.
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@xili84 said:
https://forum.deadbydaylight.com/en/discussion/comment/2675461#Comment_2675461
Spies would be useless against the team I ran, Cause they made themselves known willingly, every time I downed someone (always on a pallet), 2 of them would run in my field of view to let me know that I could not pick him up.
They forced me into a slugging playstyle, which is VERY hard to pull of against these teams. At one point I had 3 of them slugged ontop of one pallet and after I hooked one he used deliverance to then pick up another guy. So now 2 flashlights are back in play with one on the ground... It is an endless "haha in your face" bully squad style.
Okay?? I never said it would be of any use to you there. I was giving an example of a situation in which i knew someone was going a certain way and had no means of knowing my route without someone telling them.
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@rowleyfan3620 said:
Just faced a really nasty camping Bubba. He got the 4k, and then proceeded to insult all the survivors in the post-game chat.
It's okay, I've been around Dead by Daylight long enough to know that I just gotta accept these every now and then. I'm a DbD dumb monkey brain and addicted to playing, so I'll keep disrespecting myself and playing the game. But, like any good monkey brain, I did my part and reported his profile for insults and gameplay abuse.
Out of curiosity, I checked out his Steam Profile, and there are many people who have left scathing angry comments. So I can't imagine that I'm the first to report him.
Which forces me to ask -- if THIS guy isn't getting banned or suspended, who is? Is the reporting feature in DbD just a visage? Does anybody know anybody EVER who has gotten banned/suspended? What did they do to get that?
No rules broken so nothing to report.
@rowleyfan3620 said:
https://forum.deadbydaylight.com/en/discussion/comment/2675412#Comment_2675412
This is a great point. I think there is a balance to achieve. There's what is considered "legal" and "illegal" per the rules of the game (i.e. camping), and there's what's considered "legal, but dirty". Perhaps there's room for conversation to flag an account if they've received a certain amount of reports per hour played, or something like that. If even just to reach out to them and see what's going on.
The danger is in the game supporting/allowing nasty behavior and driving people away from the game or even out of the game altogether. Not necessarily me, because I am an addicted monkey brain, but thinking of the new free to play community coming in through Epic Games.
No, there isn't any room. Unless we're going to 'flag' people for doing things Killers dislike, too. This is just garbage players trying to get revenge because they lost. And nobody's being driven away. the game's player count has remained steady or risen since it's inception aside from a few dips, and I was one of the players who actively tried to get people to boycott the game many times. It barely worked.
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@xili84 said:
https://forum.deadbydaylight.com/en/discussion/comment/2675438#Comment_2675438
Except I have thousands of hours under my belt and it is not my first bully SWF. :D I love how you like to discredit my as a new player. read the comment above me as I won't repeat what he said. But he states 100% facts.
Except I have thousands of hours too and I've been playing this game continuously for five years. I know when someone is an SWF or not. It's super easy to tell when you hook someone, detect an incoming survivor via Spies (nobody runs Calm Spirit or bothers crouching past crows so it's 100% effective) and then go a roundabout way to intercept them but they already turned around or changed directions and every time you maneuver to intercept they do it again. This is even with 0 terror radius and no red stain.
Now try another one.
image_2021-12-03_130543.png -
@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2675337#Comment_2675337
They gain information, and while that is strong that doesn't make them a better player individually, these people will still make tones of mistakes that can make the game turn into your favor
SWF isn't the reason why you keep losing games
Now you're just lying and insulting everyone's intelligence. It is an advantage they did nothing to earn and going 'but their skill makes it not matter' is bullshit. The fact that SWF can utterly negate numerous Killer powers, perks and strategies is undeniable. Please stop being disingenuous; you know that's true or else we wouldn't be having this conversation.
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Run Spies From the Shadows or Scatched Mirror Myers. You'll quickly see just how coordinated these 'solos' are.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2675262#Comment_2675262
SWF doesnt automatically make people better at the game... they arent this death squad that has it out for killers, they are 4 individuals who gathered around to play with each other
Also you will lose against solo groups, no one plays perfectly and every one makes mistakes, even streamers who play this game for a living makes tones of mistakes, doesnt matter if SWF is involved or not
Going against a group of friends and beating them shouldnt be a measurement of skill, hell I have multiple groups I play with, one of them theyre all basically new players and another were aiming to become a comp team, but we don't play anything like we do in our scrims
You should recognize yourself getting better, and identify things you are doing wrong and correct these mistakes for future games, set a realistic goal for that play session, thats really how you improve.
'The Killer is over here!'
'He's chasing me, do gens!'
'Killer's totem is over by <insert place here>'
'It's <insert Killer here>' (before anyone else has seen the Killer)
'They're running <insert perk here>'
'Killer is coming toward your gen, run!'
See, it's not that anyone thinks SWF makes you more skilled - quite the opposite. But what SWF does is give you tons of free information. Now stop with the false narrative; nobody thinks SWF are always gods. They just get unearned advantages.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2675249#Comment_2675249
I’ll take the DC over the bot who’s too afraid to do a generator, unhook me, or do anything else but run away at the faintest heartbeat. And not blow up my gen every skill check they get.
Fine. Give me tokens and all benefits of all hooks i would have gotten when they DC and I'll call it even. And don't allow the hatch to open or appear for a good 30 seconds after a DC. Then people can ragequit to their heart's content and I won't care.
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@katoptris said:
Just like how killers can't admit they're using a sweat build survivors can't admit they are sweating too.
No such thing as a sweat build and 'sweat' as a term is a stupid one only lazy, entitled children use because they hate seeing others put in effort.
Make of that what you will.
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I've had this happen. it's because they want to play like ######### to win, but don't want to be called out on being scumbags. People like to do bad things but not look bad. It's human nature.
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K. Game stays bad, then.
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@dspaceman20 said:
Personally I find Blight to be the most funniest killer to play against. Spirit I think is more fair and healthy and promote skillful inputs on both sides.
However I still feel I need iron will to have an better chance against them. I just don't think it's possible to do anything against a Spirt with the best headset and me without iron will. I could be wrong but thats just me.
I hear people bring up headsets like it matters. Do people NOT play this game with headsets? Why would you do that? Do survivors do that? Are you one of those people who plays music while DbD'ing and then is surprised when you get snuck up on?
So many questions.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2674481#Comment_2674481
I wish there was more of her. If only people could realize the potential she still has :(
Potential is great, but it requires work to realize. Work you can put into a better Killer like Nurse and get better results. no mindgames, just absolute certainty. if you're better, you win. Period. That's why Nurse is and has always been #1.
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Blood Warden just keeps them there for 60 seconds during which they just go hide in a locker and only works if you hook someone after the gates are open. That's why it isn't meta - if it was good, it'd get used more.
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@UMCorian said:
IMHO: This is the biggest problem with playing Killer at most levels of DBD - if you don't 3 or 4K, the game feels like you lost.
Take Survivor, you can still objectively have a fun, rewarding experience even if the killer 3Ks. Hell, sometimes even dying to insure the killer only 3Ks is still a fun, rewarding experience.
Imagine how bad this game would feel like as a Survivor, if even if you escaped, you felt like it was a loss unless everyone also escaped?
Yet, playing killer, failing to kill 2... and watching the survivors teabag you in the gate until you eventually escort them on their way feels like a loss.
Whether this is a community created perception image or something the game somehow cultivates, I think everything would get better if they found a way to fix this... because right now the Devs balance the game around 2 kills, 2 escape. Because of that, they're always going to seem to be against killers... because the very nature of their game design is to balance the killer around having a game that's perceived (by the community) to be a loss.
The game needs to feel better for a killer who only gets 2 kills... if this is how the Devs want to balance it.
You have hit upon something I was unable to adeqately describe for all the years I've played this game, but yes you are quite correct.
@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/297634/as-a-killer-the-game-feels-bad-if-you-dont-4k
personally, I'm honestly not focused on the end result, but the fun I had along the way.
I know that must sound cliché and stupid, and I'm not ignoring some questionable design choices, but (personally) I can play to win, and I can have fun without winning.
Yes, that's exactly how it sounds.
@[Deleted User] said:
They really need to rework how gates work. As well as how DS and other second chance perks work once the gates are open.
Doing stupid things should win you stupid prizes. Like with any horror movie trope people do stupid thing and die cruelly.
This isn't the case for this game.
Get rid of t bagging, put a 3 second delay on crouching after standing up or debuff the players speed for tbagging.
Gate camping should just have the entity lock the entrance until the survivors leave and comeback after 30 seconds.
DS and DH should at the very least be disabled in the gates zone or by the open gate too.
I have long felt that ALL Survivor perks should deactivate in the gate area and they should not be able to crawl out for a time after they get downed. At least a few seconds; that'd make them a lot keener to get the hell out instead of staying to teabag and bodyblock.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/2669324#Comment_2669324
Dayum, you are either awesome at little-trolling and just going over the top a little bit, or super based. I go for the latter. Now get in there and give the fair playing killer a mercy hook.
I play games for fun and for me the fun is from having as fair and balanced a contest as possible. No game is perfect, but every game is made better by promoting people playing in the intended spirit.
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@TransverseCaster said:
It doesn't require intelligence, just common sense. The problem is playing with solos is that you can't help people if they're not paying attention. Case in point: The Meg gets unhooked and crouches down under the hook for a heal. I have We'll Make It for double healing, but if we sit under the hook the Artist is just going to crow us again. I wave her on. It's 50/50 shot if she follows me at that point to get out of the way.
A better counterplay mechanic is to alert the entire map when she sets crows. That way you can predict whether you're a target or not. If you're on a gen or getting an unhook. Maybe put a delay to the alert in, that way they can't just hit the three obvious areas but can still get some hits in if they single crow.
No. She's fine. Stop thinking up nerfs for a Killer that doesn't need them; I already can't find a reason to play her over Nurse as it is.
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@Feyd said:
https://forum.deadbydaylight.com/en/discussion/comment/2668871#Comment_2668871
Then we need the option to hold shift and prevent an unhook just like we can prevent a heal. We can't help what mouthbreathers we get paired with unless you *always* play with 3 friends. And we all know how much you don't want us to always play with three friends.
Agreed. But doing so should make it so you cannot be unhooked by any means for some time period; say, six seconds.
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No. They are doing the right thing and you are in the wrong. Deciding to not play the game screws it up for the people who, unlike you, aren't too weak to play their best and try to come back.
Nobody do what this person says. They are the kind of mentality that truly ruins this game; the kid who flips the table when he's losing at monopoly and always has a crappy, defeatist attitude.
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@fogdonkey said:
To all the killers who say tunneling is a strategy and often a must: maybe then you should face weaker survivors who you are able to defeat without tunneling. Didn't you think about that?
Did you even think about this insanely entitled, weak-minded statement before you wrote it?
Go take a moment to re-read it. Twice if you have to. Then if you honestly come back here and stand by your statement above, I'll know to ignore you from now on.
go on. I'll wait.
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yeah. before then it was (and actually still is) just an extra health state.
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So a Killer in a Horror game is actually disturbing and you're like..nah, no thanks?
That says it all, right there.
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@SuperSaiyan4GT said:
https://forum.deadbydaylight.com/en/discussion/comment/2669115#Comment_2669115
He's sort of right though. Survivors can complain about a killer and devs will say it's balanced. Killers can say something is too op and it's nerfed within days
Are you kidding? We begged for nerfs for all of the following for YEARS:
-Decisive Strike (Took 3 years IIRC)
-Dead Hard (Actually got BUFFED)
-Pallet vacuums (took years)
-Infinites (Took years)
-Flashlights (again, years)
-Brand New Parts (YEARS AGAIN!)
I can go on if you like. And some of the stuff we hate got buffed to be even more miserable.
Now i'm done with you. You obviously have no idea what you're talking about.
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@nicnc82 said:
https://forum.deadbydaylight.com/en/discussion/comment/2579683#Comment_2579683
They don't cater to either. And they shouldn't. But I feel like they give in to killers crying more. And I'm even a killer main. It's embarrassing how much killers cry.
But this has to be a troll post
No, you're not. Please don't insult all of us by trying to say you're a Killer main.
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@TacitusKilgore said:
https://forum.deadbydaylight.com/en/discussion/comment/2669006#Comment_2669006
Spirit was released a year and a half later
I never thought spirit was that strong, so not much of a statement. And now she's utterly trash to me. Literally, Nurse is the only viable Killer far as I'm concerned. All others are garbage.
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@FreshCoal said:
Either make decisive strike basekit or something because the amount of killers that just turbo-tunnel and follow you for 12 seconds after an unhook for a free kill is getting on my nerve. Just played a game where the same teammate farmed me twice and I went from a 1 and a half minute chase for the first hook only to have the killer get the second and third hook stage after 30 seconds. WE NEED BUILT IN ANTI-TUNNEL.
This won't help. As long as gens fly by, we'll just tunnel harder to win.
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@TacitusKilgore said:
https://forum.deadbydaylight.com/en/discussion/comment/2668917#Comment_2668917
Its even crazier when you consider who she was released alongside of. You've got "Man with traps." "Invisible man." and "Chainsaw Man" and then you'e got "Woman who can literally move through walls"
she never fit into the game from day one of release.
Good thing we got her or we wouldn't even know what a decent Killer looked like.
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@Thunderfrog said:
I see a lot of people poo poo dying light, but I'm not sure why. Any perk that averages around 15% gen slowdown in exchange for a heal speed buff seems like a good deal to me.
I mean, since heals are already INCREDIBLY fast, giving one survivor who is healing people a 3 second shave off seems pretty minor. You were either there to stop the heal with pressure, or not. That speed buff made very little difference the way I see it.
It's not. Like most perks, it's better depending on playstyle and comboed perks. I run it on Nurse with Sloppy Butcher, Nurse's Calling and Spies. Total map awareness at all times.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/295708/the-game-has-become-unplayable-for-killers
And this is why I put in the work to master nurse.
Nurse says ######### you to dead hard, can easily (once mastered) chain/follow up with hits and maps (outside those with two floors) don't tend to mess with her.
This. BHVR wants us all to just play Nurse and I recently put in the work to learn her. My problems are over; I win or lose based on my skill and nothing more now. All other Killers are trash and I say this as someone who enjoys the other Killers in theory and used to main Myers, but ultimately losing and having 3 people teabag at the exit gates or mob up to take protection hits then scattered stopped being fun.
Nurse solves all those problems with her crazy mobility + good perk selection.
I run Spies + Nurse's Calling + Dying Light + Sloppy Butcher. Total slowdown and domination.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2647789#Comment_2647789
Sure. Whatever you say. It's not like you didn't advocate doing the same thing a few posts ago.
https://forum.deadbydaylight.com/en/discussion/comment/2647758#Comment_2647758
I'm really not a fan of this 'you all just need to get on my level and learn how to play the game' attitude you're throwing around here. M1 killers struggle to control large maps. That's just a consequence of game design and RCPD exacerbates a lot of their problems. On a map where you're at a disadvantage, 'git gud' only works when the people you're playing at are below your skill level. If they know what they're doing, trying to control the whole map will lose you the game. "Impossible" is entirely dependent on the survivors you're playing against. I can win at five gens using only Monstrous Shrine if the survivors are potatoes or run at me to get a save; that doesn't mean it's feasible.
Playing RCPD on an M1 is similar to playing Azarov's or Suffo Pit. One side of the map is dead to you until given a compelling reason otherwise because walking back and forth gives competent survivors way too much free time to work on objectives and because you can't exert pressure when you're chasing people on the wrong side of the map.
Also, you still haven't addressed ranged killers hardly being able to use their powers while being stuck with the full extent of their drawback. Or Billy, who has the worst time here by far of all the indoor maps.
I did not advocate for that. That was just all you saw because of your limited thinking.
I said you should pick out a 3-gen from the start to defend, not that you should do nothing else but that. But if you refuse to be educated, then that's fine. I'll keep on winning where you keep on failing and crying for changes because you won't learn.
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He's dumpster-tier now and off my list of viable Killers. His ADS is just so slow you can't even get hits with the speargun on smaller loops and on big, odd-shaped ones you simply are not catching a survivor until you loop a few dozen times and bloodlust a pallet down. No reason to play him.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2647725#Comment_2647725
Let's not pretend the labyrinthian layout is the only issue with the map. There's only a couple of areas I still get lost in with RCPD (mainly first floor left side, by the top, there's one dead end I always run into), I know how to get to hooks, and I know where gens/totems spawn. It's still an awful map. No-mobility M1 killers have to act like territorial killers and give up one side of the map unless the survivors are completely lost, ranged killers are now 110s that can barely use a power because survivors can constantly break LoS from virtually anywhere, and things like Shadow Step and Lucky Break are the most absolutely murderous that they can be in any map.
Mobility killers, (some) stealth killers, and teleporting killers can have fun in there. Trapper also has some potential fun because the corridors are narrow enough to completely block with traps, though stopping to obtain said traps will be even worse than usual. The rest range anywhere from 'ugh' to 'shoot me now.'
Besides, people learning the layout is in favor of the survivors, not the killer. One of the great equalizers with that map is that people would waste time looking for objectives and you'd get free hook states out of the confusion.
You do not have to 'give up' one side of the map unless you just lack the skill to control a large map. M1 Killers are disadvantaged, but it's not at all impossible or even prohibitively hard to do. I win on RPD more often than not no matter the Killer I play and that includes M1 Killers like Myers and Bubba.
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Btw, my Killers in this order: Myers, Bubba, Nurse, Plague, Nemesis. Of those five only Nurse has an easy time on RPD.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2647725#Comment_2647725
I understand the layout.
The issue is the time it can take me to get from 'A' to 'B', and sometimes this applies to hook placement too. I've had multiple situations where there is simply no hook within range that doesn't go through an obvious 'stun me' pallet.
This also applies to pressuring gens.
Which killers do you play, if you don't mind me asking? I only find this map tolerable on killers with excellent traversal abilities.
https://forum.deadbydaylight.com/en/discussion/comment/2647741#Comment_2647741
Again, I know the map.
On some killers, it doesn't help.
For example, you have 4 gens remaining. You are playing Bubba. You are in the main hall. Two of the gens are off in Narnia to your right and the other two are on the other side of the map to your left.
Which way do you go? Because if you pick the wrong one, both could be finished by the time you pick the right one.
You pick the side that is easiest to defend, then you start getting downs. Ideally you picked a 3-gen to defend from the start and didn't let Survivors finish any of those gens while also forcing pallets down and getting as many hooks as possible, but that requires planning and thinking ahead, which most people can't or won't do.
In other words: Why did you let yourself get in that situation in the first place? if you have 2 gens left to be done and two sets of 2 gens on opposite sides, you ######### up and deserve to lose.
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@RainehDaze said:
"It's not a maze because I memorised it" would apply to every maze in the history of mazes. It doesn't stop them being mazelike or mazes.
Yes, that's exactly what I'm saying. Learn the map and it stops being a problem and becomes an advantage. That's called self-improvement. That's called developing skill rather than relying on favorable mechanics to carry you. That's called...
getting good. Try it some time.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2647689#Comment_2647689
If you don't mind me asking - why?
What is it about the map you like?
I'm not trying to be a jerk, but this is like hearing someone say they enjoy the occasional cat food pizza.
https://forum.deadbydaylight.com/en/discussion/comment/2647693#Comment_2647693
Midwich?
When I first started, I struggled.
You just need to know the layout.
It's basically a big square. At two corners (diagonally) there are stairs. At the other two there are breakable walls to open passages up and down. There is a drop into the main square and a drop into the 'red room' on the upper floors.
As survivor, avoid running into the classrooms unless you know there is a safe vault or pallet in there. Don't do all the gens on one level first, this makes it very easy for me to pressure the other one. The central square is excellent for hiding and the red room is a decently strong loop if you have to break chase.
Because it's a maze and I like indoor maps. Also, I took the minimal effort to learn the map and I rely on prediction to find survivors, so...it's not a maze to me.
RPD is further proof that people are too lazy to bother trying anything that requires even minimal effort.