GooseMan
GooseMan
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- GooseMan
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A good reminder: you don't own anything in live service games, neither you do using Play Station.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3220724#Comment_3220724
Alternatively, nerfing a survivor perk that combatted tunneling to death.
Both, actually.
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If only someone could foresee that nerfing perks that reward spreading pressure will result in tunneling increase.
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Auric cells = money, they don't give you money, you give them money
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I'm running Never sleeping pills, Legion mural, Pain Res, Surge, Surveillance and Dead Man's Switch right now. Simple and works quite well.
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The worst things I heard in post-game chat weren't censored while regular discussion gets butchered quite often. The filter is really, really bad.
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BHVR keeps making stealth killers have big warning sign "STEALTH KILLER IS HERE" so, sadly, this isn't going to happen
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Dead Head
No Mother
We're gonna b**ch forever
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Stretch res problem is bigger than 4:3 monitor problem. Sorry.
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That's the point - this change won't affect most of the matches but it will make annoying matches more annoying and increase the amount of those. That's not the way I would like to see this game evolving.
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You aren't going to win against an efficient opponent if you don't play efficient yourself. As sad as it is, tunneling is necessary in the current state of the game.
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@ElodieSimp said:
Makes no sense, never had a problem hooking on Midwich. it's insanely easy especially if someone gets downed on the second floor.
You are lucky then
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Yeah, if basekit unbreakable hits live I'm leaving the game. It makes the scenario with survivor slugged under a pallet in a decent tile with other survivor around completely unwinnable. You pick up - you get pallet stunned, you chase other survivor - downed survivor picks up himself.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/348174/midwich-needs-more-hooks
No. I agree with you that hook spawns are terrible for killers here. Everything else is terrible for survivors in this map.
If the map should have 0 counters for survivors, please DELETE IT! It has highest killrate. I see 0 reason to buff the map any more
Sorry, but this makes no sense. If you get tombstoned by Myers, do you feel like: "yep, that's how this killer is working, this is balanced". If the map has too big killrates there should be a way to address that either..
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Heah, except killer was buffed only on low mmr, since those killer buffs mean nothing against skilled survivors
Dead Hard was nerfed, but good survivors still pull it consistently
DS was nerfed, but good survivors are using OTR instead so doesn't matter
Basekit BT, effectively extra perk slot for survivors
Gen time increased, but now you have a free slot for Prove Thyself or Hyperfocus
Self-care nerfed, COH is still busted, nothing changed
So we mostly have m1 cooldown reduced and pallet breaking speed increased which is strong against survivors who don't know where to run and how to loop, but it means nothing if someone is looping you into oblivion in double window house on Haddonfield
And Haddonfield and other survivor-sided maps were left untouched
Also, endurance meta makes tunneling kinda appealing. If you slap someone right after unhooking that's a person who doesn't have OTR or Dead Hard anymore.
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I am speaking about how long Nemesis was staying popular, of course. He's still one of the most popular killers since then.
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You remember it wrong
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@Jeromy137 said:
https://forum.deadbydaylight.com/en/discussion/346997/boon-nerf
Because there is a perk that lets you break boon totems it also takes 16-30 seconds just to boon a totem vs you snuffing them out in less than 2
Sorry, but that perk is trash. It does nothing if there's no boons, neither it doesn't counter boons if they are there. You destroyed a totem? Congratulations, now do that four more times since they can just reset it somewhere else and your perk has achieved nothing. And that's why boons have to be destroyable without perks.
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@fulltonon said:
The thing is, they are actually6 looking at all statistics.
So game is not balanced around kill rates, hell, if it were a thing, they would say 50% kill rate is good.
My post isn't addressed to the devs, it is addressed to people complaining about the killrates lately
I'm pretty sure devs actually understand that
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Yeah, I'm also getting lots of lags since the last update. Looks like BHVR BHVR'd something again.
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Let survivors kill each other, no need for killer
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Fear of dogs
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FnaF indeed. Never please.
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@egg_ said:
If you unhook under the killer's nose, and they aren't able to get the trade, that's on the killer
"If you unhook under the killer's nose, and they don't tunnel the hell out of the unhooked survivor, that's on the killer"
There, fixed that for you
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As long as BHVR makes maps like new Haddonfield, Garden of Pain and Eyrie of Pallets bloodlust and shorter cooldowns have to stay to give m1 killers at least slight chance to win. Apparently, this is how BHVR want their game to be: maps stacked with pallets and god windows and killers bloodlusting through them.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/3156715#Comment_3156715
Survivor: I'm sick of being camped and tunnelled at 5 gens
Killer: gets to endgame with 8 spread out hooks
Survivor: omg what an actual noob xd
I will never understand what some survivors actually want out of a match because they seem to have no clue themselves.
Hello? Read the thread before posting please?
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@Ilovezarina5 said:
https://forum.deadbydaylight.com/en/discussion/comment/3156660#Comment_3156660
https://forum.deadbydaylight.com/en/discussion/comment/3156651#Comment_3156651
I mean if there are 4 survivor at the EG I must sucks as a killer lol, Im not against tunneling, my problem is how behaviour makes face camp posible during EG by disactivate some perks, if someone gets tunnel during the match, well its their problem for not bringing at least one of the anti tunnel perks or even exhaustion perks such as sprint or dead hard, but in the EG the two most antitunnel perks are worthless, as I said before if everyone is alive during the EG Its means that I sucks as a killer, Behaviour its giving a free kill by allowing things like facecamp in the EG
You'll have a hard time justifying why giving survivors a free escape in the endgame is a good thing but giving a killer free kill is bad.
And no, if all four survivors are alive in the endgame that doesn't mean anything. You can get there with 0 hooks or 5-6 hooks, the latter means only that you played fair.
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@Ilovezarina5 said:
https://forum.deadbydaylight.com/en/discussion/comment/3156457#Comment_3156457
Fair point, but have you ever been face camped at the EG and your randoms team mates just leave you there cause it was to risky? That is the most afwul feeling in this game
How about the feeling when you hook a survivor in the endgame, he gets unhooked and you can't do anything about that, because he has anti-tunneling perks, and everyone else just sprints to the exit gates after the first hit, so you can't get them either? This is the most awful feeling in the game, not even comparable to getting camped.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/342962/reassurance-part-2
100% the perk did not need any nerf, and was easily countered by not camping or going after the reassurance user. The devs want killers to be able to get free hook trades with minimal effort by standing in front of the hook. I wish they would reconsider, especially with how much more powerful camping and tunneling has become post survivor nerfs.
What do you do in the endgame? Just don't camp lol
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I like his fancy hat. That's it.
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... and this is what you get when super-overpowered survivor perk becomes just overpowered.
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Hell no.
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3140674#Comment_3140674
Why should Killers get a free-hit in the first place, because of blood-lust. Before blood-lust was more fair, now it's a give-me-a-free-hit.
Survivors have free-escape mechanics in this game, so that's fair.
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Walk back and pull them at the same time, then, when they are right at the window, walk forward (don't stop pulling). If they are moving left or right, move back again and walk forward again. Then m1.
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I used to be neutral about FNAF until I actually explored the game and its lore. Sorry, it is a cartoonish horror for kids that works purely on screamers. Better look for a more worthy addition for the game.
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Thank you for your answers guys. Doesn't seem like anything special. I guess I'll just stop playing survivor, it feels too unrewarding.
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From killer perspective, I don't know what you are talking about, I'm only getting very strong competent teams
From survivor perspective, yeah, it's pretty bad now
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@JaviiMii said:
In response to the various "hatch is free" - it still isn't.
It is the game mechanic to account for the game being assymetrical: 4v1 is supposed to be belanced with both sides having a fighting chance. The more survivors are down the more it's in the killer's favour. It's a lost battle and when one survivor is left there are two options: have the game end by default or introduce a new game stage. That's hatch. An intended phase of the game. Just like EGC is. The difference between survivors refusing to open doors and killers refusing to hook someone is that a killer can trigger egc while survivors can't trigger hatch. (And yes, intentionally leaving the last gen 99d for a prolonged period of time is imo comparable- but it's also something I only see squads do that are bullying anyways or when a killer is afk/farming. Maybe that is just me though, so I ask: do you see people do that all the time?)
To those that do it as a reaction to tbags and stuff - I understand your frustration but two wrongs don't make a right. I too resist the urge to get myself a flashlight and join the clicky clicky tbag crowd whenever I outplay a killer and continue to do the 3k+hatch thing regardless of how a survivor reacts to it. Because how is being mean to Killer/Survivor B doing anything about the fact that Killer/Survivor A was mean to me? Except for fulfilling a rather primal desire for revenge by projecting it on someone else.
I had a game at Autohaven once. I hooked a survivor and chased the other one to the workshop. He was locked inside, between me, car and pallet. I was trying to mindgame him, but the other person died and the hatch spawned under his feet.
Tell me how it wasn't free.
It doesn't happen every time, but hatch is not a separate phase - its just a random escape chance for survivor. If killers gets the hatch first - he still gets absolutely nothing, survivor can still escape through the gate. So its a random second chance, and then survivor gets another random second chance. This is what feels wrong for killers about the hatch.
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Don't blame players, blame the game and the devs. BHVR created hatch mechanic in a way it can be countered only by slugging. There is nothing wrong to want 100% of your victory and not 90%.
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@Jasonisanicefella said:
https://forum.deadbydaylight.com/en/discussion/comment/3091232#Comment_3091232
A clear way to really punish camping and tunnelling (as promised)
Solo survivors better communication and buffs
gens back at 80 seconds
COH removed or nerfed into oblivion
Next year then
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Holy Cthulhu, that's a whole lotta text
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This add-on definitely doesn't need a nerf, in no way it is more powerful than any other good killer add-on. It is purple, so it has to be strong.
Might happen anyway cuz BHVR.
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@C3Tooth said:
Intense gameplay
https://us.v-cdn.net/6030815/uploads/EY7E3Z61UMCC/ezgif-com-gif-maker-284-29.gif
I've found Jane on the pic
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Something about hook spawns is broken. Sometimes you get this, sometimes you get areas where you can't hook a survivor at all.
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@NerfedFreddy said:
Literally irrelevant
pre-nerf bbq + 3 slowdowns or 4 slowdowns are almost the same thing and gens that are eternity to complete
Do you consider the fact that pre-patch gen regression was nerfed?
3 perks of post-patch gen regression would be way weaker than 3 perks of pre-patch gen regression... But now it's 4 perks.