Grandpa_Crack_Pipe
Grandpa_Crack_Pipe
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It's annoying, it's most definitely a bad killer's crutch, but it's really not that bad and can do more harm than good for the killer.
Say all the gens get done and a dude gets laid out with a NOED hit from full health. Dude gets picked up, hooked, and by this time, it's fully likely the doors are open. Seeing as this killer has NOED and going for the save is effectively suicide, a situation that you could have used to bait out rescues and more kills turns into a 1k while everyone does the smart thing and just leaves.
Totally sucks when you're on the receiving end of the surprise party though.
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The most fun Civ out there is probably Ultrakill.
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I want to play him almost solely because he's DAMN aesthetic.
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@HexSmolPP said:
And I'll keep destroying it... And I highly doubt you're a Survivor main lmao. Why tf does everyone lie about their main when it comes to nerfs. "KiLlErS sHoUlD bE aBlE tO fLy.... SuRvIvOr MaIn" ookkkkkaaaayyy bud... Keep lying
I think i've got a bridge to sell you, my man.
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@HexSmolPP said:
Self-care is a useless Perk when you actually have skill and common sense in the game. Innerstrength is 100x better and being in a locker at the right times can save you. I'm not saying be a Dwight, but if you're getting ready to heal as someone is going on hook you can conveniently go into a locker to heal and avoid BBQ. Sorry, I just get way to many dumb ass greedy teammates who'd rather self-care their self than let me heal them with We'll Make It.
You apologize to our good friend @Dwight_Fairfield right now, young man.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1845319#Comment_1845319
Put it this way: a DbD esports org that allows Ruin/Undying Hag has had discussions about banning the Twins because it's that boring and unwatchable.
DbD esports is the goofiest thing i've heard all day.
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@Reinami said:
A game should ALWAYS be balanced around the highest level of play. Think of every major successful game out there.
DotA 2
LoL
CS:GO
Rainbow 6
TF2
CoD
Fortnite
Every single one of them is balance at high levels of play. Because if the game is not balanced at high level play, then what is the point of ever playing the game, and getting better. Why would i waste my time on a game trying to improve, when everyone knows the game is unbalanced at the highest level play. There isn't a point anymore and it would kill them game:
- People wouldn't want to play it as much to improve, so they'd seek out streams less
- Streams would be more boring to watch, because high level play is inherently unbalanced
- Streamers would move on to other games and the game would be made fun of in twitch chats everywhere for being unbalanced.
- The game would get bad press from people because they know it is unbalanced
- People would see that nobody streams the game, so new players wouldn't play it.
- The game would slowly bleed off old time players
- Eventually numbers dwindle and devs stop supporting the game as much because they can't afford to.
- Eventually the game dies.
Would this happen quickly? No probably not, but it means that game wouldn't last.
On top of all of that, there are plenty of ways that you can balance a game around the highest level of play, while not affecting low level play, or even better, by improving it. I bring you, Trickle down balance:
That's like, the fifth time you've linked that video.
You know what all those games are that DbD isn't?
Symmetrical.
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Nah.
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The last gen's done, someone's on the way to the exit gate, i'm healthy and I can tank at least one bit, I can keep the killer busy for just a minuoh NOED, darn. Outplayed.
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@Momentosis said:
https://forum.deadbydaylight.com/en/discussion/comment/1846773#Comment_1846773
It's a team game. You should always have your team in mind.
That Meg on death hook who just ran into the killer while you haven't been hooked yet? Go get in that killer's face and take the heat off her.
Just unhooked someone and the Killer's on the way back? Grab the killer's attention so the unhooked can get away.
The last two survivors know where the hatch is but can't get the last gens done? I can't count how many times I've gone out just to die as far from the hatch so my random teammate can hatch out.
Any survivor winning is a win for me imo.
Taking the heat off the unhooked survivor? Good.
Trading to take the hook from the poor Meg? Good.
Taking protection hits to let your friends escape, even if it means death? Good.
Sitting on a hook for 2 minutes so everyone else can get the gens done?
Ehhh.
Like yeah, self sacrifice for the team is all well and good and it's great if everyone has that mindset, I completely get that, 'cause that's how I play. But you gotta understand that not everyone who loads into this video game to queue up and have an enjoyable experience, 'cause that's what games are for, wants to flex their messiah complex and do literally nothing for the entire game until death because some gormless brainlet decided playing the game is cringe and chose a victim.
I'd LIKE it if they stuck around on the hook, but I completely understand if they.. you know, actually want to play the game they paid for and noped out.
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Gameplay reasons.
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@leatherfav88 said:
https://forum.deadbydaylight.com/en/discussion/comment/1846141#Comment_1846141
Sorry, i can kind of having trouble spelling due to my mental disorder
It's all good.
Most is probably The Hag, least is The Clown.
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You mean sympathetic?
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1845386#Comment_1845386
So survivors being spoon fed tons of information is ok. But killers getting a QoL change is bad.
Mmhhkay.
Don´t worry, i won´t touch the killer role any time soon. I´ll stick to survivor. Much easier and apparently what the devs want: everyone switching to survivor.
Jesus dude.
If that bitterness gets any more pointed it's gonna start seeing wins in jousting tournaments.
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Visual acuity.
I've learned that i've got ears like a bat but eyes like a mole with cataracts, IE I manage to lose people and pass over them a lot more than I really should. Which is why I take particular satisfaction with taking out Blendettes.
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So you wanna turn the game into Slender.
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I mean, blinding a killer's usually more effort than it's worth outside a flashlight save.
Blinding them after a flashlight stun pretty much guarantees they're just gonna break the pallet, since it's probably what they were gonna do anyway. If it's an unsafe pallet though, getting the stun into a blind could either give you time to get away as they blindly fumble or make them use their blinded time to break the pallet, so you can get a headstart.
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A magical little thing called "spite".
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I'll run pretty much anything, but BT's always staying on. Sometimes, it's the ONLY thing that's getting my boy off the hook and home free.
But building on that?
Babysitter. Gives the unhooked a solid 8 seconds to get out of dodge and makes it all the easier for me to take the aggro.
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Just make it not stack with Soldier/Infantry Belt.
You want that instadown, you sure golly goddamn better land that shot.
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Toss-up between Freddy, Hag and Spirit.
Spirit because guess i'll just die if i'm injured, Freddy because guess everyone else'll just die, and Hag because oo wowie she hooked me, wonder what cosmic gigabrain move she'll make oh there's the 6 traps right next to me.
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You having a stroke?
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So instead of sometimes working right, it chooses to never work right in exchange for some speed.
Metal.
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Simple: play against a bad Spirit.
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You'd think too many survivors would mean there's at least 4 near your rank.
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That's easy
it's not.
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Bill.
If it wasn't for game mechanics he would easily beat the ######### out of at least half the killers.
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Jokes on you, buddy, next game I see you you're getting last second swapped into my No Mither Self Care David.
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On the list of stuff that ain't happening, that's pretty high up there.
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Amen.
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Building on that, don't die.
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Oni backhooking one of the two dudes in the match with No Mither.
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I mostly use it for those goofy situations where I unhook someone right in front of the hiller. Get hit, unhook, deadhard just barely in time, and now we both have a bit of a headstart.
Very satisfying.
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@Nossy said:
https://forum.deadbydaylight.com/en/discussion/comment/1842065#Comment_1842065
You realize that 90% of killers power is anti loop ? Trap, hatchet, tp, jump over, hookspear, vomit, shred, etc... Mindgame being the very best of all.
And his tp is what make him VIABLE not op, mobility killers is mandatory vs high rank, sfw or not cause you will be genrushed for sure, ruin or not, pressure or not, 3 game on 4 cause TIME TO MAKE A GEN IS TOO LOW.
You need 80s to make a GEN without items, Freddy tp native is a 60s CD, meaning that when he tp and chase 1 surv, 3 surv have the time to do 80% of 3 gens if theyre not dumb (2 gens if the chase end quickly and 1 have to go save) before he can tp again.
I only play Freddy for daylis.
My main killers are Clown, Wraith, Myers, Plague, Legion and Blight, and i know that when i play the first 4, i will suffer unless MM decide to put me against boosted surv or beginners but idc, i play for the thrill of the chase.
https://forum.deadbydaylight.com/en/discussion/comment/1842066#Comment_1842066
Lol, yeah at high rank, DS is Just a free 60s i can do what i want, gens or protect another surv, THEY WANT to be tunneled cause it make KILLERS loose time and this game is all about time management for killers.
Hatchet, hookspear, vomit and shred don't actually do anything until you hit them and require line of sight, and a smart survivor is going to have something between you and them the entire time-- they can cut loops short, but if you think a huntress slowly waltzing around even a small loop with her hatchet ready is comparable to a dream snare then you're gonna have a hard time explaining the several dozen Ring Around the Rosie medals i've handed out to huntresses.
Traps and TPs require stopping, looking down, and taking the second or two to actually set the trap which gives the survivor ample time to just piss off. The great thing about Freddy's snare is that he doesn't have to stop, and doesn't even have to look away while also guaranteeing continued use of the loop is death. Soft anti-loop up there, hard anti-loop down here.
And if you think there's ever any situation Freddy's going to have to wait out the full 60 seconds of his cooldown, he's actually got this weird mechanic called "the dream world".
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@Klakky said:
https://forum.deadbydaylight.com/en/discussion/comment/1842067#Comment_1842067
Just an issue of the player that refuses to learn to play against a killer, the spirit you can easily hear exactly where she is if you have headphones I'm so confused are the players complaining about her playing with no sound? cause even on speakers I could hear where she was
You mean the breathing?
The bug? The one that was explicitly mentioned in the patch notes in November and "fixed"?
Is that the glorious spirit counterplay feature?
Hearing her periodically breathe during phasing's a start, but in the large majority of situations it's still not going to help you. She's still invisible moving at 176% speed with a massive post phase lunge and you're not.
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I feel like "accept that she's going to get you" is indicative of an issue.
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@Nosferatu3145 said:
As easy as is to play Freddy, still takes more skill than to play survivor.
And Freddy isn't even that good if survivors know how to loop
######### do you mean if survivors know how to loop
If Freddy knows how to press M2, loop is now a deathtrap and you need to leave.
That's why you just have to predrop. He's like clown, if he could teleport and uncoil his arms like goddamn springs.
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@DecisiveDwight said:
https://forum.deadbydaylight.com/en/discussion/comment/1842052#Comment_1842052
Because DS doesn't need another nerf it's on a timer don't tunnel and you'll be fine
Make it 30 seconds and have it pause when you're being chased and it'll be fine.
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Y'know how some killers, like Pig and Demo, have a little bit of some things?
Freddy's problem is that he's got a lot of everything and every gen is a 3 gen.
Unless you decide to spend like half the game waking up, you predrop every pallet and crouch behind a tree whenever you see blood spurting from your gen, feverishly praying he's not thorough while he looks around.
Which is to say, it's super boring.
It'd be better if they made waking up actually something worth trying to do.
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@Klakky said:
I DCd as killer last night and was gonna uninstall.... Ran into a team on new reworked mcmillan map which had infinite loops 11 windows at a dead hard range from each other and around 5 pallets, all that within 3 gates wide of a distance... Literally nothing I could have done they were just tbaging, I was trying to catch up to m1 almost the whole time only reason I downed him is cause I had pyramid heads ranged attack, I hooked him and all gens done... Then they come for rescue and I go for grab but it doesn't grab cause they were lagging and they knew it and abused that bug... All rank 1 except 1 rank 2... T bagging and running at the same time, now I seen people running backwards but never saw someone able to crouch run... Got too pissed off even tho they at gate I disconnected, didn't care, state of the game is horrible for killers and needs to be addressed but it never does due to survivors whining killer OP and they don't think to fix infinite loops or increase gen number or time to repair... I'm not that good (2/10) at looping and I can loop red rank killers for 1min minimum... That says alot about the game
There's a reason u have escape with no perks 8x achievement and none for killer... Killer needs perks to counter gen speeds, survivors don't need #########... doing this achievement 8/9 matches won with no perks with a friend with no perks and 2 randoms that on average did half a gen.
What world are you living in where Macmillans suddenly turned into a 2016 map clownshow?
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You just gotta be a really paranoid bastard against Ghostface.
NEVER assume he's not near you, unless he just downed/hooked someone across the map. While you're working on gens, keep your eyes peeled and watch every angle. If you're working on a gen with big LOS blockers, like the ones on Macmillans, watch the possible entrances. The second you see his mast poking out, book it and break line of sight-- force him to chase you and break him out of Night Shroud ASAP if you're uninjured, 'cause he can still expose you mid-chase.
If you're being chased and his terror radius suddenly disappears in a loop, immediately get away from the loop. You're probably about to turn a corner and walk right into him, which is no good.
Other than that, he's an M1 killer.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1838873#Comment_1838873
I'm not gonna unprivate my stats. Also I'd like to mention they were paused for months it wouldnt even be an accurate reflection. I've recently switched to being a killer main also. I dont get why its so hard to believe I main the side with a conflicting opinion other than "survivors op, and killers oppressed".
Damn bro, get Class Traitor'd.
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Trying to win more than trying to have fun.
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Y'all might hate me for this one, but Borrowed Time.
When there's a poor rank 20 meg being camped in the basement during the endgame collapse, there's only one way she's getting out of there and you better believe i'll stick to my Bill roots and die for the girl.
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On the plus side, your Killer teammates are guaranteed not to be potatoes!
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@MigrantTheGreat said:
After reading some of these comments let me ask this.
Why is it ok for killers to rely on survivor's mistakes, but it's not ok for survivirs to rely on killers to make a mistake?
Why is it ok for killers to guess, but it's not ok for survivors to guess?
Why does every killer have to be loopable?
90% of killer gameplay is guessing and hoping that every move you make is the right one, but when it comes to a killer that is rewarded for playing well and forces survivor's to play differently its a problem.
I don't believe you're asking the right questions.
The peak of the game is the chase. The interplay between survivor and killer, where the man has to outwit the monster. In the interest of this, and making the game more fun, each side should have equal opportunity to outplay one another. Through sound cues from each side, through their tools, through their tricks and traps, a survivor and a killer should have the ability to mindgame one another and come out on top. The killer should be more rewarded for coming out on top, but the survivor should have equal chance to outsmart the other.
When a killer watches someone run to a T wall window and reverse moonwalks, he's making a read on the survivor. The survivor, in turn, can see that there's no red stain on either side and has to read what kind of killer they're against. Is he clever enough to moonwalk? Is he expecting the slow vault back and reverse moonwalk? Is he mad enough to simply run straight ahead? Both sides are capable of reading the other and coming out on top-- the killer rewarded with pressure, the survivor rewarded with precious more seconds of life.
This is the Killer's lot. You don't rely on mistakes, you force them. You put your mind and your powers to clever use and force survivors to make bad decisions and bad reads.
And this is fair, because both sides have information. Killers, breathing, injured sounds, footsteps and bloodstains. Survivors, red stain, terror radius, footsteps and sound cues.
And then there's Spirit.
Killers, breathing, injured sounds, footsteps, bloodstains.
Survivors, nil.
Now the outplay AND the reward is on the killer's side. And even if it weren't, what can you do? She moves at 176% speed and has an incredible lunge, the only punishment for missing being not being able to do it again for another 15 seconds. Your only defense is a lucky guess, but not for long. Now, your skill and wits are irrelevant as a survivor. Once the Spirit is good enough, she WILL get you. It's just a matter of whether or not you get a lucky roll or two in the meantime.
And that's the crux of it.
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It's a complicated issue that doesn't have a very clear-cut answer.
To me, there's only one group that's actively detrimental to the game-- the sweat squads, the people who play together not for fun but to be maximally optimal and win the DbD tournament for life. They ain't fun, they ain't fair, they ain't healthy, especially when Matchmaking puts them against people that really don't deserve them.
But too often this is equated with ALL players, because there's no indication on whether someone's SWF or not, and thus it's just up to guesswork. And this leads to some real questionable changes being proposed.
Do you nerf SWFs as a whole? Well desperate times and all that, but I certainly hope not. SWFs are primarily composed of casual people just, as the name implies, playing a fun co-op game with their friends and having a good time. I do it from time to time, and we usually get stomped even though we have fun doing it. Do we punish these players because a certain segment are ultra sweaty?
Do you nerf Survivors as a whole? This, to me, is the worst possible answer. Solo queues aren't a problem for any killer, as many people will tell you, as the disorganization and lack of quality of teammates can quickly bring any solo queue game crashing apart. So doing what some people proposed, like making ruin built in, increasing gen times, things like that, are gonna absolutely destroy a large majority of the players that already struggle immensely. Like a wiser man than I once said, it's not viable to sacrifice over half the playerbase to balance against one small group.
So yeah, in a way, SWF kinda is killing the game. But at this point, someone who doesn't deserve it's gonna suffer for its fix.
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I don't like that the only real counterplay against Spirit is to play against a bad Spirit.
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0
they should polish the damn game before pumping out a new killer.
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Kill rate's low? Entitled survivors.
Kill rate's high? Entitled survivors.
Killer's nerfed? Entitled survivors.
Killer rework? Entitled survivors.
Killer perk not buffed? Survivor perk not nerfed? Entitled survivors.
Bad match? Entitled survivors.
Shower water goes cold for a second? Entitled survivors.