Grim
Grim
About
- Username
- Grim
- Joined
- Visits
- 421
- Last Active
Comments
-
That comment is as 4Head as the recommendation to just run Bamboozle. I hope it's just bait.
The suggestion to try and fake out completely safe windows is kinda funny, though.
-
"Outplaying" a survivor group with a mori is one of the most boring ways to win a game I can think of. I honestly wouldn't care if they're removed.
-
Not the Prayer Beads I was expecting.
-
Completely unnecessary change.
"Old Reliable" slugging, as you put it, is a great way to lose against even semi-competent teams for the same reason camping the hook is.
Your change only affects smart slugging as it begins to punish the killer for snowballing which is just silly.
-
It's not so much that there are too many killers, but going through 3 tiers for every perk until you get the perk you want can be a bit ridiculous sometimes.
-
With the exception of Nurse's blink turn speed, it's more the framerate than sensitivity that gets a lot of killers.
-
Maybe not cross-platform play, but I could definitely get behind a cross-platform profile which retains all your progress... The grind is just too much past a point.
-
Sadly, there are no pros when compared to PC that I can think of. Console suffers from a small fraction of the framerate PC can offer and from the lack of precision and turn speed, too.
An option to transfer data would be an interesting feature to introduce to the game and would most likely encourage a lot of console players to migrate.
-
Iri-head and 5-blink would like to have a word with you.
-
Starting the collapse when the gate is opened seems pointless to me... They can just leave at that point.
It should start after the last gen.
-
Billy doesn't need a nerf, but his chainsaw hitbox is funky sometimes.
-
Survivors have these perks, not because they're weaker at base game, but because this game is not balanced around rank 1. Players of a lower skill bracket need the 2nd chances, and better players seeing how good these perks are, will still naturally gravitate towards them.
-
It's silly some survivors have this mentality. I guess hooking someone is holding the game hostage, too.
-
I agree, OP. There's just absolutely nothing you can do against it.
-
@GraviteaUK Exactly. It's boring as a killer to vs a 3-man when they might have stood a chance.
Very few 3-mans get to the last gen.
-
@Mushwin But don't you hate knowing the main reason you lost is because someone else DC'd?
If someone else were playing, those few extra gens might have been done while you were being chased, for example.
-
@Mushwin said:
@grim1 then what is it then? it still is a game, minus 1 surv, you still can get points, still have a good game and of course it isn't okay they dc, annoying....but still the game can be salvaged...i mean if it's a 3 v 1 game for you, you don't play? you can still get points and complete daily quests...it's more annoying when a killer does it for the reasons expressed
A 3v1 is not a game as 3 survivors are way too weaker than 4. Those 'games' are boring for both sides as they're usually over once 1 survivor goes down.
-
I'd be OK with 5 seconds if they reduced how long the immunity is.
-
@Mushwin said:
yes it could be on both sides...of course....but the thing is, yes a surv lets down the team mates but a game still can be played....with a killer dc that's it...poof and with the lobby times now it's even more annoying...
I get it. It's OK if survivors DC, but if a killer does it, they need to 'get a grip.'
I don't know about you, but a 3v1 is not a game.
-
Coldwind map tiles do need a revamp. They're the product of a flawed understanding of the game from before looping was really a thing.
-
Not sure how one could consider a free health state against most killers useless or weak.
-
The water tower also comes to mind on Macmillan maps.
Just make it so you can't discern the direction of the humming and it'd be fine.
-
@JawsIsTheNextKiller said:
The new pipping system is meant to put you were you belong, so that you are playing against equal opponents. If you pip after every reasonably good game we will be back at the situation where anyone who plays a lot will naturally gain red rank.
Consider black pip the new normal, play for bloodpoints not pips and if bhvr have done their sums right, we will all be playing at ranks were we should get good balanced games against equally skilled opponents.
(I'm barely convincing myself now)
So, wouldn't you agree that if you stomp survivor teams regularly, that's an indication you don't belong at that rank?
-
@JawsIsTheNextKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/398400#Comment_398400
@Grim - The pips required is less stringent at rank 15 so you will pip and rank up. As you get higher up the ranks you need to prove your worth. Difficult wins are rewarded more than easy wins on the assumption that you are more likely to have faced a tough team and avoided camping.
I fail to see why you should rank up from crushing low-rank survivors, but not high-rank. You demonstrate your worth by winning. That shouldn't change the more you rank up.
I've had games where I win as Billy in under 5 minutes and de-pip because of it.
-
@JawsIsTheNextKiller said:
If you've easily killed them, they probably were not that good. Should you earn a pip if you get matched with 4 rank 15s and trounce them? I'd hope not. As long as you didn't depip I think that it ok.
So, if a killer sits at rank 15 and destroys rank 15's forever, that's OK?
-
Saying you shouldn't be punished for the team playing bad is ridiculous. By that same logic, you shouldn't be rewarded if the team plays well, too.
-
From what I've gathered, OP, you seem to be annoyed that a perk designed to counter stuns... counters the DS stun. If that bothers you, then run another perk to do gens quicker or help in a chase.
-
A Freddy rework. Haha, oh, wait...
-
@Barron said:
Let me also add that the second chase you get into there are no pallets now. The reason being the EIGHT fkn EIGHT whole pallets on an entire map are down. Eight pallets. Yea, eight pallets. This is compared to over 20 a little under a year back. Pathetic.
That's the minimum number of pallets. It's very unlikely you actually get that amount -- especially on legacy realms.
-
One, lobby and loading screen bugs. Two Legion. (franks mix tape in specific but whole killer needs rework). Prayer beads is an insta DC too.
Killers should not be penalized for doing what's in their best interest, that's like expecting survivors to be punished for looping, it's nonsense.
That being said, Legion does need a serious rework.
-
Slugging got nerfed because it was an effective strategy killers had.
-
If Mori's were made to work on last hook, they'd be completely useless. As they currently stand, Mori's are balanced.
It's irrelevant if lower-skilled survivors find them unfair as they can learn to play better. It shouldn't be down to the devs to compensate for one's lack of skill and willingness to learn.
-
@Master said:
@BACKSTABBER said:
Nice to have, but BHVR has to fix a lot of major problems before even thinkign about stuff like this
Agreed. Adding this feature right now would only promote the hatch stand off.
-
Not so much made quieter, but simply add an option where we can adjust the chase music volume.
-
I fail to see the point in this entire thread. BHVR are fully aware of how quick gens can be done and are looking to implement fixes. Continuously reminding them doesn't solve anything.
-
Dribbling is a non-issue. It is a soft counter that should exist. What you are suggesting is that we remove what little counterplay killers have to DS simply because you think it's "anti sports attitude" which is by nature subjective.
The skillcheck is not a hard one to hit once you're used to it. So this change to DS would only make it worse. 5-10 extra seconds per drop? You may as well eat the DS at that point.
-
@ChesterTheMolester said:
I sneek typos in many posts i quote to make you look stupid.All of the forum admins shall hear of this.
-
The hatch is a potential free escape the survivors need because chances are that last survivor's not getting any gens if everyone else is dead. That being said, the killer should definitely be able to close the hatch if they find it first.
-
@Brady said:
@Orion said:
@Brady said:
Heyo, didn't say this was a nerf. It just makes solo unappealing. I had a game on PTB that when I died, lasted 20 minutes and it's not really an attractive change as a solo survivor.
It just makes me want to play SWF only, really.
The question is still essentially the same. How does this change anything? Do you have to see the Killer's perks at the end of each and every trial or else you can't enjoy it?
Questions not the same, but anyway
@Milkymalk summarized it pretty well. It's nice to know if it was him who found me, or the use of BBQ or Nurse's. Did he have Tombstone on Myers or Unlimited EW3? Well, you can't find out because you're the first one who's died and the match lasted 25 minutes because of a hatch standoff.
It's mental satisfaction on knowing what I got outplayed with.
Now, I do understand this change was implemented in spite of demand due to the problem of what?... oh right, [BAD WORD] SWF. Because friends can tell each other if a Killer has NOED, BBQ, Bloodwarden, etc.
Which I get, but it's funny to me. Your NOED was already negated by me, a solo survivor, who took out your 5 totems. Your bloodwarden never activated because I know if someone is going down while I'm opening the gate, I'll leave a sliver before fulling opening it prior to the survivor being hooked. And for your BBQ and Nurses, well that's where your on the fence because it's not that hard to tell, so I guess that's irrelevant.
So, yes, my experience is gonna become more suck-ish with this change considering as prior to it, it was how I liked it. I'm allowed to voice my distaste too, I'm tired of this game heading in a direction that's discouraging playing solo survivor.
Maybe with Dedicated Servers, they'll be able to change it where SWF are considered groups separate from Solo Survivors and will be able to implement features around such. (Like, Solo Survivors can see Killer loadouts right away but SWF cannot)
If it really bothers you that much, you could always wait until the end of the trial.
-
@PBlackII said:
@Grim said:
Thank you, this is a more reasonable response I would be happy to clarify. So ultimately balancing is either an effort of boosting or nerfing, the reason I suggest the latter is because it would be a less messy approach. Ideally you'd want killers to perform at relatively the same success rate despite their different strategy/game play, and then balance that against the survivor since all the survivors share the same mechanics—I guess there is variance in how noticeable each are, but I digress. Anyway if each of the killers are actually balanced, then it makes the job of tweaking the survivors against them that much easier. There are many "correct" ways of balancing a game, but when somebody says to just boost 12 killers it sounds naive to the likely plethora of unforeseen issues that would arise—hence why I say nerfing is more likely since it's ultimately less work for the developers. I also kept my suggestions on the simple side and they would have fairly novel effects on how the killers strategize as a result of them. My suggestions are not with the stipulation that survivors remain the way they are despite how much some of these illiterate users weirdly imply that with their "learn how to play survivor" or "stop saying billy and nurse are OP" comments.
I don't wish to engage in the pedantry of the impact rank has on game play. It's quite obvious that I acknowledge that there are good players in lower ranks, and ######### ones that are in higher ranks; it was initially brought up as a point that I am not a random ######### survivor main as I get into high ranks fast—usually a couple days after the rank reset—which even by the standard you laid out would at the very least suggest that I'm probably a competent survivor player. I would say that rank definitely has a correlation on the gaming experience in that when I play with friends who are in my tier that I will see nurse or billy a clear majority of the time that will usually try their hardest to get a 4K, and when I play with my friends who are those wonderful low tiers are usually much more meme filled and populated by not so experienced killers that are easy to mess with.
I agree, people whine about touching billy and nurse because they feel like they couldn't compete successfully against the time constraints imposed by an efficient SWF team. However the answer then is just nerf the survivors by increasing the time it takes to complete a generator.
Oh, I see where you're coming from. When I said buff the other killers, I thought you meant under the premise that survivors would remain the way they are. That's my mistake. In which case, I agree with your mode of thought. This game suffers from no small amount of imbalances, so whichever method the devs take to sort this is fine by me.
-
@PBlackII said:
@Grim said:
OP, the solution is not to nerf the only two viable killers, it is to buff the weaker ones.Saying you can do well with weaker killers at high ranks is irrelevant as rank isn't an indicator of skill, but of time spent this season. With the current ranking system, anyone can get to red ranks, even bad survivors. The reason why Billy and Nurse are considered viable is not because they consistently do well at red ranks, it is because they do better against efficient teams.
But let's assume you're right, and they both get nerfed to remove these "braindead" strategies. Then please tell me when we can expect you to advocate for the removal of the pallet loop or perks such as Sprint Burst.
Again, you are much less likely to buff 12 killers than you are to nerf 2 of them. Rank is a correlate to skill—or at the very least a competency of player tendencies beyond the basic mechanics of the game. Are there good players that purposefully lower their rank or have not played in a while? Of course, that's a pretty obvious point, but it's incredibly misleading to suggest that there is no correlation whatsoever between rank and ability. Therefore in a weird way, we actually agree that viability does concern itself towards a killer gearing themselves against an efficient team. I say high rank though because it generally suggests that we are at the very least mostly working with competent survivors, and an efficient team is usually made of competent survivors.
Now onto your tangential hypothetical, what would I do about strategies specifically geared towards pallet loop or a perk such as sprint burst. The latter is pretty easy to assess given the previous logic I presented in that an ability that requires less upkeep should provide less reward—so if I had to really change sprint burst specifically, I'd probably would just slightly lower the duration of the speed burst so that reward isn't as advantageous to more strategically used perks. As for the former, I find it surprisingly easy to solve the pallet looping ordeal: monitor if a survivor is retracing their steps over a period of time and introduce progressive punitive measures for doing a loop. The game already has a method of tracking the trails that survivors making as evidenced by scratch marks, so it would be pretty simple to add in things like "If a survivor exists on x portion of their own scratch marks for t seconds, then decrease movement speed by m%." This is an example of an approach, but I'm sure the point is clearly made and how one decides to make the process more creative.
Suggesting that 2 killers be nerfed instead simply because it's more likely doesn't mean it's the correct thing to do, so I fail to see the argument behind this point. Could you clarify?
Unfortunately, due to how easy it is to rank up, rank has a very weak correlation with skill. This is because even bad survivors can rank up given time. They may understand the basic premise, but their tendencies demonstrate very little understanding of how to execute it effectively. The only exception to this being early on in the season as the decent survivors tend to rank up quicker. As the season progresses, the knowledge gap in red ranks only grows.
Whilst I find your suggestions interesting and I think diversity would ultimately benefit the game, I feel people defend Billy's instadown and Nurse's blink because it helps alleviate the issue all killer's experience: Time, or lack thereof. Billy can end a chase quickly -- or before it even begins -- and Nurse can ignore entire mechanics of the game with very little counterplay.
-
OP, the solution is not to nerf the only two viable killers, it is to buff the weaker ones.
Saying you can do well with weaker killers at high ranks is irrelevant as rank isn't an indicator of skill, but of time spent this season. With the current ranking system, anyone can get to red ranks, even bad survivors. The reason why Billy and Nurse are considered viable is not because they consistently do well at red ranks, it is because they do better against efficient teams.
But let's assume you're right, and they both get nerfed to remove these "braindead" strategies. Then please tell me when we can expect you to advocate for the removal of the pallet loop or perks such as Sprint Burst.
-
@CashelP14 said:
Grim said:@CashelP14 said:
He is the single worst killer in this whole game. He encourages camping and tunnelling.
I looped him for 5 full generators and he tunnelled me the whole time yet once I'm hooked I may as well kill myself. He just stands with his chainsaw and you can't be saved. Insidious makes him even stronger and don't even talk about the basement.
Either fix camping in this game or remove him because that combo is broken and isn't fun to play against
The opposing team isn't responsible for your fun. Being looped for 5 gens probably wasn't fun for them, but that doesn't mean we should remove all windows and pallets.
If looping me for 5 gens wasn't fun he should have chased someone else lol they have already needed the pallets enough and merged healing so we don't need anymore n
So he should have left for someone else because he wasn't enjoying himself. That's fair enough. By the same logic, you should have left as soon as you knew it was LF.
-
@MojoTheFabulous said:
Currently the lowest Tier of Discordance is the best because of the shorter timer. Meaning you're getting info more frequently compared to the higher Tiers.This would be a nice change as currently Discordance only halts that flow of information for longer the higher it tiers up.
-
@CashelP14 said:
He is the single worst killer in this whole game. He encourages camping and tunnelling.I looped him for 5 full generators and he tunnelled me the whole time yet once I'm hooked I may as well kill myself. He just stands with his chainsaw and you can't be saved. Insidious makes him even stronger and don't even talk about the basement.
Either fix camping in this game or remove him because that combo is broken and isn't fun to play against
The opposing team isn't responsible for your fun. Being looped for 5 gens probably wasn't fun for them, but that doesn't mean we should remove all windows and pallets.
-
Personally, I don't dodge because I know most SWF's aren't the 4-man Squadette DS death squads they're painted out to be. That being said, you can't expect killers to not dodge when you're abusing an extremely broken aspect of the game. Constant, map-wide knowledge should not be afforded to survivors and some killers feel cheated by this as rightfully mentioned above.
-
You did what you had to to win. From what I read, they were in it to win, so why shouldn't you be? A lot of people like to dismiss slugging -- especially on Nurse -- as toxic in a vain attempt to discredit it as an effective strategy.
My advice is to stop caring about the survivor handbook. It's a stupid set of made-up rules conceived of to excuse their mistakes and, typically, devalue your win.
-
No, guys, the OP is right! In fact, the hatch needs a buff. It should let the last 4 survivors escape.
-
Treated fairly? What does that even mean? It's an asymmetrical 4v1... As soon as a match starts, you are not on equal footing with a player from the other role. The game's designed around that premise.
You must mean between survivors, then. To which I say play better. All survivors have just as much chance to be camped and tunneled to death. The killer shouldn't be punished simply because they outplayed you, and you certainly shouldn't be rewarded for playing worse than your teammates...
-
@Poweas said:
@Grim said:
Another day, another NOED/DS thread.NOED is fine and can be completely nullified before the killer can even use it. Whole perk slot for nothing. It's not rocket science to cleanse all the totems lol. And what's more, is that the survivors control when it might even activate.
DS is also fine because DS is not the issue. It's the underlying problem it makes worse. And that is time. Killers simply don't have enough time if survivors know how to do gens efficiently. Factor in DS and that's even more time wasted. If killers had more time to chase and down survivors, a 2nd-chance perk as strong as DS wouldn't be as big a deal.
Nah, they're both cancer and need to be gone.
Nah. They're certainly both annoying, but just because they're annoying doesn't mean they should go.