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Because it's ****** and unfun for the people you're playing against.
And probably why every survivor is intent on cranking gens as quickly as possible and then leaving; because they've been conditioned to do so in response to every killer tunneling every match and then holding a 3 gen hostage until everyone dies of boredom.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370236#Comment_3370236
The devs aren't designing around 12 hook fantasy. The whole mmr is based on number of kills and not number of hooks.
People just need to accept that # of hooks just don't matter.
MMR isn't a reward though.
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372042#Comment_3372042
Maybe some people aren’t like you and care about winning? Lets also not pretend that only killers play to win. Survivors frequently put out farm and game map offerings. It goes both ways.
If they care about winning, they should probably play a game where winning means anything. Not that winning is the priority for these people. Their obvious priority is to curate negative attention.
@cannonballB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372040#Comment_3372040
You know what second chance perks, you're not ignorant to the game.
Oh and I wasn't aware that the only way I can have fun in the game is looping. Are you fing serious right now? I don't need your approval to determine what I do and don't enjoy. And yes, I do enjoy 3gens as killer specifically for the reasons I mentioned. Not difficult to figure it out. I hate looping as killer. Absolutely freaking hate it. So yes, holding down 3 gens is more fun for me.
No really, what second chance perks? Decisive Strike was nerfed into oblivion. OTR and BT are negated by killers just hitting you immediately off hook. No one runs any of these. That leaves, what? Unbreakable?
Also I'm not sure why you're playing a multiplayer game if you seemingly despise the idea of interacting with other players. If you don't want to actually play the game, and instead want the comforting monotony of trundling between three generators and kicking them over and over and over until the server eventually forces the match to end, might I suggest a farming game? That way you can get your fix of repetitive non-gameplay without deliberately boring other people into submission.
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Both of my friends just uninstalled the game last night. It feels like we spend more time loading in and out of lobbies, trying to find a normal, playable match, than actually playing. The game's been bad for a long time, but it's been especially bad since the new chapter. Last night, nearly every single killer we got was bringing builds + map offerings and deliberately playing as nasty as possible, and then trash talking in the post game apropos of nothing. No one even did anything to these people. It's just so tiresome to put up with anymore.
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Going by every SM I've played against, they play her to troll people into quitting the game.
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372035#Comment_3372035
Winning or losing is meaningless, yet you’re mad that killers use tactics to beat you.
I'm mad killers use tactics to deliberately turn the game into a griefing simulator. I truly do not give a **** whether I die if everyone seems like they're having a good time and the killer has a good attitude.
You're right though, I should be happy when a skull merchant uses an RPD offering to deliberately protect a 3 gen while slugging people over and over to ensure the match gets dragged out for as long as possible, before begging for negative attention in the post game.
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@cannonballB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371858#Comment_3371858
As if survivors don't have ways of messing with the killers. The amount of second chance perks alone proves your entire statement incorrect.
And if survivors could mess with killers like that, then the game wouldn't be dead by daylight, it'd be closer to VHS, where the teens can fight back.
Survivors are helpless *by design*. That's the intent.
What second chance perks?
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@cannonballB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371450#Comment_3371450
3genning for me is fun because it's a challenge. It's a battle of attrition, which i like because it keeps me on my toes. I have to constantly check all 3 gens, which means I'm actually doing something other than chasing survivors, which isn't the "fun" part of killer for me (survivor is far more fun in a chase than killer. Killer is just frustrating.)
And the killers job is literally to make you as miserable as possible until you die. Then my job with you is done but I still have 3 others I have to kill as well so it very much behooves me and killers in general to not care about your fun. That's not our jobs, nor should it be.
You're either lying, or you probably find it thrilling to watch paint dry.
"And the killers job is literally to make you as miserable as possible until you die."
People having this mindset is why the game is ****ing miserable anymore. It's a video game. Have fun, understand that you're playing with other human beings who are playing to have a good time. Winning or losing is meaningless.
Or you could deliberately bore people into uninstalling the game.
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It would be nice if killers could chase survivors and have fun instead of loading into every match seethingly angry, as if the survivors have been gangstalking them and now they're going to try to make people as miserable as humanly possible. All in pursuit of a meaningless W.
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@Anti051 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367904#Comment_3367904
Yeah, being able to pardon yourself from losing the contest at the tap of a button is just so cool, man...
Wish I could tap a button and make good survivor plays just straight up not count, sounds like heaven.
Every situation where a survivor will DH is hyper telegraphed and can be outplayed. You people act like 0.5 seconds of endurance is an invincibility cheat for the entire match, and not something that any halfway decent killer can easily mind game and outplay.
I guess if you acknowledged that then you would have to actually admit there's room for improvement, instead of just pretending every single play you make is flawless and it's everyone else's fault if you lose.
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I collected one as survivor and then the killer DCed so I didn't get any reward. This was after a match with a 3 gen camping, slugging Skull Merchant, that brought an RPD offering, where it wouldn't even let me collect the Genmat because the prompt was glitched. Such a fun game.
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@Zaydin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367853#Comment_3367853
And Dead Hard quickly reasserted itself into the meta despite being 'nerfed'.
https://us.v-cdn.net/6030815/uploads/LGHXT6CJQBMY/dead-hard-is-overpowered.jpg
A match where literally every survivor had Dead Hard just tonight.
Dead Hard got nerfed with a scalpel. Eruption meanwhile no longer has any real use since the main reason to use it was not the regression, it was the Incapacitation. The aura reading it has now is an utter joke and useless for most Killers.
It's the meta because it's the only fun exhaustion perk.
It's also not very good and if you're getting outplayed by it, it's your own fault.
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@emetSdidnothingwrong said:
https://forums.bhvr.com/dead-by-daylight/discussion/367501/do-something-about-this-3-gen
You know it takes both sides to draw out a match that long, if you don't like the 3 gen then let the killer hook you and move on to the next time, you aren't entitled to an escape just because you can hold M1.
Controversial opinion but maybe killers shouldn't be able to do something so hideously boring and mindless, that is also virtually unbeatable.
@drsoontm said:
If you got 3-genned you didn't do good at all, just saying.
Killers can guard a 3 gen from the start of the match. It doesn't matter if you focus on breaking the 3 gen first, or do the other four gens first. I don't know how you people don't get this.
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Nerf CoB and Overcharge, buff gen defense that's predicated on actually chasing and downing players. You know, how it was before they "shook up" the meta and made the game more unbearably stale than ever.
She would still be a ######### killer, but at least she wouldn't be able to stall games indefinitely.
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Dead Hard.
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It doesn't need a nerf. There's only a handful of scenarios on a handful of killers where it would even give you trouble, and even then, you can mind game it out in most cases.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367153#Comment_3367153
you asked to nerf eruption. of course killer is going rebel. The skull merchant is like D-tier terrible chase killer. what exactly are you expecting killers to do with such a worthless ability? I have 0 anti-loop base-kit and have unreliable expose mechanic that does not help me hit survivors and ton of pointless information that I can do nothing with. If your going to my chasing experience miserable, then why do you not expect the killer to make your generator objective experience miserable?
Make my chasing experience more enjoyable and perhaps the killer might make your generator experience more enjoyable. it just common sense. Instead we just get a bunch of survivor complaining that X killer power is OP and X killer perk needs nerfing.
"You don't understand! I HAVE to drag matches out for 45 minutes by humping gens and making people hack 5,000 drones (and then probably still lose, if the survivors didn't give up out of boredom). I don't have a choice, she has no chase power!"
Here's an idea: play a different killer. One that has a decent chase power.
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They'll buff her in every way she doesn't need it, and make her even more eye-rollingly annoying to play against; just like they do every time they release a flop of a killer.
I can't believe you people are still whining about Dead Hard.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3345806#Comment_3345806
Well, when you have an opinion that unreasonable, what is there to argue?
There's nothing to argue. Just agree with me.
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@Seraphor said:
Killswitches are for gamebreaking bugs.
Spirits power temporarily turning into her old power for a couple of seconds each game isn't game breaking.
She was fine before the directional audio, she's fine for the split second you don't have it and can therefore tell that she's behind a wall too.
This bug is after all giving you more info than you would get without it.
Counterpoint: She wasn't fine before the directional audio, that's why they changed her. She also wasn't fine after the directional audio, either, because she's a terrible design for a killer.
@Mooks said:
They couldn’t possibly plan skin releases based on upcoming potential bugs?
also it’s not game breaking or even overpowered, so it’s unlikely this will result in a killswitch whatsoever.
It's not an upcoming potential bug if it was in the game for literally weeks prior to releasing the cosmetic.
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3311613#Comment_3311613
-"Your other idea is impossible to coordinate in solo queue, and anti-fun for everyone involved."
If you're out of the nosebleed ranks then it's common to have reasonably competent allies. If everyone is of the mindset : blast gens then you win.
There in lies the problem because in a number of ways the tomes feel like an artificial way to "nerf" survivors. The reality is that the killer is 1/4th efficient with regression as one survivor and there are 4x survivors. That means the killer is 1/16th as effective base kit at stopping generators if nobody takes 0.1 seconds to tap the generator.
The current state of the game is the killer must tunnel survivors because the survivors are tunneling generators.
Given how this game's matchmaking works, no, you aren't guaranteed competent teammates.
Killers have literally never needed to tunnel less than they do in the current meta. If you're hyperfocusing on killing one survivor at a time, that may explain why everyone is just sitting on gens and then leaving.
Also, this:
https://twitter.com/KnightLight1337/status/1563656841976057863
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300585#Comment_3300585
Here's the thing : DS is meant as a means to potentially buy room to escape. It's up to the people you are playing with to really provide that. It is no longer a solo get out of jail free card.
The other idea to combat tunneling is a 3 perk build to rush gens with an exhaustion perk. Pick any three gen rush perks (or two and a boon) and rush gens. If you don't completely suck your team will win if they follow the same principle.
Having two or three people trying to protect you from a tunneling killer is pointless. There's nothing they can do to stop a killer that wants to tunnel, and not being on gens is just letting the killer win.
Your other idea is impossible to coordinate in solo queue, and anti-fun for everyone involved.
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@DBDVulture said:
It's already in the game : it's called Free 10 seconds of borrowed time on unhook.
Not enough? Run Off the record. Not enough? Run DS. Not enough? Run Sprint Burst or Lithe. While Dead Hard will give you 3 health states on the first chase you will get nothing if he hits you one moment after your feet hit the ground (making you start the chase in deep wound).
Two of those are immediately useless if the killer just hits you off hook; and DS buys you two seconds worth of distance.
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@InvadeGames said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296872#Comment_3296872
there are anti tunnel perks so...
And they all suck.
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Or just nerf this awful gen kicking meta that enables such a strategy to be possible.
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@humanbeing1704 said:
I've seen people say it'll nerf flashlight saves when It's a skill issue for people that can't aim flashlights properly lol or mess up timings
You know what helps make sure you have the right angle and timing?
Clicking to see where you're aiming, so that you don't have to readjust while trying to get the blind in time.
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Saying they did it for people with epilepsy seems dishonest when they left Clown's bottles, Doctor's shocks, Nightfall, Deep Wound, Plague's sickness, the flashlight blindness effect itself, and multiple maps with rapidly flickering lights, untouched.
They also made it completely annihilate the battery for your flashlight, inexplicably nerfing what was already the weakest item in the game.
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@GrimoireWeiss said:
Is this a 2020 post or something? Slinger and Pyramid Head received changes ages ago.
Both of which failed to make them actually fun to interact with.
@Tsulan said:
Whenever I read a complaint about boring killers, I instantly have to think about how interesting running in circles around a rock feels.
More fun than just breaking line of sight while holding W until the killer either gives up or kills you.
Most of the killers I despise in this game, I wouldn't even consider especially strong. They're just ######### annoying/boring to interact with.
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@Steel_Eyed said:
It serves a very different function than the purple. Purple basically just opens the hatch. Green lets you use the addons with no hatch. Iri is both combined.
That's not a different function. That's just less function.
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@KerJuice said:
I don’t think it’s stupid. I think it’s actually pretty good and plan on getting it. I don’t like going against it though. I feel like the range effect on that and Jolt are a little too far. If a teammate goes down towards the end of the cornfield, complete opposite of the Thompson House, those perks shouldn’t reach that far. A bit much if you ask me. But hey, that value huh?
Eruption isn't range based. It's based on working on a gen at any point after the killer has kicked it. There is no way to play around it without just having perfect communication with everyone on the team. The killer kicks the gen, you start working on it at some point afterwards, a teammate goes down, you have no way of knowing this was going to happen, oops you got outplayed, now the killer knows where you are and you can't work on the gen or *even heal* for half a minute. Outplayed.
@RinsDoormat said:
Prefer it to doing Overcharge skill checks every 5 seconds
Overcharge skill checks are not difficult to hit.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3171575#Comment_3171575
She can injure you from across the map, if she manages to land her crow attacks on you twice before you manage to repel the crows which you have more than enough time to do if she fired more than 1 crow.
Also she only has 3 crows, so she can't attack from 4 directions at once.
As for shutting down loops, you can just run away to the next tile. She's slowed down quite a bit placing crows on top of having sound effects for doing so. It's not that difficult to just run away and not play a tile she's trapped unless she zoned you into that position.
If you want to complain about a killer, at least understand what their kit is actually capable of.
-Being injured from across the map isn't the issue. The threat of being injured, is. It grinds everything to a screeching halt because you have to constantly stop whatever you're doing to either dodge or repel crows, giving her enough time to waddle over to you. At best this is horribly annoying, and at worst it makes things like clutching out the last gen, or opening the exit gate, virtually impossible.
-You know she can still M1 you, right? That's three crows + the Artist herself = four methods of attacking you at once. She also inexplicably moves at 115% despite being a ranged killer and barely slows down any meaningful amount while placing or shooting birds.
-What do you think " then it's time to start holding W and predropping pallets until I inevitably die, because she's impossible to loop" means?
If you're going to try to argue against my complaints, at least actually read. It really helps, especially when I've literally already addressed some of your counterarguments.
What really cemented Artist as one of the most miserable killer designs they've ever come up with, was a match I got shortly after she released. I got an Artist that just camped a Pain Res hook the entire match. The constant crow harassment slowed gen progress down enough that people had to go trade with who was on hook, which of course meant more Pain Res. The match took forever to get through, despite the Artist never leaving the hook, and nothing of substance happening in the match overall. Then at the end she used crows to protect both exit gates at once and then cleaned up with NOED.
It's a killer that's immensely rewarding for the most boring playstyles possible.
@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3171575#Comment_3171575
The amount of hyperbole in this post tells me you are not very experienced at using her, because you'd realize how silly things like "attack from four different directions at once" sounds. If nothing else, you might find yourself less frustrated going against her when you learn how many nuances her power actually has. here's a free one: You know those little hills that usually have a hook on them, and are a saving grace for balanced landing enjoyers? They murder her power :D
I'm not sure what part is hyperbole when I'm literally only describing what she can do. She can literally place three crows and also still M1 you. That's having four vectors of attack at once.
"The many nuances her power actually has*"
*It doesn't get along with slopes so just hope you happen to be near one.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3171575#Comment_3171575
She can injure you from across the map, if she manages to land her crow attacks on you twice before you manage to repel the crows which you have more than enough time to do if she fired more than 1 crow.
Also she only has 3 crows, so she can't attack from 4 directions at once.
As for shutting down loops, you can just run away to the next tile. She's slowed down quite a bit placing crows on top of having sound effects for doing so. It's not that difficult to just run away and not play a tile she's trapped unless she zoned you into that position.
If you want to complain about a killer, at least understand what their kit is actually capable of.
-Being injured at long range isn't the issue here. The issue is the constant bird harassment grinding everything to a screeching halt until she waddles her way over to you. You can't stay on a gen or exit gate with birds on you. You have to get up and either repel them or dodge them every five seconds. At best this is horribly annoying, and at worst it makes it escaping via exit gate as the last survivor, or clutching out the last gen before she gets to you, outright impossible. Getting an Artist that's just humping a three gen is so fun.
-You know she can still M1 you, right? Three crows + the Artist herself = four methods of attacking at once. She also inexplicably moves at 115% and barely slows down while placing or launching birds.
-I literally addressed this in the post you're quoting. What do you think "then it's time to start holding W and predropping pallets until I inevitably die, because she's impossible to loop" means?
Please actually read.
Back when Artist first released, I got a match with one that just camped a Pain Res hook the entire match, constantly pewping crows towards any gens people were working on. The match took forever to get through, despite virtually nothing happening, and the Artist never leaving the hook. Then at the end they harassed both exit gates at once and cleaned up with NOED. This has cemented Artist as one of the absolute worse killer designs they've ever made.
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@GannTM said:
You can literally hear when a crow gets launched and you can see the crow coming and have time to react to it. Quit whining about a balanced killer.
You like Spirit so it makes sense you're going to bat for another deeply unfun killer.
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@Chocolate_Cosmos said:
Yes, lets nerf fair but strong killer so more people run Nurse and Blights and then cry why they are no other killers in their lobby.
Artist is fine and you should learn how to play againts her better. Period.
Please don't describe a killer that can harass nearly every gen on the map from anywhere, attack from four different directions at once, attack through walls, and immediately shut down every loop, as "fair but strong".
I can't imagine what would possess them to design a killer where every interaction that survivors could possibly have with them is "I guess I'll just crank out gens in between getting harassed by birds every five seconds; until I hear their terror radius, then it's time to start holding W and predropping pallets until I inevitably die, because she's impossible to loop."
Artist doesn't need to be nerfed. She needs to be deleted and redesigned from scratch. What a god awful way to design a killer.
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I like that it takes longer to wind up and cancel than Demo shred. It forces people to commit to using it, instead of just free zoning/anti loop with no downside, like most killers get.
It should have a faster cooldown though.
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I don't know how anyone could spend any amount of time interacting with this game's community and think any form of voice chat would be a good idea.
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One of the only actually fun, creative events they've done in years. We need more events like that.
It really exposed how joyless most killer players are, too.
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@Slan said:
Well, gimme context, because sometimes tunneling and camping is completely justified.
But Nemmies are usually tryhards though.
The context is that 90% of Nemesis players I face just spend the entire match tunneling and camping people out one at a time. It doesn't matter if there's five gens left or only one gen left, they will relentlessly chase only a single player and then proceed to camp them.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3167165#Comment_3167165
Oh, why does everyone fall back on "Don't you understand I was being hyperbolic?" No, I friggin don't. You even state "This is barely hyperbole." So, no, Anyway, I'm probably too drunk so good day to you! SORRY!
"This is barely hyperbole" is an obvious acknowledgement that I'm being slightly hyperbolic.
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One of the main reasons I main Jonah and Ace are the slightly more colorful, interesting cosmetics they have. Most male cosmetics are just oppressively boring, though.
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What an utterly terrible idea in every way. Wanting your MMR to solely be affected by uncoordinated randoms that have no way of communicating or knowing what's going on, doesn't make any sense; and sounds more like you want to have an easier time bullying people as killer. Punishing SWF players by locking them to a mode that *no one* has any incentive to play, is such a terrible idea.
Here's a better idea: Stop caring about an arbitrary invisible meaningless number that's barely used for matchmaking in the first place.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3167037#Comment_3167037
You mean the 2 brainless idiots that barely ever pressure Generators and more often get stuck on oxygen molecules? Yeah, they need nerfs
They don't need to be nerfed. They need to be deleted, along with Nemesis. Scrap the whole killer. Delete it all and start over.
@[Deleted User] said:
Please use the word "literally" correctly. It's one of the most incorrectly and often redundant overused words.
No. Learn what "hyperbole" means and understand that I'm using "literally" colloquially to express emphasis.
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All the people that used to main Nemesis have swapped to Wesker.
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@ThatOneDemoPlayer said:
Nemesis is a very time inefficient Killer with little-to-no 1v4 pressure
It's a killer that literally has AI helpers doing his job for him. I love going against a tunneling, camping Nemesis that's still able to pressure gens on the other side of the map because of ######### zombies.
@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3166063#Comment_3166063
Nemesis was apparently "unfun" to play against when he only had to hit Survivors 2 times
He's still among the least fun killers in the game to go against. Between literally all of them hard tunneling and camping, the obnoxious anti-loop power, his audio and animations being broken, and zombies winning chases and pressuring gens for free, I would honestly rather just play against Nurse.
@Percival_nxs said:
Nemesis needs 3 hit to down a surv with his power, or 2 but is a normal 4.6 m1 killer.
By the time you reach max power, all the gens will be done, or just 2/1 left.
It is really not that difficult to hit tier 2, at which point you have an incredibly obnoxious anti-loop power.
The gens definitely won't all get done if you just spend the entire match chasing one person and then standing in front of their hook.
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The very first time I played Wesker, I grabbed a survivor and immediately dropped them without injuring them. I don't understand why some of you are going to bat for BHVR by pretending that's even remotely acceptable.
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@YOURFRIEND said:
They should really really take the time to polish content and not just jam it out.
There's no time, they have to rush out the next chapter.
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@SleepyWillo said:
this has been the least bugged launch in a very long time! Perfect? No? But they've definitely improved!
Remember the last RE release? 🤣
Yeah, they released Nemesis in a broken state and left him in that state to this day.
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I would say "for fun", but they released him in a state where his power basically doesn't work.
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I have to assume it's a bug. As far as I know, every other killer and survivor retains their cloth physics in pregame lobbies and matches. Wesker seems to be the sole exception.
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@Splinterverse said:
It's easy to combat Pentimento. It requires totems that have previously been broken and reignited. If the team goes back to where the totems were previously broken and cleanses them again, Pentimento becomes less effective permanently.
Asking people to play without a TR is not really an effective means to battle Pentimento (especially since they'll just be downed quicker anyway). Also, there are plenty of glowing totems that should be cleansed. Although you may think it is a Plaything one, if enough time has passed, it could also be another one like Devour. If it glows, it goes.
Counterargument: My solo Q teammates aren't going to go back to the totems they cleansed in order to get rid of the Pentimento stack. They're going to give the killer a Pentimento stack, never bother to cleanse it, and then immediately die in chase regardless.