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@Kira4Evr said:
Yes, don't cleanse my totems. You'll never hear my Nurse comin :)
Good, less time spent in a Nurse match.
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@Norhc said:
Carlos originally is paler than his remake iteration.
It's not his original design.
They just made his remake design needlessly pale.
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I thought this would be about something meaningful like how Wesker's power is barely functional.
Instead you're just whining about a few cosmetics.
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Maybe in another 5-6 years they'll address this.
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@SuzuKR said:
People that think playing smart and efficiently is toxic will never fail to bewilder me.
What, is an enemy toxic for going for headshots in an FPS because they do it better than you do?
Because it's an asymmetrical game that was designed in such a way that either side playing "smart and efficiently" makes the game utterly miserable for the other side. It's really not difficult to grasp.
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No, I don't like the idea of endangered species being presented as horror villains.
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@Veinslay said:
Yeah now SWF can sit and gen rush and give themselves 30+ extra seconds to rescue the guy when they wait until the last seconds to rescue him to crank gens. You can't force a 2nd hook state now. Very fair and balanced
Imagine if you could chase people off of gens and down them? Imagine actually playing the game.
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@dollidahlia said:
They just need to make the DC penalty more harsh tbh. It’s super easy to DC
What does this have to to with the topic at all? The OP doesn't even mention anyone DCing.
Also, no.
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Haddonfield basically spawns four gens practically touching each other around Myer's house, every single time.
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-Spinning isn't a glitch.
-It isn't hard to counter spinning on controller. You... just back up a little when you see them spinning.
Hope this helps. Better luck next time when you attempt to draw some threadbare comparison between completely unrelated things.
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Do you think Blights are just walking up to loops, staring at the ground, and then just continuing to stare at the ground while bashing their face into the wall over and over?
You look down for like, a split second, to hug tech. That is not enough time to break line of sight.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3140768#Comment_3140768
You do realize if you actually left the surface properly (break LOS and then separate immediately), he literally cannot reach you in time when he realizes?
You do realize that breaking line of sight isn't actually possible at a lot of loops? Most Blights aren't going to bother hug teching if they can't see you in the first place.
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It would be cool if you could do multiple challenges at the same time like virtually every modern game featuring challenges like these.
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I cannot comprehend why you would want to reward killers more for straight up face camping.
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Genuinely one of the most miserable killer designs in the game. The only killer I will straight up DC the second I hear crows flying across the map.
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You don't, because there is no impact.
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How dare people put in the time to learn the timing and angles for locker saves and then attempt to have fun doing that.
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Sorry guys, the killer mains that are definitely playing against bully squads 9/10 matches say a 5 second stun is too much. You'll have to settle for your 3 second stun (actually 2 seconds) and hope it's enough time to sprint across dead zones the size of football stadiums to reach an unsafe pallet, at which point they will definitely stop tunneling you. Assuming it's not a Nurse and they didn't just charge a blink for 0.5 seconds and immediately down you again before you could even break line of sight.
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Used to be Thanat.
Currently Eruption. There's no counterplay to the perk without having comms with everyone on the team, and being suddenly locked out of doing anything for 25 seconds sucks ass.
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No, I know you've already heard multiple times why people dislike playing against Spirit.
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No because neither of those changes remedy her being a terrible idea for a killer.
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No.
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@Guest said:
maybe they’ll let us recolor it for 500 Auric cells.
Or free.
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@Murgleïs said:
You do that to look around and get info.
No.
@Mr_K said:
Can you provide an example?
https://www.youtube.com/watch?v=m2jWzwClYOE
SupaAlf does it constantly (except when he's trying to actually concentrate).
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Next to a Scooby Doo chapter, I want this more than anything.
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@ThundahBolt said:
I don't get why this community would rather nerf Killers instead of learning and getting better against Killer's mechanics. The only Killer I agree with that needs a nerf/rework is Nurse as, unless the player is bad, she can completely negate the interaction between Killer and Survivor which is OP.
How would you suggest people learn and get better against a killer that's primarily difficult because solo players have no way of communicating?
Scream at their monitors and hope their teammates can somehow hear them?
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@SuzuKR said:
Helps the Nurse check around the map to see other things while on the way there.
I sincerely doubt they can parse any usable information from wildly jerking the mouse in random directions for a second.
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Nemesis can down survivors while literally AFK.
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A better incentive not suicide on hook would be making the match itself fun.
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Punishing people for not having fun instead of addressing why people aren't having fun in the first place, would surely do wonders for the game.
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@toxik_survivor said:
How are we saying killers are worse after patch rn
You have to still be smart about where/when you chase and what gens you want to protect; while also running a semi-decent build and being decent enough in chase you can actually down people. Most people don't want to do that, and would rather pretend every group they're going against is a hyper coordinated bully squad.
The people that think killer is weaker after the patch are people that just relied entirely on Ruin Undying Tinkerer every match, getting towed to every single gen as soon at it hits 70%.
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I don't think people should be thanking BHVR for selling a Band-Aid solution to a core design problem that they've deliberately left to fester for years. People shouldn't have to bring a perk to deal with this.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3132856#Comment_3132856
Oh I'm sorry there is a locker right beside me, god forbid I'm being considered "facecamping" while I reload and walk away from the hook
Yeah, sure, that's what you're doing. You're "reloading", maybe "breaking a few pallets" around the hook, and then "walking away from the hook" (definitely without just aiming a hatchet directly at the hook).
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They're not camping. They're "reloading".
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-Legion. Mending simulator where they never commit to chase. Thankfully more bearable now that Thanat is dead.
-Plague. Most of them stack as much slowdown as possible, and their chase power is unbearable.
-Clown. Nauseating anti loop.
-Artist. If they're even halfway decent, there's nothing you can do. All you can do is just hold W until you die.
-Spirit. A killer that turns into an invisible homing missile and forces you to make arbitrary, blind guesses based on virtually no information. The addons are busted, also.
-Nemesis. Barely functional unbearably annoying anti-loop power, where the hitboxes never make sense and the animations and sounds play maybe only 50% of the time. Also, zombies harassing gens, camping hooks, and ruining chases through no effort on the part of the killer.
-Ghostface. Most of them hook someone and then spend the rest of the match stalking the hook.
-Hag. Extreme camping gameplay.
-Pyramid Head. Boring anti-loop power, and most of them use the cage mechanic exclusively for tunneling.
-Deathslinger. More boring anti-loop.
-Doctor. More boring anti-loop (but more annoying).
-Oni. Play hyper safe until they get their power (for the rest of the match), then deal with them hugging around every loop and 180 degree flicking behind them for an instant down.
-Pinhead. Specifically ones that are running Franklin's + Hoarder and just making chain hunts nonstop the entire match.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3119879#Comment_3119879
"TL;DR His power is a mess."
Only your third video is an actual bug and I believe that was fixed some time ago. Your first two videos are clear examples of cases where you don't seem to understand how his power works.
They didn't say every example was a bug. The first two examples clearly show some wonky ass hitboxes. The fourth video shows his attack animation straight up not even playing, which interestingly according to you is an intentional part of his design.
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@Bubble0seven said:
https://forum.deadbydaylight.com/en/discussion/comment/3128752#Comment_3128752
I love how you only think that killers are the only tryhards LMFAO it occurs on both sides champ Nearly every 3rd match i get survivors that are sweatier than a footballers jockstrap playing like its a dam ESport....I don't mind the energy they bring its a challenge but don't think it is just killers ts both
My killer matches have been fairly relaxed, honestly.
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It's not too bad with Nurse.
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Live servers are typically filled with killers trying way too hard whenever a PTB is going on. It's best to not bother playing survivor while a PTB is going on.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3121369#Comment_3121369
Not for me. Looping is the most boring part of the game. "Let's run this circle three times, then he throws pallet, then I break pallet, then he runs to the next pallet and we do this again."
Repeat. Yawn.
Crouch walking behind rocks at the edge of the map is such a thrill in comparison, for sure.
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@GeneralV said:
I disagree with a lot of your points here, but I do agree with the main argument.
If Hexes are gone forever once they are destroyed, so should Boons.
It is only fair.
Boons are both less powerful than hexes, and there's no reason to directly compare them in an asymmetrical game like this.
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Most people that play Spirit seem to be sour grapes players that are incapable of not sweating as hard as possible. Nurse players tend to be the same. Both are killers with largely one sided chase interactions, so I assume they attract players that care about no one's experience except their own.
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I mean, she's still a bad idea for a killer.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3121402#Comment_3121402
Even those examples have plenty of counters. Solve Pinhead's box or simply hold onto it to take away everyone's chain hunts for free, and you're even shown its aura cross-mao at all times. Nemesis' zombies can be blinded, kited away, killed with pallets (with a hefty respawn time attached), sometimes Nemesis has to kill them to get his mutation up, and sometimes they sandbag him.
"Babysitting" the box, zombies making it "impossible" to do gens, and "annoying" mechanics. It's kind of dramatic, isn't it?
Pinhead has an addon to make it so you can't see where the box is until a hunt is active; and a lot of Pinhead players have adopted a Franklin's + Hoarder + Lethal playstyle to make it just a constant annoyance for the entire match. Even if they don't do that, having to constantly stop what you're doing, trek across the map, grab the box, and try to solve it in-between constant chain spam that resets the prompt every time you're hit, is annoying. Or you have teammates constantly dive bombing the box while injured and then dying with it.
Blinding zombies requires you brought a flashlight. Kiting them away is time consuming and annoying (because they will just immediately wander back over to the gen anyway). Killing them with a pallet is an enormous waste of resources. Nemesis killing them typically just makes them spawn next to a gen somewhere.
Being able to "counter" something doesn't mean it's not annoying.
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I can't believe nerfing Decisive Strike down to two seconds would result in this.
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Bro, it's not that serious, trust me.
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Guy wrote an essay in response to a single sentence. All I'm gonna say is, MMR doesn't work correctly and there's no reason to assume it does; and if you really think you're going against comp squad survivors in 9/10 matches, you probably aren't a decent killer.
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It's a fun perk and probably wouldn't be overpowered if Nurse didn't exist.
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@Zamiwami said:
https://forum.deadbydaylight.com/en/discussion/comment/3121472#Comment_3121472
I would think being able to work around the RNG is a skill in itself, making use of what they have available. But yeah probably not the most exact way to measure skills.
So how WOULD you measure skills between two players?
Sometimes maps spawn with like 4 pallets total and some T&Ls (or whatever this new useless tile is). Skill can only go so far if the game gives you nothing to work with.
I personally think measuring skill between two players in DBD is kind of pointless. It's a busted jank ass party game. It ain't that serious.
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I think DS was fine at five seconds. Three seconds is way too short, especially considering how you spend the first second locked into an animation. There's virtually nothing you can do with only two seconds of distance; and currently no incentive for killers to not just immediately tunnel you off hook (other than the kindness of their heart).