Ivansanchez224
Ivansanchez224
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Comments
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@R1ch4rd_N1x0n said:
https://forum.deadbydaylight.com/en/discussion/comment/3205629#Comment_3205629
The perks are intended to counter tunneling not make you invincible after the gates are powered/open and guarantee you an escape.
Well DS does a pretty crappy job at countering tunneling considering you can only use it once per trial and only lasts 3 seconds
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@sizzlingmario4 said:
No. There is no such thing as tunneling once the exits are powered. Getting unhooked in endgame and having a free escape with DS that the killer couldn't do anything about was BS.
So you’re fine with killers getting easy guaranteed hooks but you’re not fine with survivors having second chance perks to help them escape….
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@R1ch4rd_N1x0n said:
No.
Yes
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@R1ch4rd_N1x0n said:
No.
I think yes
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/3178711#Comment_3178711
Are you describing Wesker, Demo, Nurse, or Blight....?
All of these killers dash over distances in one way or another.
And post window vault hits are NORMAL if the killer has bad ping (or you yourself for that matter). And bad means everything roughly over 100ms in this case.
I think you have set your mind to your version, that Wesker is OP, ignoring everything around you. How about you learn his counterplay? During the last week I played him basically nonstop. I dealt with his needle hitbox, got from Gold VI to Iri I with him and yes there is counterplay. Even after they fixed him. DH in perfect execution, sudden changes of direction, hugging a broad half height loop etc. Basically everything you do vs a Demo.
Imagine telling someone to try and use a useless perk such as dead hard
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@Viktor1853 said:
Get good wesker is fine if you are good at survivor
I’m fairly good, He needs to get nerfed
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@OrangeBear said:
Not before Nurse. Nurse is basically wesker but has more potential and no infection. If they nerfed wesker before nurse, that just wouldn't be fair at all.
Agreed
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3178707#Comment_3178707
Nom-existent? He has to go through an animation every time he uses it.. it’s like Nurse’s fatigue. It requires direct line of sight to use though, and a nearby object to ram or throw the survivor into for maximum value.
He’s not a high tier killer at all, for the input required.
LMAO an animation that lasts like 3 seconds. My point still stands
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@Ivansanchez224 said:
https://forum.deadbydaylight.com/en/discussion/comment/3178721#Comment_3178721
So you just agreed with me that his cool downs are short. Indeed they are.
Misread that actually
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@Crowman said:
I can very much tell you've never actually played as him. His cooldowns aren't short and his distance only comes into to play if he waits for both charges of his power.
So you just agreed with me that his cool downs are short. Indeed they are.
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/345648/nerf-albert-wesker
That you get hit through walls is due to latency. Completely normal. Also happens with Huntress or Nemesis.
He can't easily bait DH if he misses his first dash, can't lunge or curve like Blight and if you misjudge the timing of a dropping pallet you don't vault it.
With his fixed hitbox he's fine now.
No he’s too op and annoying. His dash attack makes chases useless since he can catch a lot of distance by pushing one button. His dashes have too much range and hit me through windows even after vaulting through it when he’s not close.
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@Malkhrim said:
His cooldown is already pretty long (12 seconds until both charges are recovered).
He can only move on a straight line and may get stuck on objects. Just get behind an object and you should be fine. At long distances it's harder to hit because he cannot turn during dashes.
He needs to charge his power before using it, giving you time to get out of his line of sight.
Wesker's power is fine and does not need nerfs.
12 seconds until both are recharged is too short. It needs to be longer
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@GoshJosh said:
Strongly disagree. His power is very situational, and the cooldown and recharge are punishing enough.
Disagree his cool down is non existent and range is ridiculous
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@Wowie said:
https://forum.deadbydaylight.com/en/discussion/comment/3158009#Comment_3158009
Yeah, what @Deathstroke said. It's a tombstone addon and the tradeoff is that it is absurdly long and painful to get tier 3, and jumping in lockers counters it.
You can probably make most Shape players disconnect by jumping in a locker against it, honestly.
Oh wow I didn’t know that was a counter lol thanks for the tip
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@Wowie said:
you have to be on death hook to be mori'd
I don’t think so. I just played a game against a Myers’s and he took me out of the game with mori and I didn’t get hooked once. I was the one doing all the gens/saves too. Unfair and broken.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3152499#Comment_3152499
Seeing as you have no actual arguments.
L + ratio
If you can’t see how killers have all the advantages than you’re just slow lmao
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@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/3141097#Comment_3141097
- Survivors have stuff to speed-up generators (toolboxes, action speed increase perks, etc) and stuff to hinder the killer (sabotaging, flashlights, perks to help with looping, etc).
- Killers have stuff to slow down generators (regression, slowdown, information perks to hinder repairs, etc) and stuff to hinder the survivors (chase related perks, debuffs, etc).
It would be awful to introduce a random new mechanic to hinder a certain side when it isnt even needed. If you are having trouble saving a survivor off a hook or are at risk of being tunneled, there are perks to cover that.
- Want to save a survivor? Try bringing a Styptic Agent, or a medkit to heal yourself and go for the save.
- Want to protect the unhooked survivor? Try bringing Borrowed Time or Guardian.
- Want to protect yourself after an unhook? Try bringing Decisive Strike or Off the Record.
- OR BETTER YET... There is this perk, I think you might like it, it's called "Breakdown". It breaks the hook you were hooked on after you were unhooked, I know, shocking. You should 100% use it. Plus Jeff is an awesome character, you might end up liking them (if you dont already).
The solutions to your problem are staring you right in the face, so why not use it? Maybe because "I dont want to use a perk to counter a playstyle?", I can empathize with that, well, surely it isnt any different from the killer's end of things...
killers are forced to run regression perks otherwise they still get stomped because the basekit changes dont help protect generators that much, it isnt any different...Hmmmm.Literally everything you just mentioned killers have a counter for and are considered useless most of the time. There needs to be a cool down time on hooks I see no problems here
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3142159#Comment_3142159
Killers don't have all the advantages, not if you're good anyway, but seeing as you agree with this suggestion, I don't think you are
Nahhh killers do have all the advantages
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3141163#Comment_3141163
Again, it's a worthless and pointless cooldown that only exists to give the Survivors a fighting chance after already messing up.
Yes, 1 Survivor sometimes dies, boo hoo. 3 Escapes are still a loss for the Killer
Also isn’t that the whole point of noed? To gives killers a fighting chance for messing up all game?
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3141163#Comment_3141163
Again, it's a worthless and pointless cooldown that only exists to give the Survivors a fighting chance after already messing up.
Yes, 1 Survivor sometimes dies, boo hoo. 3 Escapes are still a loss for the Killer
Lmao that’s whole point of this suggestion captain obvious…. To give survivors a fighting chance in a game where killers have all the advantages. If it’s so pointless than why are you crying about the suggestion? I agree though the cool down time should be longer
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3141149#Comment_3141149
A chase will usually end with 2 Generators done, if the Survivors is good, that is.
2 Hook States take 120 seconds, 3 separate Generators take 90.
You have plenty of time to finish all 5 Generators and escape, sometimes you'll even save the hooked Survivor.
Camping isn't a problem you can fix, it'll always be part of the game
I still think they should at least put a 20 second to 25 second cool down time on hooks or longer. There are ways to prevent survivors from camping, there should be some way to prevent killers from camping hooks. By “sometimes” you’re insinuating that most of the time you won’t be able to save the survivor from being camped and killed. That isn’t fair to the player who is being camped to stay on the hook for that long and die.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3141127#Comment_3141127
Do gens? If Survivors are efficient on Generators, camping will lead to a loss
Hmmm how does that fix the core problem at hand? Survivors need to save their team mates in order to up their chances of survival. If a killer is camping a hook how are they supposed to work and complete all five gens while also wasting time trying to save their team mate that’s being camped. A cool down time will prevent killers the luxury of camping hooks and getting easy wins.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/341985/cooldown-time-on-hooks-and-nerf-killers-range
What is the obsession of people labelling any kill a killer gets that they don't like "easy"? A good deal of the time theses "easy" kills a survivor will hand to the killer on a platter. Don't want "easy" kills? Don't make them easy.
https://forum.deadbydaylight.com/en/discussion/comment/3141097#Comment_3141097
"Killers have many ways to prevent survivors from doing literally their main and only objective."
Isn't that the whole point of the killer role? You, know, prevents survivors from finishing their objective.
Well you make a fair point. But I still stand by what I say. There should be some kind of penalty to stop killers from camping hooks and tunneling. Also there’s plenty of other hooks on the map that are quite close to each other so I don’t see why you guys are whining about such a suggestion. A cool down time on a hook will prevent killers from downing someone that saved their team mate and throwing them on the same hook seconds later. That’s too easy. You guys are fine with the developers catering to you guys and making the survivors job hard and far too long to do but cry when I suggest something of the same to be on the killers side. They just buffed the time it takes to complete gens which wasn’t really needed and now makes games even more tedious. Cool down time on hooks doesn’t even seem like that big of a deal if you compare it to other suggestions that have actually been put in the game thus far.
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Go to the other hook that’s probably like 5 inches away lmao.
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@Seraphor said:
So killers will just slug instead.
You could use Breakdown and Boil Over, but again, if a killer encounters this, they will slug.
How would that lead killers to slugging?
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3141102#Comment_3141102
If you've seen it happen, that means the Survivors made a mistake and the Killer capitalized on it.
Guess Killers aren't allowed to capitalize on mistakes without pointless cooldowns
If this is such a ludicrous and pointless suggestion than might I ask what you’ll suggest to stop killers from camping hooks? What do you propose they do? I mean there’s already plenty of things to prevent survivors from camping and slowing down gen time and opening exit gates….what penalty would you suggest for this problem? I’d love to hear it.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3141097#Comment_3141097
How do you even get 3 Survivors hooked on the same Hook? That's the Survivor's fault for saving in front of the Killer.
Hooks have to be close to each other, if they weren't and you could reliably wiggle off on your own, Hooks would never be used and everyone would slug Survivors.
Sacrifices aren't easy. They're only easy if Survivors make them easy
You’ll be surprised I’ve seen it happen lol. If killers have ways to make the survivors job harder and take longer than the least they can do is put a cool down time on a hook that’s been used. It’s not fair that they can throw someone on the same hook seconds after someone just got saved from said hook.
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@ThatOneDemoPlayer said:
Give Survivors immunity to Hooks... because they got hooked? Use OTR or DS and get good at looping if you don't want to get tunneled.
Range Killers are fine, or do you mean you've been hit by some weird Lunges? That's a latency or connection issue, I think
Also DS is useless now.
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@ThatOneDemoPlayer said:
Give Survivors immunity to Hooks... because they got hooked? Use OTR or DS and get good at looping if you don't want to get tunneled.
Range Killers are fine, or do you mean you've been hit by some weird Lunges? That's a latency or connection issue, I think
Lol no. Killers shouldn’t be able to throw three survivors on the same hook after they get saved and the person that saved them gets downed in the process. Killers have many ways to prevent survivors from doing literally their main and only objective. Killers can still tunnel and camp. I don’t see the issue here with putting cool down times on hooks that have been used. The hooks are already laughably close to each other so what’s the issue here. Not to mention I’m not saying to put a crazy long cool down time just something to stop killers from getting easy kills.
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@SuzuKR said:
You are supposed to be unable to hide. That is literally the point, and it is balanced as is.
Well that’s ######### and broken if you aren’t supposed to be hiding than what’s the point of even playing if the killer knows where you’re at all the time. You can’t mend or heal either or else he’ll know where to find you not to mention the abhorrent speed boost he gets like he wasn’t already fast enough. You killer mains make me question your intelligence. Playing against legion is horrendous. Splitting up doesn’t change things either. I think they should nerf his power
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@Healthore77992 said:
So it was okay when killer had it worst but now when survivors got harder it's end of the world? Time to git gud mate.
Lol imagine telling survivor mains to get good when killers have all the advantages and now even more…
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@ThiccBudhha said:
It is easy as hell when the survivors are bad, absolutely. When survivors put up a fight though, it reminds me of when you are first getting into a fighting game and get zero to death'd in the corner after like 2 missed blocks. Only in that case, I can say, "should have blocked better."
I can assure you a whole squad of survivors with flashlights or dead lock will never be as toxic as any of the killers lol
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3128945#Comment_3128945
You're not supposed to "hide and seek" there's literally a killer (doc) that can find you anywhere on the map, like...what?
Lmao so you just want the survivors to just be running around in the open? Making the game even easier for you?
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@fulltonon said:
Play survivor.
I do.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/340824/the-game-is-too-easy-for-killers
Yeah, I stopped reading after "I don't think killers should be able to see the survivors aura at all"
You just don’t want easy wins taken away from you. The game should be more challenging for both sides. The killers being able to see the survivors aura and not even know that you’re coming for them is unfair considering that killers are much faster than the survivors so there’s nothing they can do at that point except get downed and hooked.