Johnny_XMan
Johnny_XMan
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- Johnny_XMan
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My thoughts and takeaway from their last stream was “We want killers to Tunnel and Camp because we want there to be a threat”.
So in essence they have created perks that (sort of?) counter these which means that survivors have to bring them into a match in the hopes that if say survivor A has BT, but survivor B doesn’t and survivor A is the one who is hooked, it handicaps the group.
Oh don’t worry I am not asking for them to buff these perks but unlike many I am not blind to the fact that this is a problem for two reasons. It makes the rest of the “non-meta” perks feel like waste, and it doesn’t solve the problem that will continue to persist.
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If all 3 are already downed personally what I would hop in a locker until she picks up. Most killers who finally pick up do it because they are running BBQ, and want to find the 4th via their aura.
This also punishes her because she might not be able to hook everyone she downed.
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The only Claudette types I see immersing are low rank.
High Ranks is a different story.
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On the forums? Their idea of balance is nerfing anything they deem "second chance" or "undo button".
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You mean nerf precious little noed? No what you mean is nerf DS and DH.
In all seriousness, what No Ed needs is a requirement to get it to proc, much like Devour. Never understood why a survivor’s objective being completed benefits the opposing side.
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Bullying in a game? Oh.
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I agree.
They need to figure out a way the game can recognize who manually opts to “Leave Match” vs game crashing on its own.
I know it’s probably not a very simple thing to look at but still, would be nice if there was a way to differentiate the two.
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But devs already confirmed they are changing it to work BETTER than it currently does, meaning they aren’t changing what it does.
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Gen times are fine though?
I think if gens were increased killers who camp would have more of a reason to do so.
You can equate someone’s lack of skill (knowing when to drop chase, checking/pressuring gens) with “gens are the problem”.
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@Dingo88 said:
Camping a hook is not an efficiant way to be a killer. I tend not to do but if I get looped round the hook or a jungle gym by another survivour that's there fault not the killers.
If it wasn't an efficient tactic we wouldn't hear so many people complaining about this busted mechanic in the game.
Sorry, but I know OP's idea is far from perfect, but neither is doing NOTHING to counter hardcore Camping.
Yesterday I had a killer main streamer (I won't mention any names here) tell me "If I do not see an obsession, I will camp and tunnel all day". This is precisely the mentality of a lot of killer players, it's disgusting and I am not surprised people are fed up with it.
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The developers want there to be tunneling in this game. While understandably there will be some tunneling to some extent, they should have never tried to feature a half-assed attempt to counter it through a perk.
Anti-tunnel would suggest that the killer will suffer the consequences of tunneling via the perk itself, meanwhile they slug, and not only do they get free pressure, counter a perk, but force teammates off gens as well to pick that person up. That isn't suffering a consequence.
Apparently people also think that tunneling only happens right-off the hook. You know you can hook someone and 15 seconds later seek that same survivor and decide you wanna take them out of the game right? Yeah, apparently the fact that the perk has a timer doesn't signify at all how long a killer can be on the lookout for you.
They made a perk to soft-counter scummy actions, which now has been given even more conditions in this game which is just the cherry on top.
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If the devs actually cared about tunneling, they would create a built-in feature to counter rather than sticking it to a perk that one half way does the job. More so now with the announced changes.
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I do. They are useful during endgame, especially to counter DS.
If you were going to use them to tunnel someone off and mori them, then yes, they are pretty useless.
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1) Because for some players specific killers are more fun to go against (i.e. They have more counterplay, they have more chase potential rather than the boring drop a pallet earlier technique etc). It's the same reason killers dodge key holder lobbies (for example) only difference is they have a way to see that, survivors don't know which killer they are facing until they are in the match.
2) Too many questions compiled into one question.
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It is too dark, that’s why I use an overlay filter.
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Congrats!
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@TicTac said:
Didnt the devs say that they would change dead hard. So you should wait for this change and use the time to complain about sprintboost. Bc i bet that people will complain about it anyway when dead hard is nerfed. So you can start a few months in advance.
They are changing Dead Hard so it actually works better, meaning you are not exhausted on the floor constantly. They are not changing it's concept.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/1956815#Comment_1956815
You don't go down if you use it for distance :)
Here's what makes it different from other perks, other perks don't always cover mistakes, and the mistake the survivor mad in your example is situational.
Dead hard works in EVERY loop, excluding the obvious "You will die if you use this pallet" loops.
Survivors can mess up at almost any loop and have their ass saved by DH. That's unhealthy for the game, especially because DH takes no skill to use whatsoever.
Thats because it’s meant to be used for distance. I don’t now if you are purposely acting confused about it’s concept.
I use DH all the time, and I don’t agree that every time you use Dead Hard is to correct a mistake. As an example, if I am being chased at shack, and I already know I won’t make the window but I also understand how much distance I have with DH, so I purposely extend the distance with DH, not because I made a mistake. Much like if I was using Lithe when there was no pallet to throw down.
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This is not an issue that is exclusive to one side or another.
It stems from the nature of the game. I don’t think the de sync being present makes any difference in their treatment towards others.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/1956729#Comment_1956729
https://forum.deadbydaylight.com/en/discussion/comment/1956728#Comment_1956728
It's not how much distance you get, it's when the distance is used.
Dead hard is used exclusively to remove a mistake the survivors made. Don't have enough space to a pallet? DH.
As I literally put in the post in all caps bold:
Dead harding for distance has no counter and can extend chases even when the survivor makes mistakes.
”oh shoot I forgot there is no pallet at this tile, but there is a window I can vault and I have lithe!”
You are acting like you can’t “correct” a mistake with other exhaustion perks. DH just does it on the fly and is far worse than the others because you go down half the time anyway.
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yes for Dead by Daylight 2.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1956722#Comment_1956722
lithe- requires setup and effort
Sprint burst forces you to walk or lose it and not have it when needed (unless cheating ofc)
dead hard- on demand distance when you want it combined with i frames.
there is a huge difference.
Ok? And it doesn’t give you as much distance as the first two. What’s your point?
You can 99% SB and you call that effort? Just because you may not like how the perk works doesn’t mean it’s unfair.
You still have to time Dead Hard for it to actually work. If the killer is good they will wait it out and out position the survivor.
Your opinions on Lithe still do not explain how that is more fair than DH. When they both essentially give you distance when you should have gone down.
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If you have a problem with Dead Hard then I’m going to assume you have a problem with all other exhaustion perks. As they all give you distance.
Like, what’s the difference between making the loop longer vs using Lithe when you could have downed them because there was no longer a pallet there but now they’ve gained a bigger distance than even DH ever could and have gone to another loop with another pallet.
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K, thanks for letting us know?
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1955882#Comment_1955882
Why not? Decisive Strike is getting nerfed so why not Dead Hard.
They’ve already confirmed its getting reworked to work better than it already does.
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Imagine thinking that Undying got nerfed, not for any balance reasons whatsoever, but rather because a group of people didn't like the perk. Sad thing is, this is the mentality that resides in the minds of many players.
It's also funny that you think Camping comes as a "result" from gen-rushing. When there is enough evidence and even some killer mains themselves have encouraged survivors to "DO GENS" whenever the killer is having a 'let me camp you cuz I feel like it' kinda day. Yeah, those apparently never happen. 🙄
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*queue in violin dramatic music*
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In terms of popularity and most requested killer he is up there.
I would love to see him in this game. I am hoping if he does join DBD, we will have the ability to switch between him and Tiffany, much like we can with all Legion characters atm.
I also agree teen Andy would just be amazing.
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@BattleCast said:
I would pay so much money for a killer that's a mix between a sorcerer and the Legion. A spread the pain type vibe killer that uses magic.
Interesting take. I think if done right this character could have the potential to be as powerful if not more powerful than Nurse.
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@AhoyWolf said:
To be honest I'm not a fan of teleporting, you just pop from one place to another, not really that fun gameplay I would say, but that is just me.
I like more zoomin' Killers, like Blight or Billy.
If the teleporting is done right then I wouldn't mind that much, Nurse for example is fun for me (when she works).
I understand. I was more focusing on the effect itself rather than the idea of a portal. It just reminded me of a magical portal.
At the moment we don’t have a magic-type killer so I thought it would be cool to see. I guess I’m thinking of a Witch type character.
Click to view the GIFMaybe not as pretty but you get the idea. 🙂
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Flashlights are probably one of the most balanced items on survivor side.
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@HexSmolPP said:
Taking Blood Pressure medication to calm myself down.
Dont let this game take you there, and take care of yourself.
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@savevatznick said:
I do gens and run Hope. Chases feel like they should when I have an extra 5%movespeed.
I love the perk Hope. Hence my forum icon. 😄
And I can see how this one would also help out. Especially when you’ve done the objective and you risk getting hit by one of those nasty hits at the end of the match.
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@brokedownpalace said:
I don't play to escape currently. I play to do challenges and get as much bp as possible. No point in trying if I have to actively fight with the game itself
That’s a good mindset to have tbh. Like to have other goals while playing the game as it is. XD
I kinda told myself that I was going to try to farm event toolboxes because I get one, maaaaybe and very 3 bloodweb pages? So I’m currently just doing that and bringing a white ward with Plunderers.
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It can be because you depend a lot on your teammates. You cannot 1v1 the killer if you’re getting camped and no one has BT to save, for example.
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@rha said:
I searched YT for a video of the good ol' unhook lag that once plagued particularly console players but also some PC players and watch it before starting DbD to remember that we had much worse patches than the current one. It was the only time in my personal DbD history that I quit the game for a while because it was actually unplayable. Until I gave up, every match I played, after every unhook, it was like this:
https://www.youtube.com/watch?v=tASxe6jgu3M
IIRC the only way to return to normal was to get into a locker after the unhook, but that was easier said than done.
Watching that actually almost made me throw up in my mouth.
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@GoodBoyKaru said:
Two things:
- Playing killer.
- Absolutely ######### ruining my eardrums with music to drown out the miserable experience of playing this game and sending my family into a nervous breakdown when they hear me screaming Lovesick Girls half in tears.
LMAO
I have a roomate and he knows I play DBD, he legit asked me if what I was playing because I keep saying "How did that hit me!". 🤣
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@GHOSTfaceP3 said:
I dropped a pallet earlier and I still got hit plus he teleported to the other side... He had enduring I killed myself on hook because of that
There is definitely a desync issue going on as well.
I had a Huntress down me yesterday, walk forward and looked like she was afk for a sec. This Feng was behind and tried to heal me but the game wouldn't let her, next thing I know she teleports and I'm already on her shoulder. lol
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@Eathian said:
Survivor is unplayable. Played a few killer games, but the performance of the game has gone into the toilet since the update. There's so much hitching I feel like I can barely even move as killer now.
So long story short: there's little to no enjoyment currently. I've been playing mostly other games and I suppose will be until the movement and sync issues have been resolved.
I feel you on that too.
I know some of my friends are taking a break atm. Which sucks, but it's understandable.
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@GodLikeTerror said:
Pre throw pallets, because I ain't risking nothing, and just sitting on gens like a maniac. That's how I've been trying to enjoy them lol.
It's kind of funny how we've transitioned from playing causally to literally as if we were one shot away from a down. xD
One of my friends has been running Prove Thyself just to sort of balance how fast you go down due to bad hits vs gens done. So I totally feel you on that one.
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I think if you are slugging at 5 gens while having a Ruin/Undying combo, that just shows how insecure you are in your skill. That's just my opinion.
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Personally I have no issues with keys. I have an issue with them being able to be purchase through the bloodweb.
To me, being able to retrieve a key instead of simply bringing one sounds more balanced not to mention more interesting from the survivor side.
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I think part of the problem (at least with the injured running animation) is that they hold their stomach the ENTIRE time.
It would be nice if they added other small variations.
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One tip I can give you that I often try to think about while I am being chased is to keep her guessing. Double back once but not do it again, instead do something different.
I say this because they are going to have to predict their blinks based on your movements not just in one chase alone but the next time they chase you. “This one likes to double back a lot”. Etc
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@Beelzeboop said:
What I'm trying to say is that the mechanics were implemented without any idea of how incentives or human behaiviour work.
The lack of QoL makes people feel powerless, which makes them feel frustrated, and frustration fuels anger, which fuels toxicity and tribalism.
I wasn't giving a solution, just pointing out the problems that I saw.
Or maybe it has more to do with the individuals themselves?
I’ve seen people rage in other games too which lead to toxic comments, so this isn’t exclusive to DBD. It exists in other pvp-based communities.
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You have to get close enough and not swing early. Which is what the survivor is going to hope for. This is particularly easy in dead zones.
In tiles you are gonna have to out-position the survivor so that they’ll mess up their DH, and either overshoot their distance at a pallet or not have enough time to get to a window.
Some pallets you’re just gonna have to eat either way. Especially if there is no LoS to mind-game at.
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Something seems off with it.
I’d like to see it go through another iteration.
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You can’t run “fun builds” because Camping, Tunneling and Slugging don’t have any built-in mechanic counter.
Devs made it pretty clear during their last stream when they all shrugged at the thought of a survivor being hardcore camped.
This also confirms that meta perks will stay meta.
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I thought this was a rare occasion?
According to “sources” on these forums.