Juicyman
Juicyman
About
- Username
- Juicyman
- Joined
- Visits
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Comments
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With less than 2 mil (1.8 I believe) I managed to get both Ada and Rebecca to P1, news prices are glorious. I even had enough left over to get some of their perks on my main survivor as well.
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I like that when you lunge as Demogorgon there's a chance you can hear David being hit/grunting for some reason.
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/3150578#Comment_3150578
That’s exactly why killers should hard tunnel at 5 gens.
No no, you're not allowed to tunnel. If there are 4 or 3 survivors left at endgame you have to do the courteous thing and open the exit gate for them, accepting the loss like a true gamer.
If it wasn't already StbfL is now the must have killer perk outside of a few killers.
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You've heard of a 3-gen? How about new Haddonfield's 4-gen, it's pretty ridiculous. If I'm out for the win when I'm on that map there's no point in leaving the Myer's home side, there's nothing for you across the road.
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0f4a53ef-98d2-4174-b3d0-6a02b7d37e89
Yeah, here's mine for anyone without it.
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You're right, but only if we buff Nurse.
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Individually they're not the strongest but Macmillan Maps (not Shelter Woods) typically have a lot of loops chaining to each other and the set-ups they provide can be filthy because of their window placement.
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@Sparks741420 said:
https://forum.deadbydaylight.com/en/discussion/comment/3103755#Comment_3103755
but with a 1k you can still outscore every survivor... yup totally "balanced"
You can't outscore every survivor if you 1K because you're MMR is brought down 3 times by the 3 that escaped. Also, need I remind you this is an asymmetrical game, it doesn't work off of linear balance.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/3111251#Comment_3111251
I been seeing it a lot more now don't know why.
Doubling up my tin-foil hat here but it's either toxic survivors that switch to killer because it's harder to bully killer now, or it's ego killers finally getting the opportunity to bully survivors more because of the buffs. Maybe even both.
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@Chocolate_Cosmos said:
I am all in for Thana nerf. It is too strong and now it still can be strong but Its very limited.
MoM idk why they nerfed.
I am not big fan of return of Pain Res + Dead Man combo.
I don't think anyone minds them looking into Thana but currently 1 injured survivor is 5.5%, the change makes it so 3 survivors are 6% which is a whole 0.5% for hitting an additional 2.
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It's now only decent on the two killers it was already good on, while worthless for the others, not a good change although I guess the idea was to not make it a safe default.
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@CyberRoninX said:
Killer mains just need to stop thinking that a win is only getting 4k. According to the way MMR works the killer is playing 4 different games so each player they hook and sacrifice is a win. So really only killing one survivor should be considered a win for the killer, that's how the game sees it.
Not quite. The killer has 4 chances to increase their MMR in a match, meaning if you get 1K you get one increase and three decreases. The amount you can get per survivor isn't the same however, the higher difference in MMR between you and the survivor the more MMR you get. This means that even on a 2K you aren't guaranteed an increase of MMR. 3K+ is, as far as I'm aware, the only thing considered a 100% win. In a 1K you "win" against a single survivor, but you don't win against the team.
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@CyberRoninX said:
Killer mains just need to stop thinking that a win is only getting 4k. According to the way MMR works the killer is playing 4 different games so each player they hook and sacrifice is a win. So really only killing one survivor should be considered a win for the killer, that's how the game sees it.
Not quite. Killer has 4 chances to increase their MMR in a match (namely killing a survivor). For each survivor they don't kill their MMR decreases, so killing 1/4 is a guaranteed loss by MMR standards. The value of MMR you get isn't equal per survivor though, with higher MMR survivors being worth more meaning that on a 2K you can increase or decrease your MMR when calculating against all of the survivors depending on who you kill. The only way that you can confirm an increase of MMR is a 3k or 4k.
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Pinhead instantly puts me in a negative mood and it takes restraint to not instantly DC if I can't see the box at the beginning (his iri addon). I just don't trust my team enough to make it a remotely fun experience, like why is chain hunt activating while I'm in the middle of a chase.
If I get the same killer twice in a row I usually will not enjoy the match as much as before (although some exceptions exist).
If I hear a Nurse blink twice at the beginning and she gets a hit I also end up immediately writing the match off, although I have to remind myself Lethal Pursuer is a thing.
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It's not dead, just hard now.
Ha...
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@Oscarnator said:
https://forum.deadbydaylight.com/en/discussion/comment/3088907#Comment_3088907
That it was already balanced. What does the word even mean to you?
You aren't the one that gets to decide what is balanced. The devs clearly want killers to be getting more kills than what their data is showing, so they decided to buff killers. It could be that the average kill rate was less than 2K2E or that they decided they want the average higher than 2K2E, either way these are the changes the decided to go with to achieve what they wanted.
I will say though, introducing the big meta shake up at the same time as the baseline killer buffs was definitely too much for this community to handle and probably should have been consecutive patches.
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Most reasonable people are aware there are plenty of issues with solo-q and that this patch made them worse (by how much by is up for debate but we can agree it's worse in some capacity), however a big part of this will simply be because of the dead hard change. If 3/4 survivors were using it (as statistically shown), and you claim you never used it therefore "why are my games worse if I didn't change my build" you're forgetting the possibility that the other 3 survivors in your lobby may have crutched on dead hard.
Even if you didn't use dead hard you still benefitted from it statistically in your solo-q games because of your teammates being able to use it (if you were the one not running it). Now that they can't use it to extend their chases you no longer benefit from dead hard as well. Taking this into account the devs have also said they wanted kill rates to rise so killers got a basekit buff as well, meaning it's no wonder your games are being mangled if the other survivors are completely lost without their perk (also, just so I don't have to specify later, we both know not all 3 of the other survivors continuously crutched onto the perk but I'm sure we can agree MANY of them did).
There are issues that need to be addressed even after this patch (incentives not to tunnel/camp etc), but a lot of the immediate results we are seeing are most likely because of the cause and effect of dead hard being neutered. Ultimately, even if you didn't use dead hard, you still statistically benefitted from it in your games before the nerf and those that did use it need time to adapt. After-all we're seeing plenty of decent survivor streamers doing work without dead hard because they are good at their role.
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@Oscarnator said:
https://forum.deadbydaylight.com/en/discussion/comment/3088484#Comment_3088484
It’s also been confirmed that the kill rate was even. What’s your point?
What's your point? They've already said they were unhappy with how low kill rates are, that's why killers were buffed this patch.
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@fulltonon said:
Well if one is complaining about soloq, it's pretty obvious that is caused by DH nerf.
There is 3 other people in your teams and 70% of them used dead hard.
Exactly this. I've seen a surprising amount of people claim they didn't use/rely on Dead Hard before the change but they fail to realise they are the 25% that didn't use it when it's been confirmed the other 75% of their team did. Dead Hard being nerfed is a BIG reason your solo games are going horribly because your team mates statistically haven't learned how to play without if you know how to.
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Killers no longer respect it so it's not as hard to pull off as you might think, but the innate value you get from it is nowhere near the easier freebie sprint burst or especially lithe are. It's not as mindless as before and requires effort from the player but I've been watching plenty of streamers get plenty of value from it (Hens, Ayrun, JRM, Scott).
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- The usual suspect posters on these forums having a constant hissy fit in every single thread.
- Armoured Oni's spikes obscuring his dash.
- Monstrous Shrine does not feel healthy, it feels really really bad when I'm on survivor.
- Dead Hard PTSD still lingering when I lunge.
- Edit - The Black Spot when a survivor is hooked seems to be obscuring Kindred/Auras for way too long since the update
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I will commit actual DBD sins if I have a Tome challenge to kill the Obsession, especially 10 times. It's the best time when you force a DS to create a new Obsession.
I think once as a Survivor I've t-bagged intentionally to annoy the killer (not even to draw aggro, I just didn't like them), and I don't even think they deserved it in any capacity.
I've also been pretty mouthy in end game chats instead of just gg'ing and moving on. The worst ones are when someone says "GG" just as a pleasantry and I'm spouting nonsense like "iT WAsN't A gG". Just move on idiot me.
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Almost 2000 on Killers alone, but the amount I kept after P3ing them is a pitiful amount.
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Decided to P3 a bunch in hopes of the reward being to my fancy, didn't luck out there.
P0 - P3: Myers, Ghostface, Oni, Pyramid Head, Blight, Nemesis, Sadako, and Dredge.
Was going to P3 Demo and some of my Survivors but I'm better off keeping them max perks.
At least my Archives are almost over.
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I had a number of killers maxed on perks but P0 and decided to P3 them during the event on the what if of some decent goodies. I've wasted so much for so little. rip
Edit: It also looks like you actually get shafted if you've started to P3 after the announcement because you only get the automatic prestige based on the amount of perk tiers you have on that character as well. I've wasted so much for so little even harder. rip
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3005489#Comment_3005489
Nope. All my best killer games have been 5 flans. Everyone gets 2 hooked and escapes with 30k+ BP, 180k after bonuses. Except the ones who afk forcing me to hook them 10s before the entity takes them and only get 10k because they didn't participate. Or worse, those who suicide on first hook and leave with 5k, only to see their 3 teammates escape with 30k.
I envy you, 1 hook at 1 gen or someone dead at 5 gens. Just the luck of the draw I guess.
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Here's a good rule, if you see 5 flan in the loading screen just task manager out. Every single game I've been a part of with 5 flan have been statistically the worst of this event. Survivors want out asap and to deny you hooks or Killers want to hardly interact with you and just hook camp.
You think to yourself everyone is going to eat but you've barely touched your starter and you're already being kicked out.
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Bringing up post history is like dismissing an argument because of punctuation or bad grammar, thinking it's the ultimate "got'cha".
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At least DCing as Killer doesn't ruin the game, it just ends the game (and although I'm guilty of just quitting as Killer it's not something I advocate). But had a scenario last night that just blew my mind and made me question a few things.
Was on a Killer with no mobility options but spawned in with Lethal Pursuer. Watched the four survivors at the other side of the map do a little t-bag meet n greet, one ran off, two continued to dance until my perk almost finished with one on gen. I went straight to that corner but by the time I had reached the tile (not even the survivors) the generator was already complete.
"Get better" was what I as told in response to DCing, so it's almost like I'm being told to play Blight and Nurse.
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A lot of the recent tweets are showing some of the worst issues that the game once had, things like forever sabotaged hooks and BNP repairing entire gens. I'm hoping that by alluding to some of the greatest and important fixes they've implemented they're going to showcase a bunch of healthy changes to come for both sides tomorrow, Dead Hard being one of them.
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I'm personally of the opinion that the majority of Killers haven't started camping more and it's more that the Killers that play for chase aren't playing anymore due to antagonism and short games.
Sure you'll have some that switch playstyles to keep up but we all know that immediately face camping isn't exciting for anyone and it's just gone from bad to boring for the ones that switched into this style as well.
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@WesCravenFan said:
A good way to put the power of Dead Hard into perspective is this:
Make note of when you swing at a Survivor that 100% would have gone down if they did not Dead Hard.
NOW, start a timer. Use Alexa, have a clock next to you, or count out loud or in your head. See how many seconds it takes before that Survivor goes down again.
Got that number?
That is how much time Dead Hard bought the entire Survivor team that game.
Now do that again every single time Dead Hard is used in a match.
Absolutely no Killer perk in the game has that much power. None. Zero. It's asinine.
It goes even deeper than that to be honest. An efficient survivor with DH can forgo healing, play less safe with map traversal, greed pallets for longer and ultimately just be protected. This is all added time to the Survivor pool before the E has even been pressed.
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I've not got any say in what would make Trickster balanced (because I never play him) but the focus should be on making him not a worse huntress and making him 115 would put him in a different category imo. Ideally something wild needs to change about him like never needing to reload (infinite knives) or having an overheat mechanic similar to Billy to give him a design space that hasn't been touched among the ranged killers.
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I'd argue it's worse in DBD. If I get mocked in LoL I could clearly understand I was outplayed and they actually were the better player at the time. In DBD if I'm "outplayed" 4/5 times it feels like something I couldn't do anything against so the gloating affects me more because I can't exactly learn from it/improve. And then if I get snippy back it's suddenly 1 vs 4 again.
Then you have streamers actually promoting it. I obviously won't say who but I've seen some popular streamers SWF up and pretty much deny the Killer any hooks. When someone in the chat says "Why are you bullying them?" they always respond with "Look buddy, we're just having a good time, I'm having fun, the Killer is probably having fun, it's just us playing. We could all be on gens and just escaping." which is an absolutely psychotic take and shows a complete lack of empathy.
It's fine though, their queues are getting longer and the only people playing killer left are those that want to camp and tunnel. I wish I could play survivor more but it's not worth the wait these days.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/2908859#Comment_2908859
you don't have to be in the top 1% though. You (who I'm assuming is an average player) can do just fine against other average players at your skill level. 9/10 times if you lose, it's simply because you aren't skill enough.
Now that probably says more about DBD's faulty matchmaking system than anything else but A killer has the exact same chances of winning as the survivor team does if they are equally skilled. (Mind you, my idea of winning isn't a 4k or a 4 escape but that runs into a whole different argument that can go in circles about hooks vs kills being a better measure of skill and so on and that rabbit hole goes deep)
But that's the issue at hand, the low-tier killers don't have the same chances of winning as the survivors or high-tier killers as most of their play is reactive rather than proactive. You'll make the argument "that just means they're different so play into it" but if you're up against a group of lil guys not making any/few mistakes it's a miserable experience that has you taken advantage of at every single inch.
A good number of killer enthusiasts aren't asking for Trapper/Myers etc to become Nurse, they are just wanting their decisions with that killer to have actual weight. For a good number of the roster the killer's success comes from generic understanding of the game (knowing when to drop chase, what areas of the map to empty/ignore etc) rather than the application of their ability (such as Nurse, Blight, Huntress). Both sides would benefit from having to interact with their funny powers for a unique chase/experience rather than the same tactics between games for success.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/2908846#Comment_2908846
I can tell you're having a moment. Maybe when you're done, you can participate in the actual constructive conversation that's happening. I know that's a lot to ask for from a majority of the people on these forums though
You've not really made any constructive points in your main post. You're making it so everyone except the top 1% needs to get good in order to have fun/succeed. In a game with active MMR (supposedly) I shouldn't have to constantly be belittled by my opponents with no way to fight back, I should have equal opportunities to outplay them but that simply doesn't happen with the majority of lower-tier killers because they have less options. Other killers are higher tier because of their options and their strengths, which something the lower tiers don't have and you're trying to push for them to never be fixed/buffed/looked at.
Edit: A killer's success should not be indicated by survivors making mistakes, they should be allowed to be pro-active.
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You've done it, you've solved DBD, killer enthusiasts just need to get good. They will now return and finally queue times will be fixed. I can now go back to playing survivor on a regular basis again.
It's your fault you're being bullied and mocked all the time playing your goofy low tier killer, you just need to get good. Trust me, one day you'll be good, but please keep queuing up so I can humiliate you until that time which, by the way, I guarantee will come, you just have to try hard enough. SMILE.
Sorry I'm having a moment.
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Call of Brine - So there's a reason to kick gens
Corrupted Intervention - So there's an early game mechanic
NOED - So Totems have an actual purpose
Shadowborn - To have an acceptable FOV
Pretty much as ways to fill the holes in design spaces, much like Borrowed Time.
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Rich coming from me, but simply don't DC. You get 3 free DCs a day (because 5 minutes is nothing), if you've used them up you're clearly not having a good time and it's good to have a little break.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2886364#Comment_2886364
Player skill and strategy outweighs perks. If you play well and your opponents don’t then you will almost always win even if you have no perks. It’s why streamers have consistently in the past done long strings of 3-4k games with literally no perks, they simply play better than average players and the old emblem system was less consistent at matchmaking high skill players against other high skill players.
So it’s quite possible the survivors played at least as well as the killer did in this match which is why it felt close despite the lack of perks. Perks make a difference when opponents are otherwise evenly matched in skill but they don’t do as much to help a weaker player beat a stronger one.
True, I'm taking the OPs opinion that they were playing just as good as the Survivors at face value.
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As others are saying, showing a 3k for your argument nulls the point but everyone seems to be missing that there was almost zero perks in play from the survivors and it was apparently still excessively stressful.
Who cares that he got a 3k in a match that should be in his favour, 3/16 perks is not the norm. Imagine how scuffed this would've been if they had even bothered to bring 1 exhaustion perk each, let alone another 12 perks.
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Can confirm I routinely give free escapes to survivors who don't use dead hard if my ankles haven't been shattered by the rest of the team.
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At the rate things are going the only killers left will be the ones camping/tunneling because the rest are mocked and bullied for not being successful. The people who play the game normally, but are at a competent level, are just sick and tired of the same entitled type of players and the same antics day in and day out.
You can tell people to "git gud" all you want, but you're just shrinking the killer pool more and more.
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@ThanksForDaily said:
https://forum.deadbydaylight.com/en/discussion/comment/2871515#Comment_2871515
Lol, SB is way more than "just helps in the beginning of the chase".
Survivor can keep SB 90 or 99 in the middle of a chase and when the killer is close enough, they're gone again.
Also repairing gens in a dead zone SB can help you to get out of there, DH can't do nothing about that.
SB users can avoid 1 shot killers easily wasting their precious time and power.
If Sprint Burst was actually as good in practice as Dead Hard is then 3/4 survivors would be using Sprint Burst in my games and not the other way around.
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Dead Hard, I can now actually commit to chases and get rewarded for mind-games again.
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@toxik_survivor said:
I'm just trying to say that killers use the same perks every game as survivor. And maybe corrupt was a bad example, but what about surge hook or starstruck or any other very commonly used killer perk that is considered "meta."
Borrowed Time is meta but you don't see hundreds of threads about that, there are specific reasons why Dead Hard is complained about. Something simply being meta isn't why people complain about it, it's that it removes any agency from a competent killer in chase against a competent survivor. There are so many scenarios you'll find yourself in as both killer and survivor that will have you think "I can do this if they don't have dead hard" and "I could've made that if I had dead hard", it warps the entire experience of the game around the perk.
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Dead Hard removing any point in trying to outplay, mind game, or use certain abilities.
The lack of variety in meta perks (both sides) or meta perks never being looked at unless it's a buff.
The lack of killer players at peak hours meaning if I want to play consistent games I have to willingly play against Dead Hard.
Boons on a map with multiple levels.
The Grind if I hadn't already completed it, it's so hard to recommend this game to friends because of it.
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I do it when I massively misplay as a way to show I'm laughing such as a really dumb vault or a very questionable reverse pallet drop.
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For killer:
- Dead Hard
- Prove Thyself
- Head On (purely from the SWFs living rent free in my head)
For survivor:
- Sloppy Butcher
- Devour Hope (it's always too late)
- PGTW