Malkhrim
Malkhrim
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- Malkhrim
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@katoptris said:
Actually both sides complained bout og freddy before his big power overhauled.
But it took years for any change that made him better, while making him much worse only took one patch.
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@Omans said:
It took years to nerf the best addon from the best killer (Nurse's purple range addon).
It took years to nerf moris which were so hilariously imbalanced. (and keys).
Blight's OP addons have yet to be touched.
It took a long time to fix Legion when he first came out, while so many killer users were exploiting him.
Both sides have things that are not taken care of by the devs.
Nurse's Purple Range add-on wasn't her best add-on at all. Her multiple blink add-ons were, and they got nerfed a long time ago. If you see when the community started complaining a lot about the purple range add-on specifically, it was far more recent.
Moris were still nerfed almost a year before keys did. Also, don't forget they used to be even stronger in 2016 but had gotten nerfed a long time ago.
It's still questionable what are the nerfs the Blight needs, but multiple killers the survivors complained about have been nerfed in the meantime: Spirit (twice), Deathslinger, Nurse.
When Legion first came out, survivors got buffs just because this new killer existed. The deep wound mechanic was put into Borrowerd Time and made it must stronger than it used to be, even though it was considered a fine perk at the time (since the game was way more survivor-sided back then). The Legion was only not changed early because they needed a full rework, but it only took months, they STILL got reworked before Freddy, for whom the community was asking for buffs A YEAR before the Legion even came out. Again, Freddy was nerfed to the ground IN HIS FIRST PATCH.
In Legion's rework, the deep wound changes buffed BT even further, something that wasn't even requested, and the Pig was nerfed alongside them.
A lot of your examples are from things there were far from being that much complained about in the past, while the devs were nerfing other killer stuff that raised more complaints, like old bloodlust, Freddy, other killers that got nerfed and some specific iri add-ons that were quite disliked.
But if there's any doubt the devs listened far more to survivors than killer back in 2018, you know the famous "play something else" line? That wasn't the only time a killer request got dismissed. The same game director once read comments about survivors being overpowered in Dead by Daylight's stream #114, in november 2018, right after a Halloween event where survivors were just farming nectar instead of doing gens and then killing themselves on hook. He then interrupted what the other devs were saying to call attention to those comments, answered by outright dismissing them, insinuating survivors had a harder time based on INDIVIDUAL SURVIVAL RATES. Kill rates, which are based on the amount of deaths per match, weren't shown in that stream, nor were matches with different killers considered. For some reason, the only data considering different killers was "mori rate" (really low because moris were used quite rarely). Despite that, he treated the data as "hard facts", asked "have you not been following" to the commenters and while saying survivors died most of the matches, even laughed a little.
And if anyone still thinks that data was really that reliable, kill rates were shown again a few months later, after the DS rework and some others, and they were actually higher this time.
I don't remember ever seeing a dev answering survivor requests or complaints by saying "you're wrong, the other side has more trouble than you, have you not been following?" and laughing about it. So yeah, hard to believe they listened equally to both sides at the time.
Again, I do believe this has become more fair over the years, I just think today there might still be some double standard while back in the day it felt obvious.
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@[Deleted User] said:
I think people have to understand that the devs are being honest when they say that they take a quantitative and qualitative approach to balance. People keep talking about DH and Eruption as if they are somehow these equal things that need to be treated equally.
We don't have the numbers in front of us. There exists the possibility that there is a very good reason Eruption got annihilated and Dead Hard did not. Entertain the possibility that Eruption was wildly swinging kill rates for players and DH is not having that same effect. Just because there is a perception in the community about a perk does not make it fact. They address things that are thought to be unfun, but not before they address things that are unfun and balance issues.
I know some contrarian will jump in here trying to be clever and re-state my second paragraph about Dead Hard instead of Eruption, but my point still stands. There's probably a reason they addressed Eruption the way they did and it probably boils down to data.
How highly the perk affects kill rates should affect the decision to nerf it, but doesn't necessarily dictates how hard the perk needs to be nerfed. At the point you nerf a perk, a reduction of its results in data is already expected, so how can you know nerfing it for a certain amount won't be enough? Also, they nerfed it so much they made it clearly worse than its old version (the one that was so bad it needed to be buffed according they're own data) and other regression perks that aren't that good today, like Jolt (which got buffed multiple times) and Pop Goes the Weasel.
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@Pulsar said:
DS is currently useless right now, so there's that.
DH is useless to a large portion of the Survivor playerbase, myself included.
Iron Will kinda got killed.
Eruption was an absolutely ridiculous perk and it was a lynch pin holding the gen kicking meta together. It's still a fine perk after it's nerf, especially if they take feedback from the PTB and buff it to be 10% of total progress.
DS is not useless at all. It is if you get caught in a dead zone, where you shouldn't be in first place. take it to a jungly gym, a place with a safe pallet or god window and you will see it's value. Even if it only gives you a little more chase time, it makes a difference, and I've seen it quite often lately. And don't forget, it only good to this state after YEARS of small nerfs. Eruption is about to be axed just a few months after becoming relevant.
DH is still one of the best survivor perks. Requiring more skill is not the same as being bad. THE NURSE is useless to a large portion of the community and data shows it. She is still the strongest killer in the game.
Iron Will is still useful as it makes your noises harder to hear. Just not as good as before and less relevant because of Off the Record. It doesn't become useless if used with it, though.
I agree Eruption was too much, but it's FAR from fine after the nerf. It's worse than the original Eruption, which was already a joke at the time. 10% of current progress is so bad it makes current Pop look good. The other aspect was completely removed, the aura reading is extremely situational and borderline useless for most killers. There is simply no reason for you to ever put it in a build for almost every killer, with a few exceptions like Nurse, Blight and Huntress, but there are still far better information perks to pick with them... and a perk becoming accessible only to a few S and A tier killers is not a good thing.
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I don't think it's casual friendly because it's quite stressful when you're not playing optimally, as mistakes are very costly. As a killer, if you waste a little too much time on a chase you'll probably see gens fly. If you don't know how to run tiles and mindgame, you will waste a lot of time in chases and end up having to break multiple chases in order to protect gens, which can be frustrating as hell.
As a survivor, if you don't know how to loop very well, you will fall way too fast in chase for you to enjoy it. If your teammates are more skilled than you, the killer is likely to notice you're the weak link and eliminate you first, possibly via tunneling.
To make things easier for you, there are second chance perks for survivors and gen regression perks for killers, but that just means you are pushed to get and use the best perks in order to have more fun in the game.
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@Peanits said:
I can confirm that, like before, DCs will not count as kills towards Merciless Killer ratings.
Brace yourselves, adept achievements will become similar to evil incarnate now. If a survivor notices your perks, can ruin it by DCing. Not as bad as ruining it by jumping into a locker, but still bad.
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Now watch as the devs ignore this thread, just like the huge pile of complaints about the bad chat filter they have ignored so far.
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@Zerotoxiks said:
Their is a ton of reports about this already and bhvr has already acknowledged the issue and a fix date is targeted for Jan 2023.
Wasn't Nurse killswitched when she had a similar issue? Why not the Twin?
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Eruption requires you to kick gens after the cooldown is over to get value from it. In other words, it often requires you to leave survivors or give them a headstart to kick gens. While I do think Eruption needs changes, it's the least "tunneling-encouraging" of all the gen-regression perks.
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Yeah, I've just encountered this bug. Quite frustrating. And since I had already dismissed a daily ritual today, I can't exchange this one until tomorrow.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301959#Comment_3301959
So you're saying that by bringing one particular perk, combining that with one or two other synergy perks, and picking a specific area of the map to abuse, that you can completely deny the other team ever being able to complete their primary objective?
Wow, that sounds annoying. Good thing they nerfed both boil over and eruption within a week of those buffs going live.
What's that? Eruption hasn't been nerfed yet and still does that on live? Huh.
But hey, that single week of overtuned boil over sure sucked, amirite?
Edit: autocorrect.
The reason to that is simple: Eruption makes completing your objective hard and has requirements for the killer to use it in first palce. Boil Over made progressing you objective IMPOSSIBLE.
And please, the original DS lasted for 3 years. Dead Hard lasted for 5. The time new Eruption has lasted so far is nothing compared to that.
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Eruption is not even CLOSE to old survivor perks.
Decisive Strike (Original): It was active from start and lasted until used, no hook requirement or time limit. Which means, no ways of countering. It made getting your first hook much harder and there was a good chance you would need 4 downs to sacrifice each survivor instead of 3. Not to mention the skillcheck appeared earlier for the obsession, so the killer would have to avoid chasing the obsession all the time.
Decisive Strike (2019 rework): It became an anti-tunelling perk, but still lasted for a minute, didn't go off when healing and working on gens, worked normally in endgame and you could end up getting hit by it even when not tunneling.
Mettle of Man (original): like the original DS, but worse and possible to use multiple times. It gained progress every time the survivor took a hit.
Self-care (Original): YOU COULD HEAL MID-CHASE WITH THIS THING!
Exaustion perks in general: Exaustion would go down normally while you were running. Sprint Burst and Balanced Landing could activate multiple times during a chase and give you free distance.
Object of Obsession(original): allowed you to know where the killer was all the time, even if it was a stealthy one like Wraith, Pig or Ghostface.
Boil Over (post-buff): could make hooking you impossible on some places. Paired with Exponential and an RPD Offering, it was completely broken.
Boon: Circle of Healing (at release): 100% bonus healing speed. You healed as fast as if you had a med-kit, but it lasted for the whole game.
And of course, Dead Hard (pre-rework). I don't even need to talk about this one.
If people thing ERUPTION is the most broken killer perk in history, this only shows once more how the game used to be tremendously survivor-sided and how the balance improved a lot over the years.
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@Grindixer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300489#Comment_3300489
I think the XP boost offerings is an underrated idea, would definitely help players grind free cosmetics/ not licensed dlc
It would be awesome, but I don't think the devs would ever do this, as it affects the game's monetization by making easier for players to get free stuff, specially now when more and more of the old cosmetics are becoming purchasable by shards.
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Honestly, I don't like this offerings for two reasons:
1. They are better for the killer if 3 survivors are killed before the exit gates are powered. Still, they are good for key users on the same kind of situation, and there are other situations where it's better for survivors, like when an SWF makes the tactic of everyone living so the last one can get the hatch, so you will never know if these offerings will benefit you or the opposite side, making them not worth using most of the time.
2. Remember when DCing to give your friend the hatch for free was a ratter commonly used exploit? It was stupid as hell, as DC'ing could give your side an actual advantage in-game, and it was completely impossible to counter it with any killer if they did it right, even Nurse. It only isn't common anymore due to two things: DC Penalty and hatch not spawning if there is more than 1 survivor alive, since no one knows anymore where the hatch will be when someone DCs. However, with these offerings, this exploit is still possible. Rare or not, it should never be possible.
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@KerJuice said:
I advise you to use the bio and gamertag you want for yourself permanently, and just let the achievement happen naturally. Play the game to have fun, and it will eventually pop.
It sounds like you’re having the adverse effect by going this route, so instead of it happening quicker- it’s taking longer than anticipated.
Well, it might take years for his achievement to Pop. This one RARELY progresses if you play normally. Right now there are 40 maps in the game, which means there is only a 5% chance you will get one of the two RPD maps if no one brings a map offering. To make things worse, map offerings are the strongest offerings in the game and they are used quite often, and rarely to take you to RPD because most players HATE its maps, killer and survivor alike. So without bringing the RPD offering, the frequency you will play on RPD probably won't even be once every 20 matches.
Even if you play on that map, the challenge doesn't progress if you die. It also doesn't if you escape through the hatch or if someone opens both exit gates before you do. There's also the fact A LOT of people DC on that map. If the killer DC's, you won't be getting any progress. If a survivor DC's, your chances of escaping through the exit gates decrease severely.
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@HectorBrando said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299432#Comment_3299432
I think they are actually reading his bio and they are tunneling him because of it, thats the complain, he isnt asking Killers to let him escape or go easy, he is just stating people are very petty in this game (which is true and its one of the main problems with the comunity on both sides).
OP you should delete your bio and go on crossplay again, if you burn a RPD offering the Killer wont know who did it and may tunnel someone else, you are singling yourself and making people focus you out of spite.
Yeah, that's one of the reasons why I think Outbreak Breakout is the most awful, annoying, unfun and insanity-inducing challenge of DbD. The best way of getting progress on it is doing some stuff other players hate when you do, like bringing an RPD offering and opening the exit gate right away to make sure no one does it before you. If a killer reads on someone else's bio he is the one bringing RPD offerings, there's a chance he will be angry at that player and make sure he is dead.
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Well, some survivor players call ANYTHING tunneling, and there were aways people like that in the game. I guess they must look for something to be angry about every time. In the game, once I've been called a tunneler in a game I had gotten 8 hooks before killing anyone. On DbD Steam Discussions (never go there, it's a serpent's nest. Chernobyl is less toxic than that), I've seen a player call another one a tunneler when he described how 2 gens had popped while he chased a survivor for just 30 seconds.
But honestly, my position regarding that remains the same after all these years: many "tunneling" claims are false, but if you did tunnel for real, that's absolutely nothing wrong with that. You can blame the game for making so tunneling may give you an advantage so cheaply, but you can't blame a player for choosing a tactic in a game.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/3244106#Comment_3244106
It will probably stay pinned forever. I don't see any reason why they'd unpin it.
It's one of the most wholesome threads in the history of this forums, so yeah, I hope it remains pinned.
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Worst since the game exists? Nah, I prefer this over the time Sprint Burst recharged while running , DS was completely broken (it's original version, before the 2019 rework), loops were so strong a survivor could self-care mid-chase and be safe, 3 toolboxes were almost a garanteed win due to gen speed at the time and killers needed a damn HEX PERK to at least hope to slow the game down.
Honestly, I also prefer the current meta to the previous one were everyone was using DS, Dead Hard, Borrowed Time and Unbreakable/Iron Will on almost every match while killers would use Corrupted Intervention, Ruin, Pop and Tinkerer. At least now we see SOME variety instead of the same perks and tactics every game.
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As a survivor: Autodidact. There is something really fun about having to gain stacks and see your healing improving skillcheck after skillcheck, even if it relies on the terrible RNG.
As a killer:
Mad Grit and Blood Warden are classic.
Dark Devotion is a bit situational and doesn't work on every killer, but hell, it's one of the most fun killer perks in the game.
Dragon's Grip doesn't always work, but when it does, it's funny as hell.
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Allowing the killer to destroy itens would be an indirect nerf to Built to Last against Franklin's Demise, as the killer would just be able to force the survivor to drop and item and destroy it before it got recharged by the perk.
It would also allow Franklin users to deny the effects of White Ward even more easily. That may also happen against Pinhead, who forces you to drop an item to pick up the box and then teleports to you, and possibly Nemesis or Wesker.
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I've been noticing Prime Gaming stuff has been losing quality over time. It started with whole exclusive rare and very rare outfits, which I found unfair at the time, but then it started decaying more and more: a pot of gold charm, a pretty meh Haddie skin that was clearly uglier than the much better masquerade skin that came for free with the anniversary event challenges, the already existing Maiden Guard outfit for plague that was already owned by anyone who did her whole tome in the past, a bunch of bloodpoints, a blue knife, and now another charm.
The Jeff skin was great and the Trickster mask was nice, tho.
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@MaTtRoSiTy said:
I cant lie, pretty disappointed as I literally do not care about charms and don't use them at all. But hey I guess it is free but not something I will ever bother with
All the charms are free, though. I really don't know why they waste so much time making charms when there were other cosmetic options requested for a long time and they never implemented those, like new mori options or cosmetics for power-related parts like Billy's chainsaw, Oni's kanabo and, of course, Viktor.
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It depends.
Killer is, always was and it will always be harder to learn. You have to learn how to run tiles, to mindgame loops, to apply pressure, to make decisions, to know when a certain strategy will help you to win or just throw the game, to counter every survivor perk, to keep track of their perks and itens, and how to use every killer power, you will always have to learn a new one when playing a new killer.
Even when you have already learned, every game you have WAY more to pay atention to. You have to keep track of where all 4 survivors are, what itens they have, what perks all of them have (that's up to 16 perks to figure out and remember), how much time you have until a gen pops, what gens you need to prioritize, and you have to make decisions about where to go, who to chase, when to continue and when to stop all the time. All of this while trying to prevent your time from running out and being bombarded with a bunch of annoying sound warnings (while trying to pay atention to your surroundings and its sounds), which makes the game more stressful for you.
On the brightside, however, if a killer is against a weak solo team, some cheap tactics can bring you the victory quite easily. It's easier to tunnel a survivor out of the game now than it has been in years. If you're against a strong team, however, this will not work so easily and maybackfire.
As a survivor, you definitively has way less stuff to pay atention to and choices to make. You only need to know what perks the killer has. Knowing an ally has Prove Thyself, Leader, Bottany Knowledge or Boon: Exponential can be helpful in some situations, sure, but it isn't really necessary. Besides, when an ally has a perk you benefit from the information is either handed to you (Prove Thyself) or never shows up until its used anyway (Unbreakable, Deliverance), so you don't even have to bother paying atention to it. That's completely different than actually having to keep track of up to 16 perks you'll have to COUNTER. You need to do that with only 4.
You must know how to loop and where the best loops with remaining pallets are located. Some maps are harder due to many unsafe loops, others are really easy on that regard, like Cowshed and the Game. In that case, the map layout is in your favor and the killer is the one who's going to need to get creative and mindgame you out of your safety.
You also have to be careful and keep the remaining gens spread apart, and know when a teammate is going to rescue or not to know if you should rescue or do gens... there are a few other things you should pay atention to, but it really isn't that much in comparison to what killers must deal with. Most of the time, you will be paying atention on your on positioning and the killer's, AND you will always have some time to cool your head, either on the hook or the gen. You don't have to rush all the time like the killer does.
So, with all of that, why can't we say killer is always harder? Because as a solo survivor, sometimes it doesn't matter how well you play, your teammates will still ruin the game for you.
As a solo survivor, your side's efficiency in play is not just up to you, it's out of your control. You may be extremely helpful, do most gens by yourself, rescue a lot, even take hits for survivors being chased, but if one teammate is really bad at chases and the killer decides to tunnel them, even the best sabo/flashlight user can't protect them for long. They will go down, they will get sacrificed (maybe even kill themselves or DC) and you will have to play the rest of the game at a possibly massive disavantage.
So, to sum it up: the killer is harder to play right, to play optimally. Survivor is easier on that regard, but will often still be harder to win due to how your teammates play.
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@Fred_krueger said:
I am so glad I did the cleanse hex achievements a long time ago
Oh, I only did it after the update that nerfed Ruin. It was painful, I had to bring at least one boon every match regardless of what build I wanted to try and HOPE for the killer to bring at least one Hex. It was a long time occupying my build with a perk I didn't want to only because I wouldn't ever be able to complete the achievement otherwise. Sometimes Plaything would give me a good amount of progress and once I even went against a Clown with a full hex build, but most of the time there would be no hex and, when there was, someone would find the totem and cleanse it before I had the chance. For this, not only I had to take CoH with me, but I had to pair it with Detective's Hunch to make sure I would find the totem as soon as possible.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3287060#Comment_3287060
How is that even possible lol
I guess the game has so many bugs it's just fair the forums have bugs too, lol.
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@RainehDaze said:
My favourite is that you can WALK INTO the one in the corn or the grass. It actually gets in the way.
Although the Ruin nerf's doubly funny: if Survivors DON'T cleanse it, it's gonna go bye-bye anyway if someone dies. That's great, perks that delete themselves on top of being removable before they do anything. And being slow and easily worked through.
Honestly, I think Ruin disapearing on its own if a survivor dies would make sense if Ruin was still strong as before (a countermeasure against those rare situations where Ruin stayed up all game and, if the killer applied enough pressure, Ruin STILL functioning after the first death was overkill). But on its current state it makes no sense, Ruin barely does anything when it's on anyway. If anything, might be a handicap, since you can't combine it with any gen-kicking perk.
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@XombieRocker said:
https://forum.deadbydaylight.com/en/discussion/comment/357215#Comment_357215
Wut? Wrong thread, dude?
The reply is from March 2019 (before Legion got reworked). I guess we have a time traveler here.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3284770#Comment_3284770
Please do not spread misinformation, this is not something that is stated to happen.
I've clarified I do not know how these items will be purchasable on their return, I genuinely do not expect them to change and that those that are purchasable with shards now will hopefully remain so - this is just some time in the future and not something I personally can guarantee.
Well, I must say this is really disapointing (With all respect to you, Mandy. I'm not one to shoot the messenger and I think you do a good job mantaining contact with the community).
I hope we can get at least a confirmation any time soon, because the fact that the ways to purchase them are not confirmed to remain the same leaves open a possibility for them to end up being changed to Auric Cells only.
I loved to see the apparent initiative to make all the non-licensed cosmetics purchasable via Iridescent Shards and yeah, I've noticed some cosmetics in the store actually became shard-priced. I really liked that and wasn't complaining about the limited time skins until now just because of it. But making older content limited time too is too much, and the possibility they actually lose their shard price goes against what was promised.
Again, I hope we get a confirmation of the opposite soon. Let's see if we actually get what was promised.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3285539#Comment_3285539
- Get more BP
- Not putting self into high MMR that you're not supposed to be
- Everyone have fun
There is 1 thing you have to understand, losing to a good team doesnt mean the game is on survivors' side, its your skill is not matched to that team.
Im pretty sure 4x me will not able to win over you as killer. You can tunnel me out the game with 4-5 Gens still up, and easily 4K later. But then you vs 4x Ayrun and you're struggle to secure a kill. Do you think your skill as killer matched to such a team?
Your "reward" for trying 4K every match is to play against out skilled survivor team, or equal try hard as you. Remember the kill rate you should get is 12 survivors per 5 matches, not 20 survivors
Funny part, you kill 4 me and 1 Ayrun in two match, the kill rate is 62%
Hope you get the concept.
I wish the "everyone have fun" part was true. It isn't. With the amount of things survivors can bring, killer is often STRESSFUL. Going for victory as soon as possible actually reduces the stress: sure, it's not cool when another survivor get tunneled out of the game on the second gen, but for the killer, getting a kill this early means your game will be slower and you can play more calmly.
Getting more BP will never weight more than the gameplay itself. Not putting yourself in high MMR means "Lose the game now so you don't lose later".
And you can STILL face far stronger teams depending on the time of the day you play, even if your MMR is much lower. Let's not forget the MMR range for matchmaking is not so small, and the longer it takes to find a match, the bigger it gets.
And if you DO find one of those sweaty teams, often the only viable way will be to camp and tunnel, so there you go.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3285442#Comment_3285442
Your job is to kill the survivors, but you as player decide how to do that task.
If you are going to "do your job" in the most unfun, unhealthy way possible and you have no quarrel in griefing the other side in the process, then you are going to receive whining and insults.
It's just how things are.
And the same thing can be said about all things above. None of them are "fun" to face, yet they are quite common to see and rarely complained about. See, that's a clear double standard.
In no game you have to handicap yourself while playing. And actively avoiding to camp or tunel is that: handcapping yourself, playing the LEAST efficient way. That's how you're proposing the killer should play: go for 12 hooks and avoid being efficient as much as possible, and hope the survivors will do the same. Give me a break.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3285322#Comment_3285322
You are just throwing whatever comes into your mind to justify camping and tunneling. At least half of them do not even fit with the "flaws in design" label you are proposing.
If any of them don't count as "flaws in design" (to be fair, considering styptics and Syringes are intended, despite being highly abusable by survivors who can bring four of them and combo them with CoH and other healing perks, something the game's balance doesn't count with, its use is arguably poorly designed, but not necessarily a flaw. However, the same argument can be said about camping and tunelling, unless you think the hook mechanic was designed for the killer to aways leave them be and go for someone else), they still count as "taking the easier path", which is the first way I actually referred them as, and one of the labels the person I answered to gave to camping anyway. My point stands.
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@Cassiopeiae said:
https://forum.deadbydaylight.com/en/discussion/comment/3284315#Comment_3284315
It's not about being a scumbag it's about going the easy route due to a lack of skill or bad game design.
Unless it's an endgame camp or some other justifiable reason then it's going to get you harsh criticism.
I have played like that in the past and it got me the same comments and I don't blame them, I got away with kills I didn't deserve.
Forgive me if I am mistaken but judging by your statement you don't sound like you play survivor very often either.
Funny, I never see anyone complaining when survivors "take the easy route" like when they use voice communication to tell when the killer is at all times, pick an offering to Eirye of Crows, The Game, Ormond or Coldwind Farm, bring multiple BNPs, Styptic Agents and Syringes, spread through gens with toolboxes on maps where gens are horribly far apart, place Boons on borderline unreachable totems on RPD or Ironworks of Misery, give multiple bodyblocks with endurance perks while knowing the aim-assist will prioritize nearer targets even if the injured person is aimed on the center of the killer's screen, take Boil Over and hook offerings on maps with awful hook spread to create situations where hooking is impossible, spam sound cues to deafen the killer, and of course, DC to give the hatch when the killer is slugging.
I guess this "flaws in design" don't count, right? EVERYONE tries to take the easy route all the time in this game. It's literally BALANCED AROUND IT. The one uses most advantages on its favor wins. But for some reason, when survivors do it is valid, killers who do it are comitting a crime unless they have something to "justify" it. You know what? People who think camping is not "justifiable" are damn hypocrites.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3283963#Comment_3283963
Do you even know what 60% kill rate means? Barely over 2 kills per match. Leaning more to 2 kills than 3 kills.
Not really hard, when survivors often suicide on their first hook.
Also, the fact that killers can usually secure one kill even in defeat already puts the kill rates a bit up, 60% doesn't necessarily mean killer "wins" most matches.
Not to mention it's quite common for the killer to have a miserable match, survivors rush gens before he can do much... but then they mess up really badly right at the end and 2 or 3 people die. It was an awful match for the killer, but on the data will count as a draw or even a win, pushing kill rates up. Those things must be considered when balancing such a game.
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3284213#Comment_3284213
The only killer/survivors you have to pay for are licensed ones, I repeat it: licensed ones
Also, since they're not even among the top 5 strongest killers, it's not and "excuse", it's not p2w by definition.
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@NerfedFreddy said:
Killer players want to take away last and the only viable survivor item
Oh yeah, because toolboxes don't exist and can't reduce the time of a gen in more than 30s, flashlight's haven't been buffed just now, maps don't synergize with boons or counter hexes and keys don't allow for clutch escapes when you use them right. Not at all.
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What? They are ALREADY borderline useless. A strong SWF isn't needed to beat him, just a group of half-decent survivors who know how his power works.
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Seriously, I think he will be abandoned like the Twins, but what he REALLY needed was the Freddy treatment. His power is so bad in so many ways it needed a full rework.
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@LordSturm said:
https://forum.deadbydaylight.com/en/discussion/comment/3281634#Comment_3281634
Yeah Knight is pretty #########, though they did JUST release a hotfix patching a lot of his issues. I think they actually did fix everything you mentioned, besides maybe the "unusable near objects" part. Though, even if they fix every bug with him, he will probably still not be good. Lol
Yeah... the sad part about the Knight is that the bugs are just the tip of the iceberg. He is just really poorly designed and bad overall, and then the bugs added even more problems to it.
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@LordSturm said:
https://forum.deadbydaylight.com/en/discussion/comment/3281433#Comment_3281433
i feel like you can expect the knight to be bugged since killers always released bugged
twins is seemingly only bugged on PS5, but then again twins have pretty much been bugged since they released, so...
what is the bug with hag?
About the Knight: yeah, but he is more bugged than usual. Sound bug, power being unusable near objects, chance to increase speed, chance to lose your power for the whole game, VFX from his power becoming pemanent, it's the most bugged killer release since Twins, and two of the bugs are completely game-breaking.
Twins: yeah, but it's a game-breaking bug this time.
@LordSturm said:
i don't see why they would need to killswitch the twins for something that only affects the person who chooses to play the twins (which is nobody, by the way)
you can just not play the twins, there's no reason to FORCE you to not play the twins
it's not like The Knight where you can get like triple movespeed, which somehow even that doesn't get him killswitched
When the Nurse had a similar issue, she was kill-switched. Not everyone reads the forums to know of the bug, and a player might try to play and end up being forced to DC or wait for a game to be over just for a bug they didn't know was in the game. Also, it ruins the game for everyone else too, as suddenly there is no gameplay.
And about the Hag: the camera swing from her triggered traps sometimes doesn't work, the same thing happens to her instant hits (you sometimes can't hit immeditaly after you teleport), and you can't immediatly replace a trap after teleporting to it. Not as game-breaking as the other two, but makes playing her harder and less consistent.
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@LordSturm said:
https://forum.deadbydaylight.com/en/discussion/comment/3278891#Comment_3278891
What about Twins?
I guess he forgot they existed.
Sometimes I forget them myself. I even liked playing them at first, but after the nerfs, CoH, and an awful experience I had playing against a sweaty team on Midwich (never before I had so many downs with such few hooks, I would down them but would be forced to slug them either because Charlotte was far away or because there was no ######### hook nearby), I left them to gather dust too.
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So currently the Twins, the Hag, and the Knight are bugged? Yikes.
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@[Deleted User] said:
I really wish there was a coaching sub-forum. I feel like there's a lot of constructive help that could be given if people include VODs with these posts
I wish the matchmaking was better. Seriously, when playing solo survivor, I faced a killer with only half an hour of playtime once. I had more then 3.000 hours of playtime when that happened. DbD is a game that PUSHES you to learn and get good if you don't want to have an awfully stressful time, it's not friendly for begginers or to anyone not sweating their ass off.
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The thing of HAVING to bring slowdown perks is real, even as a experienced player you feel some pressure to bring at least one depending on what time of the day you're playing (at some times, almost every survivor you face will be sweaty as hell, with map offerings, BNPs and Syringes, and playing completely off-meta builds becomes risky). But believe me... it used to be worse. Until a year ago, Hex: Ruin was the highest meta perk for killers, which sucked, because it got cleansed in less than 30 seconds quite often. It was even worse before perks like Pop Goes the Weasel... I remember how painful was to learn this game back in the day when it was tremendously survivor sided.
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@C3Tooth said:
Solo really needs info. But it just increase the escape chance for Solo, which not fixing the game. I would rather die having fun, than M1 seeing my teammate tunneled and escape.
The game will never be fun if not aim for 12 hooks (no 3 first hook on a single survivor of course).
I don't think the game should aways be "aimed for 12 hooks" because, the way more and more tactics are becoming less viable, it might end up being just about chase a survivor, hook them, find another one, repeat. I don't want that, variety and random stuff happening is what makes it fun. However... I do agree tunneling someone out of the game at the beginning or camping a survivor to death are often way too cheap ways of easily beating solo match ups, and that needs to be adressed.
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@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/3280835#Comment_3280835
Oh man, every time I think I have all the nerfs, there's ANOTHER one! It's amazing.
Now that I think of it, there is one more! If you hit a survivor who is being hunted, your guard instantly disappears! Once there were 3 survivors near me, I released a guard to distract at least one and waste their time, then I ran into them and hit the first one I reached... only to realize, among three survivors, that one was the one the guard chose to hunt, so it appeared only to begin a hunt at random and immediatly disappear because I had hit the survivor, and my power went on its cooldown.
Yeah, the Knight is garbage. He has more weaknesses than PTB Twins and old Freddy together, but none of their strong points.
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3280835#Comment_3280835
Yeah, but then again those guards basically all do the same and are not different enough to be only used to their strenght...
Well, if the Knight has the Carnifex ready, you can predict the next pallet will be broken faster. It's situational, but it can make a difference.
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I remember how frustrating he was, specially after the nerf, but he was still far better and more fun than the Knight.
The Knight feels like a killer with no power most of the time, as he doesn't have control of his power, that belongs to an AI. That is worse than the Twins at release and original Legion, who had a broken, exploitable, bland and uncreative power, but at least it DID something.
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@Adjatha said:
I've been trying to gather up all the ways he's been self-nerfed. Let me know if I missed any:
- His power utilizes three npcs, each with their own speeds, up-times, and skills, but the killer cannot specifically pick the one they want, they have to cycle between whatever's up next, removing any tactical deployment.
- He comes to a full and complete stop when he turns on his power.
- Survivors vanish from his screen as he's using his power.
- Actually drawing out a patrol path takes time and using anything on the fly leaves the guards basically stationary.
- His guards have a delay between when they're deployed, when they appear, when they notice a survivor, and when they actually start moving.
- The survivor can see the spawn-spot where the guard will (eventually) spawn
- Survivors see the radius the guards can detect them at, allowing them to stay 100% safe at all times.
- Survivors move faster than 2 out of 3 of the guards, making it impossible to hit them with the guards unless the survivors run directly into them (despite being able to see where the guards are from a great distance).
- The guards have extremely short uptime AND have a "turn off" button in the form of a banner that can be tapped to instantly dispel the guard.
- If the survivor DOES tap the banner, they gain both Sprint Burst AND Endurance, making them both invulnerable to damage AND lets them get away from any possible repercussions
- The AI on all the guards is exactly as bad as the Nemesis Zombies - a killer released a year and a half ago and STILL not adequately fixed
- If you have one guard deployed, you cannot deploy another guard and there's a delay between when the original guard goes away and when you can deploy the next one. Which kind of makes it COMPLETELY pointless to have three of them and EXTRA absurd that you can't pick which one you're going to deploy. Holy cow!
- His knights make a tremendous amount of noise, broadcasting their presence to all survivors, even if they ignore the visual warnings, and preventing the killer from listening to the survivor noises they need to track.
- The knight can't actually enter his power whenever he wants to, you have to tweak your physical location slightly to be able to enter it, making things even more difficult to do on the fly
There's also another detail: survivors can see whenever his power is ready and what is the next guard he will summon, because the symbol representing them appears floating in his arm, so anyone close enough can see.
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@Adjatha said:
I'm going to just go ahead and drop this real quick for no reason at all:
- His power utilizes three npcs, each with their own speeds, up-times, and skills, but the killer cannot specifically pick the one they want, they have to cycle between whatever's up next, removing any tactical deployment.
- He comes to a full and complete stop when he turns on his power.
- Survivors vanish from his screen as he's using his power.
- Actually drawing out a patrol path takes time and using anything on the fly leaves the guards basically stationary.
- His guards have a delay between when they're deployed, when they appear, when they notice a survivor, and when they actually start moving.
- The survivor can see the spawn-spot where the guard will (eventually) spawn
- Survivors see the radius the guards can detect them at, allowing them to stay 100% safe at all times.
- Survivors move faster than 2 out of 3 of the guards, making it impossible to hit them with the guards unless the survivors run directly into them (despite being able to see where the guards are from a great distance).
- The guards have extremely short uptime AND have a "turn off" button in the form of a banner that can be tapped to instantly dispel the guard.
- If the survivor DOES tap the banner, they gain both Sprint Burst AND Endurance, making them both invulnerable to damage AND lets them get away from any possible repercussions
- The AI on all the guards is exactly as bad as the Nemesis Zombies - a killer released a year and a half ago and STILL not adequately fixed
- If you have one guard deployed, you cannot deploy another guard and there's a delay between when the original guard goes away and when you can deploy the next one. Which kind of makes it COMPLETELY pointless to have three of them and EXTRA absurd that you can't pick which one you're going to deploy.
- His knights make a tremendous amount of noise, broadcasting their presence to all survivors, even if they ignore the visual warnings, and preventing the killer from listening to the survivor noises they need to track.
- The knight can't actually enter his power whenever he wants to, you have to tweak your physical location slightly to be able to enter it, making things even more difficult to do on the fly
There's also another detail: survivors can see whenever his power is ready and what is the next guard he will summon, because the symbol representing them appears floating in his arm, so anyone close enough can see.