MarcoPoloYolo
MarcoPoloYolo
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@ClumsyTrapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2577615#Comment_2577615
Everyone reacted to her changed look at her yellow and grey's for consistent strength there hella good and easy to find. Plus why would anyone chase a survivor at a large loop? Survivors are suppose to be safe there, even then spirit go brrrrrrr shes still a race car brute forcing pallets with the power refill addon is ammmmmmazing
Grey's? You mean the browns? Yes, they're good, the point is, the greens, which were upgrades from the yellows, are gone. To get the same speed as green speed Spirit, you have to use a yellow and brown add-on.
Large loops are a consistent problem with the game. It's the entire reason why Cowshed and Gideon have terrible design. Survivors aren't "supposed" to be safe there. If they are, it's a massive oversight, and no, breaking enough pallets and not playing around them will cost you the game.
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@ClumsyTrapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2577543#Comment_2577543
You can't tell exactly where she is it's a light and vauge directional sound you can't tell distance with it and even then she's a race car. Plus her add-ons are still hella strong and she got some cool stuff like full power after pallet breaks she still up there with blight hag and nurse for too tier kills she just lost her BS stand still mind games really
12:56 https://www.youtube.com/watch?v=qjGr7DB3y8U
The info Adertha reacted to is all the information required to be safe in a large loop. She lost a hell of a lot more than the stand still mind games.
She has good purples and ultra-rares, but her greens took a massive nose dive.
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@ClumsyTrapper said:
https://forum.deadbydaylight.com/en/discussion/288595/spirit-is-essentially-unchanged
Shes still top tier but knowing when she's using her power makes it feel a thousand times better playing against her. And some her dumb addons got reworked. Only change she really needs is to her duration addons accidentally being recovery addons as well hopefully that gets address at some point
No, she is not top tier. She's A-tier, and that's being generous. A survivor can tell exactly where she is, meaning her invisibility only slightly delays a reaction, her speed being her weapon. This, and a lot of her accessible strong add-ons were removed. In a sense, she's been double nerfed. Sure, she'll perform well in small loops, but that goes out the window with large loops where simply delaying a survivor's reaction doesn't matter since those loops give a lot of wiggle room if you stand right on a pallet. Aside from this, she'll have nice mobility, but that's about it.
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@Dumpstick said:
https://forum.deadbydaylight.com/en/discussion/comment/2574166#Comment_2574166
No, you stop. Learn to chase survivors.
Spirit no longer conceals much information from you. Stop pretending it's unfair because you aren't capable of dealing with her. Even other people that hate Spirit have shown you can pinpoint where she is exactly. Her power is basically "blind yourself to move not even twice as fast as a survivor."
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@Dumpstick said:
Iron Will is the only real "counter" to Spirit. It is fine.
Stop. Now that you can know exactly where she is, there's no more excuses. You are the problem. Hard-countering a killer's power should not be a thing.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2573518#Comment_2573518
And here's the fun thing.
Even if we do start using renewables, society then has to deal with ever increasing population and standard of living coupled with consumer culture on a planet with finite resources.
I am so, so sad that the space race isn't as popular nowadays.
No, no. Stop with the overpopulation BS. The nations that are told to "take responsibility" for overpopulation have had below replacement birth rates for decades. It's a self-correcting problem.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2573398#Comment_2573398
NFTs are not scam, but many try to do scams using NFTs. If someone doesn't understand NFTs or they are not interested in an NFT which says that "you own pinhead according to bossprotocol" (or something similar) then they simply just shouldn't buy it.
Ok, here's the thing. The idea is that it's a limited collectable that may or may not pay off (depending if you have another sucker to bye it from you). The scarcity of an NFT is completely artificial, and the content that you "own" with an NFT is easily mass produced, so yes, I do consider it a scam.
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DBD's Twitter is actively advertising something that's pretty much a scam (trying to collect "ownership" over something that's "scarce" yet easily mass produced for the small price of around $200), and an energy inefficient scam at that.
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@GannTM said:
Omg are we seriously going to complain about her? People please just move on to a new killer to backlash!
Hate to say I told you so.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2573355#Comment_2573355
The outrage is about NFTs are bad because they harm environment. Well cryptocurrencies are exactly the same...
That's the element that's getting the most attention. The other element is that they're pretty much a scam and BHVR is now actively advertising for a fairly shady company (so much so that people were convinced this whole thing was a prank before it got the official announcement) that is making them. In a vacuum, this is not ok, and the whole Lawyer speak about trying to calm the community about this NFT situation while not explicitly denying that they were doing them is kinda disrespectful to the consumer. They were hoping people weren't reading between the lines, and many clearly didn't. Regardless, there was an element of deception in that the clear purpose of their statements was to convince us that this was just the license holders doing their own thing. It isn't apparently.
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You're forgetting that many people don't hang out in the forums or Twitter, and DBD tends to peak once a new patch (such as this one) comes out.
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Depth. Hey, it has about the same player counts as some of the other ones you've list.
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@Phasmamain said:
Let’s just say VHS is looking mighty appealing right now
"There's no way VHS will kill DBD."
They're right. BHVR will kill it themselves.
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Basically a horrifically expensive cryptocurrency loot box. So aside from its scam-like nature the cryptocurrency aspects pokes some political nerves due to cryptocurrency's mining energy cost amongst other reasons why some people dislike Bitcoin and Etherium.
People are speculating that DBD might get pulled from Steam because they have an anti-NFT stance, and they just followed Epic, that do allow them. Since it's 3rd party, they may be in the clear, but we don't know.
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Warm goodbyes aside, if DBD does get banned on Steam or preemptively moves to Epic, I'm gone. NFTs are making strongly consider it. Epic would make that a certainty.
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If I understand correctly, a cryptocurrency showing your ownership of a product is mined. The problem with this is that mining involves a race to solve a problem, the victor gaining a token. So from a financial standpoint, it's basically the most predatory lootbox available. The company making it is shady enough that a lot of content creators were legitimately convinced that this was a hoax and BHVR couldn't possibly be working with them, but they are. Also there's the political aspect of energy cost and environmental impact that has a lot of people upset from that angle.
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@[Deleted User] said:
https://us.v-cdn.net/6030815/uploads/39WSZGN7O8V8/screenshot-20211018-154126-469.png
They know exactly what they're doing. Shameless
LMAO! If BHVR legitimately switches to Epic, that's a surefire way they'll definitely never receive money from me ever again. Steam has problems, but Epic is way, way worse of a company.
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So people were banned for calling this out early. Wonderful. The coverup is worse than the crime.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2565537#Comment_2565537
So? He was ridiculous to play against. The game is supposed to be enjoyable for both sides. And you're wrong, the dev's being too careful isnt the devs not reworking him. Because they are. If you played him on the PTB, he performs quite similar in 99.9% of the cases. He needs minor to slight other changes, sure, but that will come with time.
Billy did need a punishment on infinite revving though. It's literally the same reason why Deathslinger needed changing: free zoning without punishment. I'd even say that crack billy would be fine if just overheat was introduced. You'll notice a trend amongst the devs soon enough tho. At first they are too afraid of buffing survivor perks even though they are horrible, then they are too afraid of buffing certain mechanics because they have massive potential if snowballed, but the snowball is so hard to obtain in the game that the massive potential barely matters. Then they make a really good change and suddenly buff killers galore and buff survivors galore, make 1 buff or nerf too powerful and then they are careful with every move they make for another 8-10 months.
So really, devs do work on both sides, but for killers to reach an average of 2 kills and survivors an average of 2 escapes, either survivor needs buffing, or killer needs nerfing. But buffing or nerfing survivors really affects the lowest and highest tiers. And buffing and nerfing killers does the same.
So ofcourse the devs will look at the largest set of players, and balance towards their enjoyment. Because this game is a party game, first and foremost. If you make the game tournament balanced, killers would have an average of 3.5 kills in publics. And at that point, why even bother having generators in the game?
Once again, what are you arguing? You made this massive reply to Botrax and haven't even refuted what he said, but reaffirmed it (particularly here). You are just saying you think that the devs behaving this way is good, but it's not.
DS is not ridiculous to play against. You have the tools to win. You simply find him annoying, that is all. The devs responded by attaching a net negative to a kit that was simply decent at best from an objective standpoint because survivors didn't like DS. That shouldn't happen. And no, they're not simply being cautious. The stealth and the anti-loop's strength is what people found annoying with DS (basically DS himself). The Stealth was gutted despite that, contrary to what the forum's believe, was a core part of his design (to the point add-ons are centered around it), and his anti-loop, while still good, is weaker. There's no bad direction to go that warrants caution. If he's getting curbed this hard, his power clearly needs to be giving him other benefits because his ability to win matches wasn't the problem, making net negatives unacceptable by concept alone.
Nope. Billy did not need those changes. Calling what Hillbilly does free zoning also shows you don't understand his mechanics are and what free zoning is. He has a built-in penalty for missing his chainsaw, so he can't intentionally whiff just to seal off a window or pallet unless he had cool-down add-ons (which is the add-ons, not the base kit). He also has a charge bar, which forces you to either A. Keep it low, making what you do nothing but an empty threat B. Keep it high, risking having to go through a lengthy canceling process where survivors are faster than you. By bringing up free zoning, are you just copying what Scott Jund says about Slinger and Demo and applying it to Billy while not understanding what he was actually saying? Billy didn't have free zoning, just zoning since his kit already has a cost associated to it. The overheat mechanic is just a double penalty, which is stupid.
Please tell me you're trolling. You can't unironically be saying that survivors have weak perk strength relative to killers. A lot of survivors have good utility perks that are only overshadowed by blatantly overpowered ones. Killers, on the other hand, are loaded with legitimately useless perks or perks so niche, that they are only ok on 1 or 2 killers. Some of the perks actually have nice effects, but are on far to long of a cooldown. This is why the last 3 chapters were actually great for killer gameplay, because we're now getting perks that don't just collect dust.
You also revealed you haven't seen the average kill rates. They already are close to 50% (buff Nurse). The reason for high kill rates was bad survivors. It was a matchmaking issue. Also, guess who's in the bottom half of kill rates? DS, who's getting a net nerf.
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It exists. Granted, it's not really as much the survivor's fault as much as it's the dev's since it's not really an inappropriate action but just the symptom of the devs not balancing the game. Are the gen's maximum efficiency fast enough to the point to where it's not reasonable for the killer to complete their objective? Yes. This is especially apparent due to the state of most maps and the survivor meta of running perks that lengthen the time it takes for a killer to progress his objective.
If the time efficiency of the game's objectives were actually relatively equal, you would see more killer variety at the higher levels. For the vast majority of maps and playable killers, the gen speeds are laughably short.
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Dead Hard, Sprint Burst, Iron will, Prove Thyself, and blastmine (because it's a BS timeout, so it's inherently boring even if it's not meta).
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2564813#Comment_2564813
Not exactly, killers also recieve buffs if they are absolutely horrendous to play. It might take some time, but it's generally faster than killers that are horrendous to play against. The only killer that recieved changes fast was Twins, and that was purely because she was even better at camping than Bubba, and faster at mass slugging than Nurse.
Spirit has been super boring to play against for the past 2 years, didnt really recieve any changes to make her more fun to face untill now.
Deathslinger has been super boring to play against, didnt recieve any changes for that for 1,5 years.
But when a killer is kinda boring to play? Lets change them 5 times over the course of 4 months untill the killer is more fun to play.
Killers need to be fun to play against too, frustrating, sure, but fun. If a killer is boring, no one wants to play. This is not a tournament where it doesnt matter whether a build is boring or not, as long as it's effective. These are public games, fun matters. If a base killer is boring, there is a problem.
And dont you even dare think of saying "bUt FuN fOr SuRvIvOrS mEaNs BeInG aBlE tO lOoP tHe KiLlEr FoR 5 GeNs", because that is simply false. You could finish 5 gens against Deathslinger before he even got someone in second stage, let alone a second survivor on the hook. Being able to finish gens against Slinger wasnt the issue, his 1v1 was simply extremely boring. Nothing you did as a survivor mattered. Against a Huntress 14 meters away? You can dodge that #########. Against a Deathslinger 14 meters away? Welp, better hope he missed, because there is no way you can dodge that projectile unless you have Dead Hard.
He's more fun to face against now, he's slightly worse than he was, sure, but that's just Devs being too scared to make too many changes at once because it could lead to a hidden power creep. If they didnt make his 1v4 better, they will do so within 3 months after the chapters release.
I have no idea what you're arguing. The devs made no mention that DS was overperforming, and neither did the community. Far from it. He's literally nerfed to oblivion because survivor's feelings and the devs couldn't be asked to rework him, so they're heaving him straight into the dumpster because the killer's fun be damned.
Also, Trapper, Clown, Freddy, Legion, Wraith, Pig, and debatably Myers are fairly notable counterpoints. Oh yeah, and there's the infamous Billy change where he was in a good spot, but got nerfed into oblivion and the devs still haven't learned their lesson.
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Penalize spread gens.
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@Freddy96 said:
You get sweaty players only if you play sweaty in the first place.
I play without any gen slowdowns and i get sweaty teams once every 10 matches which i will lose against and i will get chill teams again
Wrong, Wrong, Wrong. Simply by not sucking, you will face the sweaty builds almost nonstop.
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- The meta being the most obnoxious thing in this game. SBMM, which ensures you'll be facing against your opponent's meta, means that you're more likely than ever before to be subjected to DBD's obnoxious meta builds.
- Awful maps that are effectively the standard at this point.
- Too much grind for perks. It's especially bad for niche perks that require the presence of other perks to be functional.
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This isn't new. They're just getting heat from big content creators just now or again.
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It changed me forever as well. I can't stop running it.
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No. It was the first thing I cut from my builds. If you need actual game-winning information, use discordance in combination with game sense.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2557629#Comment_2557629
A 4K slug intentionally bypasses the multiple hookstates that survivors have. And for the person who got slugged first, it's just several minutes of waiting for the killer to end the match, while you're unable to participate, but also not allowed to leave. And you can't even spectate, either.
And that last part is in contrast with hooks. If you're on the hook, you still have some options, provided you're not getting facecamped.
I also think that 'bypassing survivor hookstates' is the big issue people have with DS/BT/UB. You're supposed to hunt and down a survivor three times, but sometimes it feels like people are allergic to that concept here, with how upset they get over 'second chance' perks.
I just fail to see the problem with second chance perks when the game is designed to give survivors three chances.
This is disingenuous. The killer can "bypass" the hook states by simply hooking all 4 survivors in rapid succession if no successful saves are made. The only difference is that, if handed the opportunity to do this (which only exists if the survivors collectively throw), slugging enables the killer to act in a more time-efficient manner, which is simply stronger and smarter, which is why survivors hate it. Functionally, there is no option you have on the hook that doesn't exist with slugging. If you're on the hook, you're immobilized until a survivor rescues you, or you could throw the match and try to go for a kobe. This exists even in a 4-man slug, since the killer can only hook 1 at a time. You technically have more mobility on the ground than on a hook, and can be rescued in, at most, the same amount of time as an unhook (unless a survivor is hiding around you for some godforsaken reason). You can also go under a pallet in the hopes that a survivor can get a pallet save, which is a stronger rescue than an unhook.
Slugging leaves survivors with more options in exchange for allowing himself to have more efficient gameplay if the opportunity is handed to him.
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@Shroompy said:
Blight used to be broken, if you had an insane DPI you were able to go beyond the look angle limit while rushing, this was fixed a while ago. Nowadays there are 2 techs that are present and commonly used by experienced Blights
Z-Flick
Hug Tech
Z-Flicks kind of achieve the same thing as J-Flicks, but theyre not nearly as insane(You cant pull off 180's). Just look as far to the side as possible while rushing, you can bind the look left/right to Q and E to make this easier, and then as you lunge flick.
Hug techs are rushing directly into an object without coliding with it, kind of like how Billy can. Difference here is Blight can do it on any surface.
Essentially you need to start a Lethal Rush while directly looking at a wall. Doing so will just make you slide off to the side and throws off survivors pretty well
This is actually incorrect. Current Blight's techs are actually stronger than J-flick Blight because current Blight can correct his rush mid-swing, whereas a J-flick had a set trajectory. J-flick was just the hot topic because reasons.
You omitted the Scoot Slide. You can rush alongside a wall, and look down at it (if you're not strafing) to pre-turn a corner that can be combined with a flick to form a 180.
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They have to release their inner 12 year old.
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I don't think Sloppy is that good on Oni. If your goal is to get blood more efficiently, DeathBound is unironically good for that. Bamboozle is fairly pointless on Oni. All you're doing is making your time outside of power slightly better, but still bad. Perks like Corrupt to funnel survivors to you, or discordance to let you know about particularly vulnerable survivors would do a better job.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2555535#Comment_2555535
Powerful perks that they have to not be doing the objective to maintain, though. And they can be removed- just not one-and-done, which is good, because that means it's an actual reason for survivors not to be on generators and not a temporary annoyance that doesn't affect anything in the long run.
The time drain is not that large. Also, covering the map with 4 totem's AOE will present a problem, I assure you. If you think designated super-speed healing areas and aura-reading and scratchmarks deadzones are going to be effecting the match in the long run, I don't know what to tell you.
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No, because it doesn't address what's wrong with the concept at all. Survivors are given powerful hex perks that can't be removed, unlike the Killer.
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Ok, can you clear something up with me? So Bradley is voice acting for the NFTs. That much is clear. Is there anything suggesting that the PTB voiceline is exclusive to the NFTs? I'm not seeing anything that explicit. Is there something that I'm missing?
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2549786#Comment_2549786
Haven't played on mobile in a while. Is it doing well these days?
https://forum.deadbydaylight.com/en/discussion/comment/2549791#Comment_2549791
Oh yeah it's a very fun combo. Also Retribution is getting buffed in the midchapter so it will be even better.
A mobile killer.
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Yes, I've used this combo. Unfortunately not on mobile characters yet. Big sad.
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@Killing_Time said:
Why is it a hex tho?
It actually works in its favor. It forces one of 2 paths. 1. Allow the killer with a strong chase to be a stealth killer. 2. Waste a not insignificant amount of time. Moreso than other hexes.
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Same reason why they nerfed Freddy. What the devs consider OP has nothing to do with the killer's actual strength. If they felt killers needed nerfs, and were nerfing the theoretically strongest killers, many killers would have been nerfed before Freddy an Wraith. It's clear as day they nerf killers that have something that have potent reward for input on the easier side. That, and like Freddy, Wraith started to amass a hate-mob (a smaller one, but it was there).
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Something that a player does specifically and only to annoy the other players. This does not include valid actions that cause annoyances as a side effect.
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Ok. I'm under the impression that you're talking trash to the killer in question. Which is it? The survivors or the killer that you're referring to, because it's clear it's the survivors that are the problem in this scenario.
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Git Gud.
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Typically 2. What they are depends on the type of killer I'm playing. I use Ruin Pop for mobile killers, Ruin Undying for killers with powers specializing in forcing survivors off of gens and totems, and corrupt and No Way Out (technically endgame, but it's like a special endgame slowdown) for killers that have neither so I have completely passive slowdown that allows me to focus on chasing. I'll try out deadlock pop eventually as I unlock Deadlock.
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If they felt that she was cheap when she was bugged to the point of being blind and deaf, nothing will be enough. The reactions around Spirit have not been logical, and you're not going to get acceptance just because Spirit has been nerfed.
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It depends on the killer's power. For a pretty self-sufficient anti-loop killer, the effects are non-existent. However, killers with chase powers that either have pallet zoning elements or catchup elements (disincentivizing early pallet throws), it's good. Spirit Fury dials that up to 11 for another perk slot.
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@Pulsar said:
https://us.v-cdn.net/6030815/uploads/G52RO6G31L51/screenshot-20210914-205625-samsung-internet.jpg
I got to it first :( and my build is more reliable too
am i salty, no maybe kinda
It happens. People think alike, and bigger streamers will make these things more well known than smaller ones. RedsGamingGears learned how to properly play Pinhead significantly before Dowsey did for instance.
Also, Pinhead's one of the few killers I'd consider using Ruin Undying over Ruin Pop. His power removes at least one person from doing gens or totems, so he has higher compatibility with it than most. It's worth the gamble in his case.
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@Astrian said:
Boon Totems. By a long shot
People really like to downplay how annoying and strong old undying was.
People legit just didn't break totems because of how strong undying was, that basically meant permanent hexes for the killer which is insane.
Breaking totems as survivor is a lot more taxes than breaking totems as Killer.
You can easily defend your hex totem as killer, especially with old Undying, Survivors cannot defend their totems. Survivors also have to take ~20 seconds to rebuild their boon and it's only effective in a certain radius.
Baby Killer mains love to overplay Boon Totems, but they're not even close to how strong old Undying was.
No one's downplaying it. Everyone listed exactly what the perk did.
Uh huh. And what happens when 4 different survivors bring boon perks?
This is factually incorrect.
The difference is that breaking totems as killer only takes down 1 piece of a a network of 4 pieces, and killer is objectively on a higher time pressure than survivors.
HAHAHAHHAHAHAHAHA! Good one. Why do you think people don't use Thrill? Meanwhile, survivors can just select good totem spots and have less of an RNG factor compared to the killer's iteration. 4 survivors with boon perks are practically covering the map. These perks come bundled with omega undying. Imagine Ruin coming with a free respawn, but worse in this case.
Sounds like you're the baby.
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I will preface this by saying that Sprint Burst and Dead Hard are equally problematic perks since they have different ways to achieve the same end. They are free chase extension. Everything that can be said about the killers that are getting nerfed this patch can be said about these 2 perks.
The reason why Dead Hard is the more hated perk is how it plays out. Dead Hard just yoinks a potential hit away from you right after the killer earned it. This can come from Dead Hard for distance, or it could be how it ruins a good number of killer powers, forcing them into a cooldown for something that can't realistically played around. There's also the fact that Dead Hard's second-chance nature emboldens survivors to take risky plays that they otherwise wouldn't that may pay off more for them. Ever notice when Dead Hard users are super confident in their looping until they use Dead Hard and immediately crumble afterwards?
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@DwightFairfield said:
I like Boon Totems, yeah everyone hates them right now, until the community starts screaming about how you shouldn't use them because you're not doing gens and how everyone is bringing Boons and not BT, or whatever.
Ok, here's the thing. 4 perks from survivors = 1 perk for killer. If something from the survivor's side becomes ridiculous to manage if all 4 members have the perk, that perk is overpowered. These boon totems are limited in range individually, but can pretty much go through the majority of the map if 4 totems are lit. So, let me ask you. What's stronger? Ruin or devour without undying, or the option to get super self-care/botany knowledge or "aura perks don't work" paired with lucky break and the last 2 perks mentioned can come back over and over again?
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Old Undying by a landslide. A lot of people that complained about old Undying's respawn elements acted as if every single game they were cleansing all the totems in the match. The truth of the matter was that 50% of the time, it behaved like current undying, and another 50% of the time, it took 3 cleanses which had a 50% chance of taking 4 cleanses ect. It also meant that if you ran a totem that existed at the start of the match with Undying, there was anti-synergy with NOED.
There are potentially 4 totems for the killer to juggle and they can keep coming an infinite amount of times, all while killers can't afford to be exploring the map. Oh yeah, and you can pick your spot whereas killers can't.