MarcoPoloYolo
MarcoPoloYolo
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- MarcoPoloYolo
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2541145#Comment_2541145
Are you also taking the same time to curse the totem in a live match, as they do to bless? From what I understand, boon totems are much louder than hexes too. And their effects aren’t map-wide.
Boon totems need to be louder because a killer lacks a 3rd-person camera, let alone the time efficiency drain of looking for them.
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It's one of the most bizarre things on this game. For killer, it's awful because you will see most survivors running a variant of the small pp build. Granted that's just the obvious choice for survivors to select, but it demonstrates the core problem with DBD. SBMM forces you to almost always see the meta of the game, and DBD's meta is obnoxious. Rarely are the matches actually unwinnable, but the "just kidding, you're not making progress" perks are, by design annoying. It also ensures that, even more than before, trying a new killer you don't have a good setup with is going to be awful. I have no idea about queueing regarding SBMM anymore. At first, it clearly had terrible queue times. Now it feels like it's loosened up. I just don't know anymore.
One thing I hate with any SBMM is that I don't feel like I'm going against people. I'm fighting an algorithm trying to keep pushing my limits until I can't pass it anymore. I kind of don't care in a defeatist sense.
For survivor, it's very weird. So, as a killer main, my MMR is bound to be bad. I've played survivor for significantly more now trying to get good with the other role. SBMM is completely unpredictable as survivor. It has some of the biggest matchmaking competency swings I have seen. One match, you're playing against a baby with 1-2 perks. The next after you beat that killer, you face a fully decked-out meta build killer that at least has an idea of what they're doing or is way above the skill level you're used to dealing with. It's not likely you're slowly climbing the latter as survivor. Oh no. You get catapulted from one end to the other semi-frequently.
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Axe Devour Hope. Add in bamboozle instead. Trickster kills quickly, so an insta-down with his M1 which is weaker than the other killers (110%) is probably a bad idea. It's probably best to solve Trickster's biggest weakness in chase instead.
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If they take their sweet time to unhook the survivor while I do a patrol on gens, then yes, I'll finish it. If they're fresh on their second stage, not so much. The optimal play would be to camp to death in that scenario, so it's a courtesy.
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@TacitusKilgore said:
Not dreading, just anxious. I have a good feeling they'll dish out some much needed small nerfs to some of the more OP stuff in the PTB (blood favor and the boons for example) to make the live build more stable, but theres always a chance they won't and we'll have a terrible live build.
I don't think Blood Favor is OP outside of what's probably glitches cough*Trickster*cough. One of the core issues of Blood Favor is that it's optimal to just hold W after being hit to a far-away pallet............... which won't be affected by Blood Favor.
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@GannTM said:
I’m so happy. I can play Spirit without people shaming me now. 😃
Wake up call for you. Many survivors will shame you for anything. Don't get your hopes up. Shaming is rarely genuine.
Also, to answer the OP. Dreading assuming the devs don't tweak their work before launch (they have before and may do so again). The bad outweigh the good. If left unchanged, the end result will be 1 less killer in the S-tier, Trapper getting a good buff, but isn't enough to change where he stands, Plague gets a nice buff, but Deathslinger gets unfairly nerfed into a ground in the laziest way possible, and the boon perks are problematic, and the add-on change list for killers other than Pig are lackluster.
What I really dread is the precedent this midchapter sets. BHVR is done with changing killers and trading what they're good at. All DS and Spirit needed was a nerf to how unfair their 1v1 is while boosting the 1v4. However, any time something on the killer side is deemed "unfun" a net nerf is incoming balance or the killer's fun be damned. Speaking of balance, they didn't say Spirit was OP for her nerf, but they said Wraith was. Let that sink in for a moment.
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2539257#Comment_2539257
You mean like with scratchmarks and grass?
Not even remotely comparable. Scratchmarks give significantly outdated info if going for a hit. The grass is an indicator, but is situational and not the default scenario. Survivors have an audio queue to tell them where to look, and would see a current visual indicator to where Spirit was (described by the devs as pin-pointing), so long as there is no grass. Seeing your opponent through no grass>seeing your opponent through grass.
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Her potential to defeat the highest level is probably what's gutted, not her capabilities as a whole. I'd say she went from S to A.
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I got called a filthy double add-on Pinhead user.
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If she has pallet control, she can still play around loops fine (but it's more difficult). She can play around short loops well even if the pallet's down (but it's more difficult). She can't play around window and pallet loops that require her to travel a significant distance before reaching it(at least without speed add-ons, opinion pending on those). I don't think you can bait survivors into taking a vault and staying on that side very well. They can simply vault on reaction and be ok on those types of loops, forcing the pallet break. She now pretty much only has 3/5 good green add-ons. Most of the other add-ons are good.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2526024#Comment_2526024
Yeah, you're right. Those should be changed. 1 thing at a time ok bb? <3
It's always later for killer. Kinda fed up with it. Also fed up with double standards like "this isn't fun to go against" or "there's no counterplay." Do people acknowledge how little counterplay killers have against survivor oriented chase perks or in general?
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@Shroompy said:
People play games to have fun, if something is in the game where the majority of people who play against it don't have fun. Whats the point of it staying in the game.
Also he takes just ever so slightly longer to ADS than Trickster (0.05 second difference) and without a sound queue since he inhales only when its ready to fire as opposed to Trickster who has a noise the moment he pulls out his knives.
Something that is .4 seconds when considering latency and input delay is still going to be unreactable to the majority of players. His 1v1 will stay relatively the same.
The majority don't like facing SWF or second chance perks. Whoops. That's not it.
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Well hit and run is even more dead with built to last medkits.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/2524056#Comment_2524056
If you would consider the time it takes to fully aim down sights to be quick, then yes, nothing's changing there.
https://forum.deadbydaylight.com/en/discussion/comment/2524068#Comment_2524068
That remains unchanged. The warning sound is meant to alert the Survivor that they're in danger. The same happens with The Huntress, where you can hear a clear grunt when she raises a hatchet. The point is to give clear feedback to the Survivor so they're able to react and attempt to dodge the shot. You can, of course, still hit them even though they have time to react, but that bit comes down to how good your aim is.
Not at a distance beyond 10m. Unlike Huntress, Slinger has a small hitbox, so only close-range shots are viable if you can't lull a survivor into a false sense of security. So you nerfed the 1v1 of a killer whos only benefit was 1v1 and objectively gave a net negative to a killer that was not overperforming...................
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He should have a movement component for his power and get a free reload on successful hits.
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@Yamaoka said:
Pyramid Head literally has a charge up time with a sound warning for his ranged attack, a hefty cancel animation that slows him down, a time limit for using the ranged attack of a few seconds before Rites Of Judgement runs out, a long base recharge time, he can't strafe while using Rites Of Judgement making correct positioning mid chase more difficult than you think AND his shockwave has a built-in delay allowing you to straight up dodge it.
On top of that he already got nerfed multiple times. How many more nerfs should he get?
Which all doesn't matter since he can effectively seal off pallets and chase as a 110% killer until the survivor either drops the pallet and gets M2'd, or greeds the loop and gets M1'd.
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@TacitusKilgore said:
https://forum.deadbydaylight.com/en/discussion/comment/2523637#Comment_2523637
Essentially.
At a pallet pyramid head can:
-Cancel m2 into an m1 with minimal movement penalty
-Predict survivor movement and snipe them before they even drop the pallet
-Hit them after during the pallet drop animation
-Zone them after they've dropped a pallet and hit them while they are still stuck at the loop
-If he is not capable of doing any of these, he can just break the pallet and catch up 5% faster than slinger.
-Most of these also apply to windows.
At a pallet the new deathslinger can:
-ADS before they reach the pallet, and attempt to compensate for them dodging with his low sensitivity. Missing would likely mean being forced to break the pallet.
-After the pallet has been dropped, Attempt to drag them/yourself over to their side of the loop for a hit. Not possible at all loops.
-Break the pallet and attempt to catch up with a -5% movement speed penalty.
-Only the first of these applies to windows.
He is most certainly a worse Phead.
That's only half the story. Pyramid Head removes the option of a survivor from dropping the pallet by putting his sword into the ground with proper timing then chase them as a 110% killer for some of the loop, and threaten corner shots. He can also shoot a survivor as he's getting stunned if you begin the command before the stun lands. I've had a Yui be furious at me at Cow Loop for pulling that off.
He can also react to animation locks and aim where they'll land, which is only counterable by Dead Hard.
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@indieeden7 said:
Can we please just wait and see how he is? For all we know he could move at nearly full speed while aiming.
The normal terror radius while being 110% alone will kill him. Early running is a massive weakness to him. The "wait until ADS" won't be that impactful if you just hold M1 to fire as soon as possible, but the cooldown nerfs will. Many talk about DS using it to bait survivors into loosing distance, but it's also great for lulling survivors into a false sense of security before you go for a shot for real. Nerfing mid-range killers is unacceptable in general.
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If all the killers receive this "healthy treatment" it'll be an awfully healthy corpse.
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@Bangarang said:
https://forum.deadbydaylight.com/en/discussion/comment/2523497#Comment_2523497
I’ll have to give him a go as I haven’t properly tried him out. Recently I’ve been loving Trickster, Pinhead, Freddy and Demogorgon. But I guess it’s time to invest in Nemesis. 😂
Pyramid Head (especially now) is basically a stronger version of Deathslinger when it comes to zoning survivors if that's your playstyle. He has a cooldown, but you can go for corner shots or bait them to make survivors loose distance.
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@Biggs said:
yep no worries, in the future pretty much every annonying and 1v1 killer be nerfed to hell becasue its annoying to play against.. how about to start balanced killers who are 4v1 instea of 1v1 ? once again great balancing as always bhvr....
Funny, because many people whine about reworked pre-nerf Freddy, Blight with slowdowns, Wraith, and Pinhead, which are 1v4 elements. It's almost as if killers having a clear focus in their design has survivors firing up the crocodile tears.
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He wasn't strong enough to warrant nerfs period. At minimum he needed buffs in other areas to fully compensate for his chase being weaker. No one says DS is an OP killer.
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@SirGando said:
https://forum.deadbydaylight.com/en/discussion/comment/2523365#Comment_2523365
its not about killer mains or survivor mains. the simple fact is, that the majority of the playerbase mostly plays survivor, so killer nerfs will always be welcomed and recieve good feedback. Even if its not always reasonable.
My apologies. I thought you were saying something else based off of other discussions I've seen posted.
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@SirGando said:
wow, these comments proved what ive assumed. yeah, this will never change.
What? That killer mains have a big problem with the devs gutting the kit of a mid-tier killer because of survivor fee fees and nothing else? Have a cookie for predicting the obvious.
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@Laurie268 said:
Maybe playing against him now will actually be fun. He will no longer be able to zone survivors making them lose distance for an easy m1.
Except it won't be fun for the killer to have what made him strong in any regard gutted with minimal compensation, making a B-tier D-C tier. Adding a terror radius but no buff to his mobility to make holding W against him even stronger is also laughable. I had a much better idea for compensating Deathslinger than what they posted.
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This is what happens when BHVR listens to mobs instead of balancing the game. Notice how there's no mention whatsoever about overperforming killers. They're just nerfing(and not reworking) killers simply because people say they feel bad. Deathslinger especially needs buffs in other regards. We don't know the numbers yet, but if his ADS movement speed doesn't receive a very large buff that puts him in the Demogorogon or Nemesis category, he's pretty dead as a killer. Even then, DS having only one shot really needs to be addressed, especially if they're removing most of DS's advantages over other ranged killers.
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No, and it'd be silly if they did.
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Too early to tell. I might mess around with Spirit to see if there will be a viable way to use her power by being tricky and baiting, and if there is, I might semi-main her out of spite.
As for the rest of the update, Trapper is probably going to be unchanged for me in that he's on my "do not touch" list. His core issues remain the same, just slightly less awful.
The add-ons changes can potentially range from great to awful. If Spirit is nerfed to the ground like I suspect and Nurse receives nerfs to her recharge and range add-ons (honestly don't see this happening, but BHVR is unpredictable) then Blight might unironically be the only S-tier killer.
If Hillbilly actually gets add-ons, he might be worth a try again. Maybe it'll make his gameplay enjoyable for me.
Ghostface will be unchanged for me because his core issues are not related to his add-ons. Same with Pig and Myers.
Hag will be unaffected by add-ons changes much like Blight and Oni because none are that add-on dependent, and really just receive bonuses from their add-ons.
MMR has gotten me playing survivor a lot more, and that's going to continue.
If boon totems offer dumb effects like haste, significant bonus gen speeds, and aura reading, then I'm out, period.
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She's never been my main. She won't even be a consideration if they literally make her power outright bad as they're doing now. She'll be added to the list of killers I never play like Trapper, Myers, and Ghostface. Clown unironically will have a more functional power than her.
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Huntress for me. Her design is just eh.
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It depends on what synnergizes with the killers. Typically, I have 2 slowdown perks with 2 other perks that synergize with the killer (or an info perk).
Use Ruin Pop on mobile killers. Use Ruin Undying on killers that have built-in slowdown that gets survivors off of generators (Pig, Pinhead, Doctor, Legion). For slower killers, consider either deadlock pop (to counter split gens and give you the opportunity to earn and use a pop, or consider corrupt and No Way out to simply seal off the early and late game (I use the latter for Pyramid Head and Huntress ATM). The latter option also works partially because it slows the game without babysitting generators.
Some perks to consider with synergy. Lethal pursuer for killers that can immediately threaten survivors or killers that require some sort of prep caused by chasing survivors.
You probably know why Tinkerer is a thing for killers.
Discordance is great for proactive gen defense. If it doesn't proc, you know they're on split gens or messing around.
Infectious for limited power use killers/snowball.
Franklins if you're using a hit and run killer so you limit the use of medkits.
Starstruck agitation can pay off massively on anti-loop killers that damage with a basic attack. I don't have it on many killers yet, but I have starstruct on Slinger. It'll either pay off with insta-downs, or it will terrify survivors into leaving an area.
Edit: I forgot plaything retribution. That can be potentially great on mobile killers as its own form of information combo.
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@AGM said:
https://forum.deadbydaylight.com/en/discussion/282088/the-spirit-nerf-cant-make-it-to-live
You haven't even seen its implementation in the PTB yet. Save your pitchforks for after we've tested it. I'm willing to bet you won't even be able to see the dust over most loops, and being able to see the dust out in the open won't mean much because, well, you're out in the open and vulnerable. Let's wait and see.
The devs outright said that the dust is there to pinpoint her location. There's no ambiguity in their implementation. The devs either succeed, or they don't. The devs succeeding in this front likely makes Spirit an outright bad killer. This is a more apocalyptic change than the initial Legion nerf (before they adjusted him later on).
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Many of the changes are non-specific. The add-on passes for killers could be either great or horrific, or a mixed bag. The boon totems may be a disaster as well if the devs aren't careful. So you might be coming back to the game for a little bit before getting annoyed and leaving. Wait for the midchapter patch and see.
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She's objectively the most balanced killer in the game. Your feelings do not matter. Is she overpowered in comp? No. Does she have a higher kill rate than what the devs aim for? No. Have the devs ever mentioned that her top 5% of players overperforms? No. There's no standard of balance that exists that shows Nurse being OP. Accept that you were beaten.
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What exactly is your objective? Memes or semi-viable builds. Granted, you at least need corrupt to have matches where survivors don't have a head start.
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Nurse's power is to ignore the core mechanics of the game. She is balanced in a competitive sense and in a general sense. What does that say about the state of DBD for years?
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If DBD continues in its current path, it'll at least be comparable in success. People underestimate what a F2P game can do to an established franchise.
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@GrimoireWeiss said:
https://forum.deadbydaylight.com/en/discussion/comment/2518195#Comment_2518195
You realize none of these teams play on public lobbies, right? Competitive DBD is another world, posting this video is meaningless. You will never meet a team like this casually.
That's such a non argument. Even if that were true, obviously there are survivor teams out there that are going to be on the same level considering competitive DBD can't draft all skilled players in the game, and they have none of the restrictions that apply in a tournament setting. So even less skilled teams can theoretically be as or more powerful than comp teams.
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Why did you single out Hag, one of the, if not the least addon dependent killers? I could see some of her rarer add-ons receiving a nerf, but her body block addons getting replaced, but that's about it.
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@Steel_Eyed said:
I think it should come back with a revving heat penalty. But it does currently exist in game with Mother’s Helpers (12%). The activation is the issue.
I would argue an individual charge time add-on isn't going to break the game. In fact, going by people talking about Billy, crack Billy is probably needed for him to be competitive period. The issue is when there's 2 charge add-ons. If the only other one is the 4.4m/s one, it actually might be fine as a "you can have insta-saw, but you're 4.4."
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@Prex91 said:
Cant judge without see. She needs counterplay, because she lack it (I like play her, but I hate play against her personally). Hope deve fix but not kill her.
Great. Where's the exhaustion perk nerf?
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@Pulsar said:
This nerf is entirely designed to kill her high-level gameplay.
Her normal gameplay against casual players is unlikely to change, since most players aren't going to look for dust or listen to the directional phasing.
However, high-level players will pay attention and they will hear the phasing.
So basically, the most pointless nerf imaginable. The nerf might still leave bad survivors with miserable matches while high level looses variety. A very BHVR Nerf if you're right.
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2515057#Comment_2515057
I would clarify you something as pig main.
Add on rework = pig buff so....keep being add on dependant.
Bro just##%%## make killers as wraith (add ons to improve him) not making them add on dependant
Imagine if the entirety of the add-on rework is removing headpop pig and giving a minor buff to Amanda's letter.
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@GrimoireWeiss said:
Is Blight bad because you can see him rushing?
- For Blight, It's on you to miss if a survivor is out in the open.
- Blight is significantly faster.
- Blight isn't blind.
- Blight has a shorter cooldown.
- Blight can be played as an M1 killer.
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- Cleansed.
- Validated.
- Salt.
- Pain.
- Masochistic.
- Aneurism.
- What?
- Money!
- Clicky.
- Discord.
- Leave.
- Pennies.
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@BastardKing said:
https://us.v-cdn.net/6030815/uploads/XSCST04EHJHG/massacred.jpg
Oni will get revenge.
I believe I'm aa decent Oni. Oni Revenge month?
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Oh, don't worthy, they will, and the salt factories are cheering it on.
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- If boon totems give an actually oppressive effect and actually require significant time investment for the killer to destroy.
- If these add-on passes are code for "good add-ons for decent killers will be removed and replaced with meme BS like Hillbilly."
- If every killer that could be considered A-tier gets nerfed and survivor's base mechanics are untouched.
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So you know how Spirit has more info on where the survivor is than they have on her right now? Well, they're giving the reverse by implementing directional phasing sound and dust-cloud footsteps and keeping the cooldown on her power. She still can't see survivor's exact location btw.
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/282088/the-spirit-nerf-cant-make-it-to-live
Except for the fact that spirit can still hear footsteps pinpoint exact, and if they aren't using iron will, can hear their injured sounds as well. Spirit still overall has more info to use, and from what they said, the dust will just be something you can see tiny near the feet while you are out in the open. On maps with lots of grass and shrubbery, this won't matter just like the patch notes said. Also mind you this whole time, her power is still literally the exact same, she still has insane movement speed and easy hits on almost every loop
Footsteps are definitely not exact. There's still guesswork to be done. Anyone that told you the footsteps are perfect info is lying to you. What insane movements speed? You mean the exact same speed as a Pig Dash, that's known to be a pathetic anti-loop power except Spirit can't see in exchange for being able to move at that speed for twice the time?