Mister_Holdout
Mister_Holdout
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- Username
- Mister_Holdout
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Comments
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Both sides do scummy things to each other because the game isn't balanced.
I think you would see a reduction in camping if the devs truly started balancing this game.
And if a killer still camps, punish them with BT, DS, and Unbreakable.
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I think it would be very nice if the tutorial let you mess around with an empty map.
That would give killers and survivors a chance to learn about the different tiles.
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Nope, I don't share the same feelings.
Some of these people you get matched with are basically useless. You might as well be playing with one or two other people.
That said, when you get a good team solo survivor can be very fun.
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I'm not opposed to tweaking things on the killer side that need changing.
That said, when are we going to get SWF and map design changes? That is the question.
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This is what I think the devs should do:
- Revert the base kit nerf. The add-on changes can stay the same.
- Change her cool down to something more appropriate. Either a longer fatigue or shortened lunge would be more acceptable.
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Before Nurse got her nerf, I would say Surge is a pretty good perk to run on her.
Because Nurse could easily slug survivors, she benefited from Surge quite a bit. With that perk, you saved time by not having to kick generators and were able to keep up the pressure on survivors.
Fun times.. *sniff*
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Voice communication ruins the immersion of playing survivor.
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*Laughs in Spine Chill
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Doc. His is the coolest imo.
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@dinocat2 said:
https://forum.deadbydaylight.com/en/discussion/comment/844281#Comment_844281
Do you want them to remove being able to play with your friends?
No, but they can implement a repair and healing speed penalty.
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Omegablink still exists lol. Just not as broken as before.
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Killer: BBQ and Chili - Who doesn't love double blood points and aura reading?
Survivor: Borrowed Time - Lord knows these killers love camping. Which is why BT is good for extra insurance.
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I think the main issue with this game is map design.
Really skilled survivors can take advantage of the map and effectively steam roll most killers.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/844599#Comment_844599
I know that the killer wants to have fun, that's half my point. I want to have fun when I play killer as well. But the killer isn't going to have fun if they can't get a game, because the queues are all messed up between the lobby dodging and the fact that no one wants to play a game that punishes them for enjoying it with friends. I'm not going to go into the issues around penalising SWF because this thread isn't actually about that. It's about the merits of telling killers in advance whether survivors are playing with friends or not, and my point was that although it may sound good on paper, a system like that is actually disadvantageous for everyone, killers included.
That's a fair point. Just be careful when you say SWF teams aren't efficient.
Because they are.
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At some point it doesn't even matter. If good survivors get one of their stronger maps, it's basically game over for the killer.
That said, certain maps can definitely be abused more than others.
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Omegablink Nurse is the only correct answer.
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Bubba always makes me a little uneasy. Because at any point he can decide to face camp, which is basically game over for the survivor being camped.
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@Fibijean said:
The vast majority of SWF groups, while most likely using voicecoms, are not sweaty, efficient and highly coordinated. They just want to have fun playing games with their friends.The only reason it's possible for them to do that currently is because the killer is not informed of whether they are queuing as a group or not. If this were implemented, people wouldn't be able to play with their friends because killers like yourself would dodge every lobby they find based on the assumption that they're a bunch of tryhards. It would discourage people from playing survivor, and increase queue times across the board, so in the end everyone loses.
And the killer wants to have fun too.
Unfortunately, SWF + voice comms gives survivors an inherent advantage. Survivors already have an advantage with map design. Giving them voice communication just makes the situation even more ridiculous.
You might think that not all SWF teams are sweaty but in reality most are. It doesn't make sense for people to be on voice comms and not use it for coordinated plays. Sure, some of them probably horseplay around a lot, but they still use voice comms to make optimal plays.
Also, you can argue that not all SWF teams share the same skill level. That is true as well.
But even considering that factor, SWF puts undue stress on the killer. I agree it's probably not a good idea to give killers a SWF indicator, but at the very least the devs could implement a repair and healing speed penalty for SWF teams. That would even things out a bit more.
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Yeah, that last comment is inexcusable. You should report this person immediately.
That said, I hope you didn't slug for the 4k. Specifically, I hope you didn't leave one of the survivors slugged in a attempt to find the last survivor. Not only does it waste time, but it's also very lame.
Typically, if a situation like that occurs, you've already beaten the survivor group. So why not just hook the last survivor and give the last survivor a sporting chance? Wouldn't that be more interesting and fun?
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/844330#Comment_844330
Most meta builds revolve around BT, Balanced Landing/Sprint Burst/Dead Hard, Self Care/Adrenaline, and DS/Iron Will/We'll Make It. (Insert other meta perks I didn't list. A few are based on opinion also...)
It's true that a lot of people don't know Spine chills real worth, but that's kind of what it boils down it... they don't know or they don't think it's worth using over the perks above.
Yep, that's what I said. People don't use Spine Chill because they don't recognize its value.
Which is rather unfortunate. Casual players would benefit more from Spine Chill than perks like Adrenaline or Iron Will.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/844319#Comment_844319
In comparison to the rest of the meta perks it's fairly niche, that's why it's used a lot less than the others.
It doesn't give immediate benefits like Adrenaline, Dead Hard, Balanced Landing, Sprint Burst, Self Care, etc do... It only gives benefits if the Killer is looking in your direction... so if say they get to you right when you're starting on a gate or a generator... than it's not useful until they get off you.
That doesn't mean it's useless, far from it, it just isn't above the most used meta perks. It's only a detection perk after all.
It's a niche perk because a lot of people don't understand its value. Many of these survivor players are casuals and they get a lot of their info from twitch streamers, most of whom don't use the perk.
If we're talking about the most meta perks, then I would argue those perks are DS and BT. The third perk slot is usually dedicated to an exhaustion perk. The fourth perk is basically the free slot.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/844307#Comment_844307
It's more-so cause of the meta tbh.
Spine Chill is a meta perk. I think a lot of survivors watch survivor-main steamers and they notice that these guys don't use Spine Chill much (because they're god loopers, so they don't need it).
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@Kerbert said:
Because people like to complain over using the best counter to stealth killers and Spirit, who everyone is complaining has no counterplay.
I'm one of the few survivors who uses Spine Chill regularly, and I can safely say Spine Chill doesn't help much against a Spirit.
You can avoid the initial encounter, but after that you're on your own. Spine Chill won't save you.
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I think many survivors believe Spine Chill is overrated.
If you're a god tier looper, then yeah it probably is.
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He is not really good when playing as survivor lol.
His night shroud power is bugged, which is why people don't like playing against him.
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This is why I despise Hag. 99% of them will attempt to snowball off hooked survivors.
Arguably the most boring way to play.
For basement rescues, your best bet is a coordinated SWF play.
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SWF and map design.
But I don't expect much action from the devs. We know where their loyalties lie.
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Spirit is the one killer I simply cannot defend. Her power just isn't fun to play against.
Which is why I'm very surprised the devs did not gut her power. She's probably the most hated killer honestly.
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You have to be good at looping.
GF players tend to not break pallets and try to mind game hits on survivors. Be weary that GF can also make the red stain disappear with night shroud.
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I would at least try to save it for a few minutes. If you use the god pallet too early, then you're only hurting yourself during the end game.
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People need to understand that the devs basically put a cap on how much damage a Nurse can do (without add-ons).
Before the nerf, a Nurse always had blinks at the ready, which meant she could respond quickly to opportunities.
But with the two second cool down added, the Nurse is now more liable to miss important chain blink opportunities.
It may not seem like much, but against good survivors that missed opportunity can make all the difference.
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No, it's guessing.
The Spirit can track survivors but survivors can't track the Spirit.
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The problem with a 60 second pick-up immunity timer is that it allows survivors to be reckless. And of course, at red ranks survivors usually are quite reckless.
The idea behind DS is to prevent a survivor from immediately being targeted again after getting unhooked. In situations like that, I am okay with DS existing. Some killers will immediately return to the hook and go after the survivor who was just rescued, in which case said survivor deserves protection.
But as many of us killer mains know, DS goes beyond that. Survivors can use their brief immunity to make dangerous plays that otherwise should be punished by the killer. By dangerous plays, I mean survivors are intentionally putting themselves in a dangerous situation. Normally, a killer would heavily punish such a play.
I believe there should be provisions in play to make DS only activate if the killer immediately targets a survivor who was just rescued. If the survivor is not immediately targeted again, then they should lose the protection of DS. Because why should the survivor get extra protection if the killer doesn't come back to the hook?
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Just use the most meta tryhard perks if you're playing solo:
Dead Hard, Borrowed Time, Decisive Strike, and [4th perk slot].
The fourth perk can be whatever. I like using Spine Chill, Unbreakable, We'll Make It, or Iron Will.
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I've completed all but one of the survivor challenges in Tome 2. Working on the killer side now, which has a survivor challenge for some reason.
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Julie with her new skin and I were made for each other <3
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Bubba is just one of those killers that rubs you the wrong way.
Also, without warning he can choose to face camp a survivor and at that point there's zero chance of being rescued.
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@altruistic said:
Imagine caring about rank.
I do when I play survivor. Players in red ranks tend to be a little better than players in lower ranks.
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I've gotten a 2 pip even though I died, so yeah I feel pretty good about it. Lets me know I did a lot for the team.
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I did that challenge on my first try lol.
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Pretty sure his night shroud power is bugged. There are times when I'm staring right at him unnoticed at close range, but he still doesn't come out of stealth.
So yeah, playing against bugged killers isn't fun.
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Spirit got off easy compared to Nurse.
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The Horror!
Now all the console players who went to the conventions but never got skin codes will be given those skins for free.
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Can't wait to get my hands on Meg's twitch pants :)
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The devs are making these skins available for everyone in order to be fair. Why is that a bad thing?
Console players were never able to get some of these skins despite going to the events.
Me personally? I can't wait to get my hands on Meg's twitch pants. I've always loved that cosmetic 😁
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How tragic. Now everyone gets to enjoy the exclusive skins.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/836202#Comment_836202
She got the Freddy Dev.
Hard for me to say honestly. I never played Spirit much.
I thought for sure they were going to add in some type of audio or visual cue to let survivors know what her approximate location is while phasing.
Nurse got hit harder from what I'm seeing. I was expecting Spirit to get hit harder than Nurse.
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Dang.
Spirit got better treatment than the Nurse.
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Yep, the devs basically chained up the Nurse to prevent her from being super aggressive like before.
Now, survivors have been given free time to gain extra distance, which can be problematic on some maps.
The devs should know how efficient survivor teams can be. And Nurse was the one killer who could go toe-to-toe with these survivor groups. Yes, Nurse had some really busted add-ons before the change. But instead of just reworking her add-ons, the devs saw an opportunity to downgrade the Nurse's base power and they took it.
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At the very least console players would need M&K so they don't get utterly murked by PC players.