Mister_xD
Mister_xD
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- Mister_xD
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i can literally go and facecamp one guy to death, run Corrupt Intervention + Deadlock + No Way Out + NOED and get at least one more guaranteed kill that way.
am i a skilled player now?
am i better than that Hillbilly who hit sick curves around loops, only killed one person but had everyone else on deathhook?
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because one was extremely overpowered and the other one mediocre.
why would you want to nerf an already mediocre perk?
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BT is an extraordinarily strong perk, it should not just be basekit.
this would literally just encourage even more players to mindlessly unhook right in the killers face, because they wont be punished for it anyway.
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i doubt that nerf is going to change much tbh.
the healing speed increase should just be taken out entirely. Its strong enough to have a perk that lets everyone get a neverending medkit within the boons range, we dont need to further boost healing speed on top of that.
and if they are so scared because of perk tiers, make it so lvl 1 and 2 of the Perk heal you slower than normal. idk, make lvl 1 heal you at 50% the normal healing rate (equal to current selfcare, but for everyone and on a boon), lvl 2 at 75% the normal healing rate and lvl 3 at 100% of the normal healing rate (so if im not mistaken, that would be 24/20/16 seconds to heal)
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i cant speak for others, but i can assure you that i, as a Killermain, quit in August when they released MMR.
it was supposed to just be a bit of a break at first until i got the motivation to play this game back and ended with me uninstalling the game in December after literally not touching it, nor wanting to, ever since i started that break.
and yes, the primary reason for that was the introduction of the MMR system (though more things kept comming that drove me away further afterwards (NFT controversy, DDOS attacks, the cheater issue, boon perks and the Deathslinger gutting)).
of course that covers just me, but if a game loses 18% of its playerbase in a single month (and has failed to recover from that loss ever since), then that suggests that something has happened in this month that a LOT of people were not happy with.
regardless of whether that may have been more killer or more survivor players, this should be a huge red flag to BHVR and it astounds me how they have kept doubling down on that decision ever since - especially since, from what i experienced, a vast majority of the people that didnt quit over it also dont like it.
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conversations like these always make me wonder:
if the Killer in this scenario sucks so badly at this game, then what does that say about the team of Survivors that just lost against them?
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considering that SBMM (alias MMR) is the primary reason why i quit this game, yes you could indeed say that.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2757108#Comment_2757108
agreed. however, the annoying part of this nerf is how incrdibly unnecessary it was.
Sure, it wasn't needed, just saying I could survive that change with him.
here was nothing about his 24m TR that was too strong or unfair in the slightest.
Funny is that this work only with M&A, but you actually need a line of sight at 18-16 meters, which on most maps survivor either had chance to see you for some time, or you are already in TR.
We have oblivious effects where I can get on M1 range without survivor noticing, which is just way easier to do on most maps, because you actually break line of sight whole time for it.
So this change only punish people for not using those perks, but most DS mains didn't even think M&A is that good perk on him, it was just for fun, but there are way better perks for him.
It's kinda stupid to have change, because of perk that forces everyone to use that perk, or some alternative.
a worse version of Huntress.
Let's be honest, he was always worse version of Huntress, but there were some fun and unique things about him, that she couldn't do.
Let's be honest, he was always worse version of Huntress, but there were some fun and unique things about him, that she couldn't do.
actually, i think that depends a lot on how you look at it.
in terms of strength, yeah he was always inferior to Huntress - even though i would want to add that that gap in strength was not a wide one, personally i always ranked them very close to one another (with Deathslinger usually being the top of B-Tier and Huntress being somewhere in lower A-Tier).
What i meant with that sentence was not their strength however, but their gameplay.
Deathslinger just used to fall into a very different nieche than Huntress did, with her being a specialist for mid to long range shots and him being a specialist for short range shots. Huntress is really good at punishing mistakes and outpositioned survivors, while Deathslinger directly focussed on anti loop, meaning, thanks to his quick scope, he was able to use his power in scenarios where Huntress just couldnt use hers efficiently.
So in a way, despite both having a ranged power, they both had different scenarios in which you wanted to use said powers in, both were strong in a different aspect of the game, which made both of them unique in their own way.
add to that that Deathslinger had a bit of a stealthy approach on Survivors (even if you had to sacrifice Perk Slots for that, a fair price to pay imho), and you had two Killers with vastly different gameplay to one another, despite the seemingly similar abilities.
which is also what i meant when i said they removed his entire identity, because they literally tracked down everything that made him fun and unique, and just turned him into Huntress 2.0, even from a mechanical standpoint.
everything else in your comment i 100% agree on.
i just wish the Devs came to the same conclusion in regards to him....
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so you're asking why people get mad when they get teabagged, yet in the same sentence you essentially say that it upsets you when they hit you on hook, shaking their head or nodding at you after downs?
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2755855#Comment_2755855
Oh yeah, I remember flashlights.
I guess I haven't played yet with Huntress changes.
It was really annoying for me that they announced it, almost eveyrone got pissed about it, so they said it's just PTB and it can be changed and of course nothing happened and it went live even tho I didn't see fully positive feeddback on it ever Some players think those things should be nerfed, but noone thinks it should be done like this.
One issue is that he is not terrible for those who liked to spam fake ADS, because you can do it. On the contrary, you have to do that now to test how survivors will react, because his shots are 100% reactable now.
I have played Deathslinger mainly for quick-scopes, it was fun and satisfying to do. Fake ADS is boring and it was only thing that should go instead. I would still play him with TR nerf, that just makes him worse, but I wouldn't feel it that much while playing him.
Deathslinger was mainly for FPS players and most of them gave up on him including me.
yeah, i think at this point its pretty commonly accepted that PTBs arent actually PTBs, but just a preview of whats guaranteed to happen anyway, regardless of feedback.
at most they have a smaller numerical change go through from PTB to live servers, as they did with Slingers ADS movementspeed Add Ons.
One issue is that he is not terrible for those who liked to spam fake ADS, because you can do it. On the contrary, you have to do that now to test how survivors will react, because his shots are 100% reactable now.
yeah this right here is just BHVR at its peak.
everyone (rightfully) complains about how bad Deathslingers just spam ADS to deny them actions, slowly zoning them out until they are in M1 range, which is the opposite of skillfully gameplay - so their solution is to literally remove everything skillfull, fun or unique from the Killer and turn him into something that relies entirely on slowly zoning people out.
ugh
I would still play him with TR nerf, that just makes him worse, but I wouldn't feel it that much while playing him.
agreed. however, the annoying part of this nerf is how incrdibly unnecessary it was.
like, seriously, they literally went and "fixed an issue" that never even existed.
there was nothing about his 24m TR that was too strong or unfair in the slightest. was it TECHNICALLY speaking possible for him to shoot you without you having a heartbeat? yeah. but a ton of things had to come together for him to be able to do something like that - most of which you, as the Survivor, had a direct influence over.
in other words, if you got surprise shot from outside of his TR, then 9 out of 10 times that can be directly linked to your own misplay.
some people just want to turn their brain off when playing Survivor and then complain when that backfires on them - which lead to this change.
this change is extremely annoying to me, because, realistically speaking, here is what it does:
1) you no longer need to think about your positioning against this Killer
2) you no longer need to keep track of him to avoid ambushes
3) you can just go and hold W the second you hear his TR approaching and by the time he catches up to you with his slow movementspeed, the game is essentially over.
literally the only effects it has is to make it easier to just turn your brain off against this Killer and still do well.
I have played Deathslinger mainly for quick-scopes, it was fun and satisfying to do. [...] Deathslinger was mainly for FPS players and most of them gave up on him including me.
we all have.
Quick scopes were what made this Killer appealing, its what made him fun to use. I'd even go as far as to saying that quick scopes were what made the Deathslinger the Deathslinger.
by removing them, BHVR didnt just nerf this Killer. they completely removed his entire identity.
If i see a Deathslinger nowadays, i always just ask myself "why wouldnt they just pick Huntress?", because thats all he is now - a worse version of Huntress.
the Deathslinger changes show me one thing very clear:
BHVR either has absolutely no idea how to balance this game, or they genuinely have given up on it.
the more they double down on them, the more i lose hope for the future of this game.
i didnt quit the game because of the Deathslinger nerfs (i quit because they thought a casual party game needed an MMR system & the DDOS and cheater issues), but the Deathslinger nerfs have done an excellent job at making sure i stay away from it.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2755808#Comment_2755808
You know if you added this you would have to remove some of the draw backs. If it takes him forever to hit t3 is slowed down and had to fully stake a survivor it would be pointless to run because the game would be over before you fully stalk one person.
yes, that is why i said it would drain them quicker than usual, so you'd reach that killing point a lot faster.
you'd get less overall Tier 3s available, but when you get them there is a good chance that at least one person is going to be killable.
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@Dino7281 said:
I doubt they will revert changes, because they would kinda admit a mistake by it and they have never done that from what I know.
Problem is there is not enough players behind Deathslinger, so they will fix it same as Twins, just stop creating skins so there is no money wasted on him.
oh they have reverted changes in the past.
look no further than them making Huntress hatchet hitboxes accurate to the playmodel or the removal of timing needed for flashlight / pallet saves.
though you're probaply right with the second part.
which, truth be told, dissapoints and frustrates me to the point where i almost have given up myself.
i hate how giving feedback on this game feels like yelling into a big, empty void. you dont get answers, the problems dont get addressed and instead new ones are created where previously there were none. its infuriating.
and yet i, and some others apparently too, am still clinging onto that small bit of hope left in me that maybe BHVR actually does listen and that maybe they realize how bad of a decision those changes were and they revert them. For Hillbilly i dont think thats gonna happen tbh, since they centered an entire Add On rework around this "in normal gameplay completely unnoticable mechanic that you'd need to try to fill up" (as BHVR calls it), but Deathslinger is absolutely reversable.
and they wouldnt even need to revert all the nerfs - just the TR increase and ADS time increase.
they can even take all those "buffs" they gave him to "compensate for the nerfs" away again too - i doubt anyone would even notice.
(im gonna have to stop here now, otherwise ill go on ranting over this topic for the next 45 minutes. the Deathslinger changes hit very close to home for me and i am very upset about them - and that isnt gonna change until they revert those two big nerfs he got)
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needs to be changed.
Myers shouldnt be able to just walk up to someone with a 99%ed tier 3 and immediately remove them from the match (especially bad when he stalked another survivor to get to 99%, so you got no chance at all).
i'd like it to be changed so you can only kill Survivors with it that have been fully stalked, while also draining the stalk you can get from them quicker than usual.
that way, if you get tombstone pieced, its because of your own misplays that allowed myers to drain your stalk.
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@Tostapane said:
https://forum.deadbydaylight.com/en/discussion/comment/2751991#Comment_2751991
I play both sides (mostly killer due to the variety of their powers, so different gameplay). I don't understand how this could be relevant to the topic...
its that funny mindset where some people think that because you play one side more than the other that therefore instantaneously invalidates all your opinions on this games balance or health.
its really just an attempt to strawman someone, pay it no mind.
as for your points, i actually agree with a majority of them. all of them are valid points of critisism to have (though i wouldnt call all of them a "major issue", they are issues nontheless).
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not too long ago i would have said Deathslinger, because he was pretty much in a perfect spot, balance wise.
prior to him i would have said Hillbilly, because he too was in a state where he was widely accepted to be the most balanced basekit Killer ingame.
now i really dont know anymore.
if those two got gutted, then everyone is possible.
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There needs to be something the Survivor has to do in order to earn Dead Hard throughout the chase.
Its the only exhaustion Perk in the game that allows its user to use it at any given time without any prior action that the Killer could have anticipated.
the only other exhaustion Perk that comes somewhat close to such level of freedom is Sprint Burst - and even that is restricted to the very beginning of a chase AND comes with the downside that the Survivor can not traverse the map fast outside of chases (otherwise they activate SB and risk not having it when they do get found).
Dead Hard needs either a clear activation requirement before it can be activated, or it needs a serious downside added to it that hinders the Survivors in some other capacity.
but as it stands, this Perk is just a "get out of jail for free!" card. its plain and simple unhealthy for this game and needs to be reworked to some extend.
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honestly?
boredom.
but yeah, partially to get some info on how the game developes in order to determine whether its worth to reinstall or just keep away from it.
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fix the core issues with this game instead of relying on band aid fixes and new content hype to get new people in.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2748893#Comment_2748893
I'd like to play BF2042. I've had a great time with it so far. I'd also like to finish Far Cry 3 and AC: Black Flag.
I usually like strategy games, like Empire Total War, but I've never had the PC to play newer one's. I was going to buy Civ VI on my Xbox, but the sale ENDED.
I was going to buy Civ VI on my Xbox, but the sale ENDED.
oh nooo that sucks man!
i know that feeling all to well... you'll get it next time, im sure!
as for the games you've mentioned, personally i havent played them - im not that interested in story driven games (i do like watching people lets play them, but im not very into playing them myself for some reason).
but since you mentioned strategy games, now i have to ask: have you played / heard of the Advance Wars series before?
granted, its not a PC game (the first two titles were for the Gameboy Advance and the third for the Nintendo DS), but despite its age i think the series has held up very well. Its one of my all time favourite game series (i boot up my old Nintendo DS just for that game to this day) and if you are into strategy games its something you might want to look into (you can download an emulator on your PC to play them on if you dont have the needed hardware).
also, in early 2022 (so sometime in the next 2 to 3 months) an official reboot of the first two games releases on the Nintendo Switch and i am super hyped for that!
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so we're complaining about the grind being made more bearable now?
???
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i wholeheartedly agree.
lately this game and the Dev team bahind it have chosen paths that i simply can not back up and / or follow them on, so i totally understand your feelings here (for example in regards to the NFT controversy).
its a shame, really. DbD could be such a great game, but its just not. The Devs either fail to see the issues with this game or they deliberately choose not to address them, focussing their attention on either new content or unnecessary and / or unwanted changes to already existing content instead.
i could go on for a long time on why exactly i dislike this game nowadays and why i stopped playing myself, but i honestly dont have the motivation for it anymore. Thats partially because i strongly believe the Devs know full well what is wrong with this game, but because its such an fundamental issue they wont address it, because it'd require them to fundamentally rework how this game functions (the issue im referring to here are generators by the way. they are inherently flawed in their design philosophy and are extremely unhealthy for this game, yet so fundamental that reworking them would require a lot of work, time and dedication).
anyway, i wish you the best on your journey!
and just out of personal interest:
what other games do you have in mind that you want to play more now?
or, if you dont have anything specific, what kind of genre do you enjoy?
as for me, that would be either casual party games where i can just relax and have a bit of fun (e.g. Team Fortress 2), or competetive (but not too competetive) strategy games that have a high skill ceiling where i can see myself improving and getting better the more time i spend on them (e.g. Advance Wars). Im also pretty interested in the indie horror genre with games such as Inscryption, Dark Deception or Little Nightmares.
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if you're gonna make a poll, at least give people the option to say no to your ideas / opinions.
this poll says literally nothing, because you dont give people with a different opinion the ability to voice it, so you rigged it from the very start to look one sided and in your favor.
and i am saying this entirely unrelated to the topic at hand, thats just a general criticism i got with your poll.
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2 things:
- i very highly doubt you get harrassed in end chat that much. toxic people exist, yes, but they are not a majority of this player base - not at all. i am quite confident in saying that i think most of your chats are either completely empty or only include some people saying "ggs" before they quit - but those are boring, so you dont remember them like you do when you actually do get a toxic group that trashtalks you.
- in the rare case that you actually do get trashtalked a majority of your games and you barely ever see nice chats: just turn chat off. why do you keep willingly exposing yourself to this, when you always have the option to just turn it off yourself? also, you might want to look into your gameplay a bit here - like it said, a vast majority of people arent inherently toxic, so if they are to you that means they probaply got provoked by you earlier.
also how do you picture BHVR just "fixing" the mindset of those players?
thats literally nothing they have control over - and they certainly wont (and shouldnt) ban people for saying something like "gg ez" or "git gud".
the best way of handling toxicity is to not get provoked by it. easier said than done, i know, but thats something you'll have to work on (and that doesnt count just for DbD, its a general thing). dont take it that serious, in this case its really just a game.
and just to make things clear:
i am not condoning any form of actual insults or harassment. if players get genuinely insulting towards you, people close to you or wish terrible things to happen to you / your loved ones, such behavior is inexcusable. you have all right to be upset over people like that and you should definitely report them for it. the Devs do take such reports very serious and will ban players for such comments.
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Ruin was not changed because it had a pick rate of ~96%, it was nerfed because it was, by design, unhealthy for this game.
it was extremely RNG reliant, the Killer had absolutely no control over its effect andit was essentially useless against good players, while heavily punishing newer players for simply being new.
the new version is significantly more consistent, rewards good pressure from the Killer and affects Survivors of all skill levels the exact same.
its arguably even better than its previous version.
also: it did not get nerfed, it got reworked. there is a big difference between those two terms - a nerf is when they reduce the effectiveness of something, a rework is when they fundamentally change the way something works. another example for this: Deathslinger got nerfed - Freddy got reworked.
that doesnt mean i dont think DH should get nerfed / reworked (i do think it too is an unhealthy perk for this game, much like old Ruin was), but your reasoning is very far off.
Ruins pick rate had nothing to do with the changes it received.
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essentially the way you wanna play him after his nerf is that you use your gun to zone Survivors out and then attack them when they cant evade it.
preaim a pallet / window that they want to take so they are forced to not use it, then drop your aim and go after them on foot - repeat that until you are in M1 range.
and, of course, if they do take said pallet / window, shoot them out of it.
its a real shame how the Devs turned a high stakes Killer that rewarded you for quick reaction time and accuracy to someone that relies soley on zoning Survivors out. its just so boring - for both sides.
right now Deathslinger is but a shadow of the Killer he used to be. the best advise i can give anyone that is looking to play as him in his current state is: dont. go play Huntress instead, she outclasses him in literally every way and is significantly more fun to play as.
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i think that depends a lot on his build.
basekit Blight is definitely fun, but a sweatlord Blight with Alchemist Ring and Ruin Undying Tinkerer BBQ is extremely boring IMO.
same goes when they start abusing exploits (dunno if there currently are any on him, but back when there were i got extremely annoyed / bored when they started abusing them)
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change? yes.
nerf? absolutely not.
this perk needs to be changed in a way that makes it so the remaining amount of Dull Totems affects its strength, in order to punish teams that didnt do any Totems more than teams that did 3 or 4.
an easy example would to be to just have it light up all remaining Totems on the map - teams that did 3 or 4 totems will only have to cleanse 2 or 1 Totem(s) to get rid of it, while teams that didnt do any will have to cleanse all 5.
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@Tdbrown50 said:
https://forum.deadbydaylight.com/en/discussion/comment/2730649#Comment_2730649
Prove it! Just because I do get any kills?Just because I can’t find survivors?Maybe I’m just bad?
you know what?
if you wanna risk it, go for it.
just dont come here and complain when you do get banned - because i did warn you that what you're doing is against the rules.
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@Tdbrown50 said:
https://forum.deadbydaylight.com/en/discussion/comment/2729953#Comment_2729953
Not afk,I move around map and look at all the pretty stuff lol.And I’m having fun.If survivors aren’t having fun,I am.That is the point.
you're not participating in the trial, that still counts as AFKing.
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...and then get banned for AFKing and wonder how that could ever happen to you!
what a great idea.
genuine question: why play this game when you dont have fun? if you have no way of enjoying Killer right now, do what i did: quit.
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the general stress factor isnt gonna change.
thats really just how this game is - Survivors do gens and the Killer has to race them, trying to hook and kill them faster than they can complete gens.
so the first two points arent going to change, Killers will always be racing the clock, having to manage 4 people at the same time. It will always be the more stressful role.
However, what really needs to change to make Killer more enjoyable are chases.
Killers can not race generators and compete with Survivors for as long as said Survivors can 1v1 them.
A lot of people are not going to want to hear this, but Killers are supposed to be oppressive in chases. thats the whole point of having an asymmetrical 1v4 game, the single player needs to feel oppressive in any 1v1 interaction, thats why there are 4 other people to battle them.
Thats why the only viable Killers in "high level" DbD are Spirit and Nurse, because they are able to do what a Killer is supposed to be able to - that is ending chases quickly and therefore hooking people quickly. They, in theory, are actually able to compete with Survivors.
this however leads us to a new issue - one that i think is the biggest issue this game has right now (its essentially the "root of all evil", its what a lot of other issues originate from) and one i do not believe is going to be addressed any time soon, if at all:
generators.
the Survivors main objective is incredibly unfun and boring. No one wants to do gens exclusively, they just sit in one place, holding down M1 and occasionally pressing Space - its just not exciting in the slightest. Yet generators are what Survivors are supposed to do most of their time, its what they are supposed to be good at.
So if we were to balance Killers properly, Survivors would have nothing left to enjoy in this game - chases are boring because the Killer dominates them and gens, which is where they get to dominate, are also boring.
Thats why the Devs always say they want to balance "around fun", because a balanced game would be a game that is unenjoyable to Survivors (who, whether you like it or not, are a larger portion of the community than Killers are).
So the only way we are going to get our Killer issues addressed is when the Devs fundamentally rework generators into being something that Survivors actually want and enjoy to do. And that is something i cant see happening any time soon - maybe if they ever announce a "Dead by Daylight 2" or something like that.
So in short, the Killer issues will never really be addressed. At best we will get some band aid fixes here or there to make it a bit less frustrating, but since the Devs are so keen on balancing the 1v1 chases to be fair and interactive for both sides, Killers will always feel underpowered - because they get dominated in the overall "macro game" (referring to generators) as they should, but are still 1v1able in the "micro game" (referring to chases).
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yes.
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i got a Nintendo Switch and the upcomming Advance Wars 1 + 2: Reboot Camp (well, Nintendo E-Shop cards worth the money for that game, considering its not out yet), a game series i have been enjoying since my early childhood (the first (and currently only) game i've played from the series being Advance Wars: Dual Strike, the third and final part of that storyline) and i never once stopped loving.
unironically, i am still booting up my old Nintendo DS just for this game - and started 100%ing it (the first and only game where i actually care about 100%ing it - and im almost done, having 298 out of 300 achievement medals) recently!
so right now i'm mostly hyped for that and am kind of in the Advance Wars waiting room.
i just genuinely hope the game is gonna do well, as i would love to see a reboot of Dual Strike at some point and maybe even a 4th entry to the saga, continuing where the third game left off.
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and how exactly do you picture the Devs "nerfing" Discord calls?
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all this would realistically do is help newer Killer players by telling them who has been hooked how many times so they have an easier time deciding who to go for based on that information.
one crucial thing everyone who thinks this would "encourage tunneling" seems to forget is, that us Killers do have brains. We are able to remember who is on death hook and who isnt, so a change like this would quite literally change nothing for experienced players.
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prior to their gutting i would have picked either Hillbilly or Deathslinger.
but now i think im gonna have to go with Blight.
Demo is a tempting pick as well, but i dont like how a lot of Demo gameplay is just faking the power to zone out Survivors.
I cant deny that he is very fun though.
well, as fun as killer can be currently.
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yes.
AFKing in general is bannable, so if you get reported enough for it you'll get banned.
whether you have an auto clicker in place or not doesnt really matter here tbh.
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one thing MMR has proven to me is that if you're playing nice, you get destroyed.
thats just what happens when you create a system that only cares for kills rather than individual hooks.
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@Myla said:
Nah the ADS nerf is perfectly justified. I do think they should have gotten more buffs instead to compensate for the ads nerf though.
how was it justified?
the only thing he had going for him strength wise was that he was a monster in 1v1 chases. and he had a massive downside to that as well, with him being probaply the worst killer ingame in pretty much everything else.
he had no good snowball due to the long reload, abysmally bad map pressure due to the low movementspeed and even lower movementspeed when reloading (which he does a lot), absolutely no way of properly tracking people or slowing the game down outside on his own.
This resulted in a very balanced Killer - strength wise he was in the perfect spot. he was a strong, unique and fun pick, but he was very far from being unbeatable.
there was exactly one thing he didnt have: Survivors were not able to 1v1 this man. Therefore a lot of complaints about him being "too strong" and "unfun" were made, because you couldnt play against him like you'd do with every other Killer (alias "hold W around loop until gens get done") and actually had to evade him. Because a lot of people end up only looking at a Killers 1v1 ability when discussing balance and think that they'd be supposed to be able to react to and evade everything the Killer can throw at them.
This way of thinking however completely ignores away one crucial fact: this is not a 1v1 game, this is a 1v4 game. exactly that (survivors being able to react to everything thrown at them and evade it) is NOT supposed to be a thing, the one player is supposed to always hold the upper hand in any 1v1 interaction with the other side, its not supposed to be a balanced encounter where both players skill level is the deciding factor in who wins and who loses, as is the case in 1v1 centered games.
the balancing factor here is supposed to be that the 4 guys are a team of 4 and can therefore gang up and overcome the threat, if they do it right.
Deathslinger was the embodyment of this balance, he was DbD balance done right. And his nerfs show very clearly that the Devs not only have no idea what to do with this Killer, but also that they dont know how to balance a game like this in general.
or maybe the Devs are aware of it, but actively decide to butcher the balance because they know that the 1v1 encounter is the only fun part of this game for Survivors, even if its not supposed to be. In that case it would serve as a band aid fix for horrible gamedesign - which is equally bad, if not worse than the first scenario. Cause in this case DbD will never improve. The game will always be unbalanced and heavily in favor of Survivors, because the Devs will continue to balance everything around the 1v1 engagements to ensure maximum player (Survivor) "fun", and Killer is going to continue being a miserable mess to play.
either way, the Deathslinger nerfs highlight perfectly what is wrong with this game.
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i think the only problematic boon rn is CoH.
the others are fine.
a bit annoying (in Shadowsteps case), but fine.
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i complain about it frequently, but i also never asked for it.
in fact, ive been opposed to the very idea of an MMR system for this game from pretty much the getgo.
my argumentation is very simple:
the most basic requirement for a functional MMR system is a balanced game - which DbD is not and will never be. Therefore an MMR system does nothing but consistently drive off whoever ends at the upper spectrum of it and is trying to play the underpowered side.
its just not a compatible matchmaking system with DbD.
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there is only one Killer right now that actually manages to make me salty:
The Deathslinger.
every. single. time. i see, hear or read about him i get genuinely frustrated and upset about his "rebalancing".
There is not a single other Killer in this game that manages to make me this salty, not even Twins (who i hate with a passion). And it doesnt even have anything to do with the character himself, his ingame behaviour or his power, but really just what BHVR made out of him.
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no.
the closest thing to that that would ever work in this game would be jumpscares - and i really wouldnt consider those to be an actual horror element.
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okay seeing as you apparently do need to grab them out of the trap (i actually didnt know that prior to this), this achievement is significantly harder than it seems.
i do however have a few tipps on how to play Trapper (i did main him for a long time, so i did get a lot of experience with him):
1) if you want to pick people out of Traps, you need to place them in a spot where the Survivors are going to go to when you are in chase with them. you absolutely can not expect to catch someone and then have the time to walk over from wherever you are and pick them out of the Trap, you simply dont have the time for that. So try and set up Traps around areas Survivors wont pass through commonly, unless they entered a chase. (to elaborate: there are 3 types of Traps you can lay: A: the "anti loop Trap", designed to punish players that want to loop a trapped tile against you; B: the "area denial Trap", designed to shut down a loop and force the Survivors away from it - not good at catching people; and C: the "random Trap", named by me like that because it appears to be random to whoever is caught by it, due to it being placed in a spot that doesnt cover any loops, but instead is somewhere you predicted someone would pass through when traversing the map to get from one point to another)
2) dont put your Traps right next to a pallet / window. While those Traps are very effective at shutting down said pallet / window, they are usually rather obvious and not very good at catching someone. In addition to that, those are also the first Traps that get disarmed by Survivors who start checking their general area for them. Instead, try to place your Traps around a loop in tall grass, where a Survivor needs to walk through to run the tile, but wouldnt fully expect a Trap to be.
3) dont instantly break pallets. If you place your Traps in the way described in 2), Survivors can just run through the pallet, drop it and instantly leave the loop. Obviously that would render your Trap useless, so you want to avoid that. So if you have a Trap set up and the Pallet is not a literal god pallet where they can just stand still next to it and vault over safely before you can turn the corner, dont immediately break it, but instead move around it in a way that pushes the Survivors into your Trap. Survivors will want to be efficient with their ressources, so if you can trick them into getting a false sense of security, thinking they could squeeze some extra loops out of a tile, they will most likely be attempting to do that, which leads them right into a Trap they would otherwise not have gotten into contact with.
4) dont reset your Traps. Survivors usually arent idiots, they wont fall for the exact same Trap twice. Also, good teams will memorize where someone else got trapped and then avoid that spot while in chase (or check it for a Trap when not in chase), so unless your Trap is an area denial Trap, dont reset them. Instead, move the Trap around the loop into a different position to catch them off guard with it again.
5) try to lock down one area of the map. Set up a nice 3 gen for yourself and make sure that whoever tries to touch that gets punished. Dont try and play "World Wide Trapper", where you set up all around the map. you dont have the amount of Traps needed for that and your Trap network is going to be stretched thin, which will have a big chance at rendering it a lot less usefull.
you will figure out the right spots on the right maps with time.
so all in all i must encourage you to be creative in your Trap placement. Do not be predictable, because if you are victory becomes significantly harder. Try out new spots, make something up on the run and try to avoid spots that are commonly known to be good Trap locations. All that is going to take time, but it feels incredibly rewarding to lay out a net of Traps that works and catches people left and right!
i hope this helps you on your journey!
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i'd just like to see pick rates tbh.
as soon as we bring kill rates into the mix everyone immediately jumps to balance assumptions soley based on the stats, which is rarely, if ever, a good thing.
but i'd be really interested to see how popular certain Killers have become over the time - especially after they received changes to their kits.
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because you are not supposed to be able to run in and rescue right in the Killers face.
and i hate how the current survivor meta (DS + BT) and the incredibe inconsistency on grabs encourages exactly that playstyle.
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@ShinobuSK said:
https://forum.deadbydaylight.com/en/discussion/comment/2699443#Comment_2699443
They love to add unnecessary sounds noone ever asked for.
they are quite good at that, arent they?
first they make Hillbilly yell and now they make Trapper moan. Whats next, Wraith singing a song while cloaking / decloaking?
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the incredible amounts of stress you gotta endure.
i used to just shrug that off with the excuse "eh, you dont see sweat squads a lot so its okay", but when the Devs introduced MMR they made it very clear that they intended that system to give you a team that, if you played perfectly, you would only manage to get a 2k from - and that every game.
with other words, the stress level would be at its peak every game, while i would merely be able to get a meager reward from it (i know thats not how the system works currently, but thats the whole idea behind it, so they will keep improving it until this end goal is reached, which i do not support).
it was when they finally released that system (end of August) that i quit DbD.
and their most recent decisions have done nothing but drive me away further from it.
they ended up nerfing Spirit (one of the very few actually playable Killers in high MMR, meaning they had no intentions of balancing around that level) and thank god they didnt go through will all their nerf suggestions!
the Deathslinger nerf robbed me off of my main Killer, even though he was easily one of the mose balanced additions to this game and absolutely did not need any form of nerfs. he was also on a very delicate line in terms of balance where a single nerf / buff could easily tip him over to be either way too good or way too bad - which they apparently didnt see cause they gutted him and then put a little band aid over the huge fleshwould they left behind. they robbed him off his strength, uniqueness and fun all in a single patch - they really did a pretty good job so far with that.
the addition of Boons (or rather the way they ended up functioning) just further buffed the already annoyingly strong survivor meta of high MMR (exactly what we needed) and especially CoH promotes a very boring and rather unhealthy playstyle for Survivors where they just hold W to a "dead" part of the map and put the Killer into a lose-lose scenario where they either have to commit to the chase and lose all pressure on gens, or drop the chase to find someone else (who'd do the exact same thing) while the first person heals up in pretty much no time. Boons ironically also buffed SWFs who can properly communicate and coordinate their perk builds to one another, so only one person has to drop a single perk slot for everyone to get a huge effect.
and finally the DDOS issue is enough to keep me away at least until it has been resolved.
there are some good news though:
VHS is looking like its gonna be a really good game and i am very much looking forward to playing it in the future.
and maybe the competition is gonna get DbD back to a level where i can find enjoyment in it again.
PS:
i didnt fully quit DbD yet. i still got it installed and am open to playing it, if some of my friends wish to play SWF with me. Outside of that though, i am not touching the game anymore.
and considering that most of my friends quit the game a long time ago, that isnt a very common scenario to happen either.
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there is only a SINGLE argument i can accept for Overheats existance:
he can no longer 99% his chainsaw and facecamp a hook like that. that is actually a pretty healthy change i think.
outside of that scenario however, it should simply not exist.
honestly, his Overheat mechanic should work exactly like Bubbas works: while holding M2 to charge your power, heat builds up. when you fully charged the heat meter, the chainsaw overheats and goes on a cooldown. however, once you either stop charging it or fully charged it, it immediately resets the heat bar.
that way you no longer get punished for using your power a lot, while he is also incapable of facecamping with a 99%ed chainsaw.
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@ManOMaker said:
Clown
amen to that
