Munqaxus
Munqaxus
About
- Username
- Munqaxus
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
Perks don't need counters. There are plenty of perks without counters and it's not a consideration when making a perk.
-
Actually, I agree with you. 4 seconds for how rarely you have the opportunity to use it.
-
@Evilhorst said:
https://forum.deadbydaylight.com/en/discussion/comment/2358076#Comment_2358076
Because in the situation that we are discussing here it is... it is not even that hard to understand. DH is turning a SAFE hit into an extended chase, without anything the killer can do. Its EXACTLY like a styptic agent would be in this situation or like already stated a 3rd health state. The consequences are exactly the same. Simply whiffing is a complete different situation. Thats on the killer, that happens due to interaction. Thats not the case with DH, because there is nothing the killer can do in loops. But of course you have to resolve to complete nonsense comparisons because you do not understand that. Thats typical and considering there are too many streamers using the same method of arguing, it is no surprise.
So whiffing an attack on a survivor successfully using Dead Hard is entirely different than whiffing an attack on a survivor successfully using a window or pallet.
-
@JimbusCrimbus said:
https://forum.deadbydaylight.com/en/discussion/comment/2356957#Comment_2356957
To add to that - Dead Hard requires you to be hit. It's a reward for failure.
Perks aren't designed to have counters, that's a stupid argument. Open Handed, Plunder's Instinct, Lithe, Balanced Landing, Tinkerer, etc, etc.
Dead Hard is not a "reward for failure", that's another absurd argument. You can use it while injured is much different than needing to be hit to use it. No Mither and For the People want a word with you.
-
What's that saying, "Sticks and stones may break my bones but words will never hurt me."
-
@Evilhorst said:
https://forum.deadbydaylight.com/en/discussion/comment/2357819#Comment_2357819
Alright mate, please do not act like you do not know what you just said, makes absolutely zero sense. This might be one of the worst comparisons i have ever seen in this forum. I cannot fathom how some people say stuff like this without feeling ridiculous.
You're telling me this after saying Dead Hard is a second health state... The irony is real.
-
@CaptainRaider said:
Most don’t agree with my opinion that nurse needs a power rework, but I think her power ignores core gameplay mechanics and isn’t reflective of good game design.
Her Current Power
Nurse, as it stands, is a killer that deserved her original nerf. She was overpowered and wasn’t nearly as punishing or unforgiving for wrong reads as she is now. I believe nurse was nerfed for the wrong reasons, as the devs didn’t understand why she was overpowered at the time and as a result overnerfed her. Nurse’s Nerfs didn’t actually make the Nurse much easier to go against, instead it just made her more annoying to play as. Right reads still decide the outcome of the chase regardless of the map, loop, vaults, pallets, distance etc. for this reason I think the nurse needs to have a rework. Most of her add-ons do nothing at best since the nerf, which again, just makes her less fun to play not easier to go against.
The Rework
The Nurse could get something as simple as removing blink charges/taking away fatigue on successful hits and blinks without swinging. Also with an addon pass to make her add-ons more interesting. That would be something I could agree with, and I think most people who’ve tried to play nurse could agree to something like this. Though I have an even more controversial idea. >:)
My Controversial Idea
So, as I stated previously I believe her current power that ignores gameplay mechanics is poor game design, especially since she is the ONLY CHARACTER in the game that can do so. It’s almost like giving survivor a perk that allows them to grab a shovel and dig a hole in the ground to escape the trial. This would be completely obtuse and ridiculous.
To change nurse to better play in all maps and participate in normal gameplay I would do several things; of which I shall now explain. Increase her movement speed to 4.6 m/s base and give her the ability to teleport to preset positions (like Freddy), however make it so she may teleport to gens, chests and hooks. Performing this action requires you to stand still for an amount of time. This power has a cool-down and upon teleport you turn invisible (wraith-like) and your movement speed is reduced to 3.85 (m/s) with the undetectable status effect. You may m1 strike while in this mode but not lunge. Swinging will instantly take away your undetectable and invisibility, after which you incur a stun. After the stun is finished you will once again move at 4.6 m/s.
That’s my idea, thanks for reading. Let me know your thoughts in the comments below. :)
I would say, rework Nurse's teleport so that she can teleport 2 to 4 times, but it has a cooldown similar to Spirit. Increase her speed to 115%
-
@shanny_boi said:
Are survivors really that down bad to think wraith of all killers needs a nerf? Wraith is one of the most balanced and fun killers the way I see it.
I feel like survivors lose against these killers and think to themselves: "I can't possibly be the problem, so it must be the killer". Stop trying to nerf killers you have no idea how to play against. I've been playing wraith at red ranks today and I've lost several times to teams that knew what they were doing and were able to make use of tiles efficiently and make distance. I also 4k teams that couldn't loop as well, failed mind games, and were plain incompetent. Their red ranks are questionable.
And yes, I was using speed add-ons but I don't think they're broken because I've still been outplayed with them countless times and I do have to be cloaked to use them.
If you want to counter wraith, start running spine chill and sprint burst. Keep out of deadzones. Use your eyes and ears to detect him. SWF will be able to monitor him no problem. Start paying attention when you play the game.
Any high mobility killer, that has the ability to move from one side of the map to the other should be nerfed. There should be a cooldown delay to using the high mobility power, similar to the cooldown that Spirit has. Blight, Wraith and Billy should all have a cooldown delay to using their power since it allows them to hook a person on one side of the map and immediately be in a chase on the other side of the map.
-
@Evilhorst said:
https://forum.deadbydaylight.com/en/discussion/comment/2355966#Comment_2355966
Bruh not getting downed is literally like a 3rd health state or at the very least like styptic agent... what do you even mean.
Well then, we better nerf pallets and window vaults that cause killers to whiff an attack. Oh and survivors that wait till the last moment to use Sprint Burst, that cause killers to whiff. Whiffing an attack as killer is not a 3rd health state bruh.
-
@Piruluk said:
https://forum.deadbydaylight.com/en/discussion/comment/2356669#Comment_2356669
Not at all.
Survivors experienced the ultimate balance thats Wraith with all seeing+ silent bell, and after 10 game you are master Wraith while survivor have to put 10k+ hours to be able to loop Wraith
An easy killer that doesn't require a single brain-cell to use with the downing potential and complete map control that Wraith has is just bad game design.
-
@Haddix said:
https://forum.deadbydaylight.com/en/discussion/comment/2355928#Comment_2355928
You think BILLY needs a nerf? WHAT?
Billy's map mobility is incredible, but his chase is far weaker than most killers. A good player can keep a Billy in chase for minutes. If you nerf his mobility, you'll see this already underplayed and overnerfed character played even less.
I play Billy and I feel guilty playing him, he's so easy. I usually have won the game with him before survivors have popped their first gen. His chase potential (I assume you mean looping) is definitely not weaker than most other killers, you just don't use his chainsaw for every loop. Even if you use his chainsaw for half the loops, that's still taking survivors down twice as quick as any M1 killer. He's not Leatherface, who instadowns everyone but he has enough instadowns coupled with complete map control that it doesn't matter.
I'm personally under the belief that any high mobility killer without cooldowns is just to strong, especially with these tiny maps. Blight, Billy and Wraith all have the ability to be in a chase with a survivor across the map, right after hooking a survivor. That's just too oppressive. (Besides Plague, I love playing Billy and Blight, but I'll be the first to tell you they are OP).
-
@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2355617#Comment_2355617
Just because someone disagrees with that opinion doesn’t mean they are a survivor main.
I play killer 50% of my time on DBD, mostly 90% these days and you do learn to bait it out. Do you do that in every chase? No, of course not. But when you do bait it out, which means you didn’t swing and they thought you were going to, thus didn’t gain the initial distance they thought they were going to. That’s what baiting it out means, and it is a strat against it.
The perk does what it’s suppose to do if the survivor has timed it well. I say that because many times survivors underestimate their distance and end up too far from a pallet or run into a wall.
This has been my personal experience in red ranked trials. Quite frankly I would rather a thousand times face survivors with DH than a different perk like SB. A perk that has killed my pressure many times, due to its extremely safe design. Nothing better than having an injured survivor pop a gen in your face the middle of nowhere, while you have a stack of Pop that you can no longer use.
In the appropriate scenarios many perks can become obnoxious.
My god, there's an actual well reasoned person on these forums. You must have taken a wrong turn somewhere in the badlands!
-
@ShinobuSK said:
https://forum.deadbydaylight.com/en/discussion/comment/2356010#Comment_2356010
Just my experience with SBMM in games.
So what makes it bad, in your experience?
-
@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2355771#Comment_2355771
Right, in the game currently we have a few killers that counter this meta:
- Nurse
- Spirit
- Blight
- hillbilly (against bad survivors)
Which killers are complained about the most on these forums? Also, we should have more than 3 viable killers out of 30.
https://forum.deadbydaylight.com/en/discussion/comment/2355430#Comment_2355430
https://forum.deadbydaylight.com/en/discussion/comment/2355431#Comment_2355431
Sure, you can catch up to them, but the problem is how long it takes. The math doesn't add up in favor of the killer. If the survivor does nothing but hold shift + w and run in the opposite direction of the killer. No windows, no pallets, no perks, no mindgames, no nothing, just pure unadulterated shift + w, it will take the killer 48 seconds to down that survivor. Factor in the time it took to find them, the time it takes to pick them up, walk to a hook and hook them, and the other 3 survivors finish 3 gens. This is a real problem. At high levels you can't really counter it. Everyone agrees that at high level you HAVE to get someone on the hook fast, hit and run doesn't work.
- If you hit the survivor and break chase, you spent 30 seconds getting that hit, they spend 16 healing it away and/or just hop on a gen.Every other survivor now does the same thing.
- If you break chase before you hit the survivor, they just hop on a gen. Every other survivor now does the same thing.
- If you stay on the survivor, you just lost 3 gens et's not strawman here. Nobody is saying survivors can't loop. Loops and mindgames are where the fun is. the game isn't fun when survivors just hold w and immediately drop every pallet. Where is the fun? You are just running through a grinder until they run out of pallets and hope the team is bad at doing gens. It's not fun for either side. I think survivors should be rewarded when they win loops, and punished our rank is showing then. The majority of my games are like that these days. Ever since the oracle vs tru3 matches survivors have been playing like this more and more.whennother strawman. they hey may be faster, but not that much faster. .6 m/s more is extremely slow when you need to close a gap of 20 meters.d
After killer mains were able to get survivor's arms and legs nerfed, killers then went after the overpowering ability of survivors to hold "w" to crawl away...
-
@ShinobuSK said:
MMR is gonna be even worse than what we have now
MMR is gonna be better than what we have now. (See how saying something makes it so).
-
@Bard said:
https://forum.deadbydaylight.com/en/discussion/comment/2354924#Comment_2354924
"Help you" can mean a lot of things.
Smash Hit gives you a lot of extra value if you make an outplay.
Bond lets you make informed decisions and avoid certain mistakes.
Unbreakable lets you recover from a guaranteed loss if and only if the killer steps into its trap.
Then there's Dead Hard.
- ######### up distance judgements in a loop?
- ######### up distance judgements transitioning between tiles?
- Get straight up outplayed at a tile?
- Run into a dead end tile with multiple bear traps?
Oh well. Press E. Despite how the chase should have ended right there, it now gets to go on for an extra 30-40 seconds because you were able to make it to that long wall jungle gym, cow tree, or other tile.
Yes, you can bait it out, but that only works if the survivor is straight up using the perk wrong. If they're relying on being able to dead hard in the open, they're being stupid. You use this perk to guarantee you make it to a pallet/window when you shouldn't, and when used in this way it is a third health state that the killer can't do anything about.
Where's your data showing Dead Hard is extending chase times more than other exhaustion perks?
-
@SweetTerror said:
Yeah I can't wait for the bot matches either. My second match ever playing Nemesis I encountered so much toxicity from survivors: flashlight clicking, teabagging, etc. They could clearly tell that I was new at playing this killer, but they didn't care. At least with the bot matches I'll be able to practice the mechanics thoroughly before I feel comfortable hopping online. Practicing in high ranks does not make for a good learning tool.
The bots tea-bag also.
-
@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1646766#Comment_1646766
So basically, you can't disagree with someone without also trying to make a mockery of them.
Well to be honest, it's a pretty entitled killer post.
-
@Evilhorst said:
https://forum.deadbydaylight.com/en/discussion/comment/2354999#Comment_2354999
Ruin and Pop rely on the killer doing well, can also be countered.
Tinkerer can be countered.
NOED can be countered.
Dead hard is a free second chance without counter in Loops.
I also do not like Noed, but please stop the sluzzy like baiting. Its embaressing.
"It can't be countered" isn't an argument. How do you counter Open Handed, Lithe, Balanced Landing, Plunders Instinct, Tinkerer, etc etc. Perks are meant to help a player, they don't exist so they can be countered?
Also, how is Dead Hard a free second chance. You don't get an entire health state just because the killer missed you with an attack, lol. Also, it's not free, you have to spend endurance.
-
@Damarus said:
https://forum.deadbydaylight.com/en/discussion/comment/1641922#Comment_1641922
The thing is, VERY, VERY, VERY, VERY, VERY, VERY, VERY, VERY, VERY, VERY, VERY few players are actually "good" killers, who know how to chase, apply pressure on different areas, when to drop chases (and the same goes for survivors who are only able to play in full SWFs, who are then worthless alone). The vast majority of killers will just find you and then proceed to tunnel you until you go down because of bloodlust only, or die because your 200th birthday is approaching and they have been chasing you until then (which is also tunneling). The game is flawed, because it allows this kind of thing. Killers have lots and lots of things that basically play the game for them. They have Ruin, to slow down gens AND regress them, they have BBQ, to get more points and find survivors without needing to look for them, they have NoeD, to reward them for failing. They have Bloodlust, which isn't even a perk and rewards them for tunneling. They have instadowns, they have the Spirit. There should be something REAL, to prevent tunneling.
Killers have innate bloodlust, survivors should have innate decisive strike.
-
@gnico72 said:
I wonder if the thought had crossed the developers mind to create a perk to blind survivors that Killers could use. Similar to a Flashbang Perk that's Killers can throw at survivors. I know there's pros and cons to it and might never be added. It's just a thought I had.
Create Tallman from Phantasm and when he hits you in the head with one of his remote controlled balls, then you won't be able to see until get detach the ball from your head.
-
@HaunterofShadows said:
https://forum.deadbydaylight.com/en/discussion/comment/2355907#Comment_2355907
Whats wrong with blight
I love playing Blight, but I think any Killer that has the ability to transverse the map quick needs a significant cooldown to prevent them from going from gen to gen to gen. Blight, Billy and Wraith all can transverse the map and instantly be in a chase right after hooking someone, all the other killers perform fine while being constrained to normal movement and that's how the game is balanced. Map transversal abilities need significant cooldowns, especially on small maps, where those killers are guaranteed 4ks.
(I love Billy and I play Billy and Blight knowing they are in need of nerfs. However, I am very limited on using them because I don't want to rank up so far that I can play the normal speed killers).
-
@Rivyn said:
'...right when you get off the hook.' Shouldn't that blame be placed in your team mate for doing an unsafe hook, then? They pulled you off, and apparently didn't have BT, or body blocked. Why should the killer go after a stronger target at that time? Because good manners?
'...right when you get off the hook' is the very definition of tunneling. The killer was soft-camping so he can start tunneling the hooked survivor the second he gets off. That's not a teammate issue, that's a killer is tunneling issue.
-
@Lord_Tony said:
We have so many killers with instant downs now oni, leatherface, billy, ghostface, myers, etc
So why doesn't plague get instant downs with her power?
Survivors hold her power hostage and if they don't heal then they are in the broken state for easy hits but if they do heal now t hey're fully healed and you have a situational power that can only damage them but not put them in broken state and you have to hit them twice now.
for a power this situational and is 100% within the survivor's control it should be buffed a bit
Plague is my main and she's fine. She's about average but she's fun to play and doesn't need iridescent vomit. There's really no killers that need buffs considering the buff-disaster-in-waiting Trickster that is soon to come out. However the Nurse needs a rework and Spirit, Blight and Wraith all need nerfs.
-
@Lunar_Wing said:
Its simple. Its fun to win. Why would people change out good perks for ######### perks. This goes both ways for killer and survivor. At leaves for killer there is some variation in meta perks as some perks are just better on certain killers but for survivor there is so little variation it kills me. BT, Dead hard, adrenalin, spine chill, or DS and thats it.
It's weird to me that the Devs aren't willing to buff other perks to get them up into a place where they have a potential for being meta. For example Lucky Break, the Devs buffed it but then listened to people say it was to powerful at 90 seconds, so they lowered it to 45 seconds and no one uses it. It was still a buff, but didn't get it to the point where people would ever use it. 90 seconds probably would have caused Lucky Break to get some play, it still wouldn't have been meta, but it would have been used. Instead it's still a trash perk.
-
@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2355731#Comment_2355731
the top 1% escape with no deaths and sometimes even no hooks. As a guess torn straight out of my backside the top 30% probably escape with 1-0 deaths. how about we balance around that level?
Actually, the best way to balance a game is to take into consideration skill levels and balance each skill level. At minimum you want to balance the game to Beginner, Average and High levels of play. Each level of play has it's unique challenges to balancing.
For example, if Dead By Daylight was balanced toward the top 1% and the top 1% escape all of the time, that would mean Killers get so buffed that the other 99% of players are getting 4ked over and over again. If the top 1% is getting 4ks all the time, then that the other 99% of Killers would be nerfed to the point where they never get 4k.
BTW, if you are talking about red ranks, then they make up about 5% of the total player base. I'm not sure what red rank 1s make up, but I bet it's much less than 1% since player rankings are shaped like a pyramid.
-
The Devs have fixed the "Hold W" meta.
They've added bots that slow down when a killer is chasing it so that the killer can down it and feel good about himself.
-
@TwitchyMike said:
All they need to do is make it that you can chat with everyone in your party as long as they're within a set amount of meters to you. It would be a happy medium actually. Something simple like 3-9 meters away.
I have seen some people suggest things like radios in game or completely making it that you can't chat with anyone while playing. And obviously both of these options just wouldn't work. Radios would be the only item ever brought in and thus making any other item almost useless. And completely getting rid of SWF's would turn people away.
I think just giving survivors text and voice chat capabilities would be the best thing to do.
Make everything survivor with friends and balance from there.
-
@Zozzy said:
You want to know what is bad? the bots purposely slow themselves down so the killer can catch up because W meta is too strong XD I was actually laughing when i saw it myself.
I think the bots slow themselves down so entitled killers feel good about themselves by being able to not have to work for a kill.
-
@Edgars_Raven said:
https://forum.deadbydaylight.com/en/discussion/comment/2355626#Comment_2355626
Which begs the question, why do anything else? If all you can get is a 2k anyway, might as well chill in the basement with bubba
You do know what AVERAGE means?
-
@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2355607#Comment_2355607
So, the issue with the perk is that when your in a loop and use it no matter if you try and bait it or not you cant do anything. Here if it's not used correctly and you bait it there's a chance you'll get a hit after the I frames. Maybe it's you whos debating in bad faith rather than me being disingenuous. Read what I say pal.
"Unless there's a pallet and a window you'll hit him" THATS THE PROBLEM, IN A LOOP WITH A PALLET OR WINDOW YOU CANT BAIT IT AS IT DOESNT MATTER THEY WILL REACH THE LOOP EITHER WAY. HOW DAMN DISINGENUOUS CAN YOU ACTUALLY BE. THIS IS BAD FAITH ACTING TO THE EXTREME RIGHT HERE.
The difference between the other perks and DH is they require set up (so a window vault or pallet stun) and don't give I frames. A huntress can still hit you mid sprint burst. But with sprint burst you can't run around the map all you want (otherwise it'll activate).
I know, it's crazy. Different perks do different things! Nerf them all.
-
@Jasix said:
https://forum.deadbydaylight.com/en/discussion/comment/2354935#Comment_2354935
Hyperbole does not strengthen your argument. EVERY survivor doesn't use it. I don't track perks used by other players when I solo survivor, but it is probably way closer to 40-50% in red ranks that use it. As a killer I would rather survivors use DH (Which I like to call fail hard) because they make way more mistakes with that then they do with SB or Lithe. I just find it funny that so many "killer mains" have issues with DH. I have played over 1800 hours as killer and it is my fav exhaustion perk to go against (aside from smash hit...which let's be real almost no one uses).
I think that Smash-Hit should give you a 2 second speed boost for throwing a pallet and 4 for stunning a killer.
-
@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/2355593#Comment_2355593
But what do you want instead? Easy wins and crushing defeats? Matches where the outcome is clear, are boring.
Sure, its annoying that you dont see progress, bc its always around 2 kills, but a visible elo with rewards could fix that.
And it would be great if killer would stop playing. Without killer the game would die, so Bhvr is forced to do something.
Exactly. If you are going against 4 human players and it's easy, then what the heck is the point. You know that those players are so handicapped that you might as well be playing against bots instead of people. This is a competitive game and it should be freaking hard to get 2 kills.
Some players just want stuff given to them even though they don't deserve it.
-
@Adeloo said:
Well he was a really weak killer before they buffed him. But honestly know he has little counterplay because he can just spam his bell and catch up then get a massive speedboost upon uncloaking, that is the length of the loop the majority of the time. And that is without any addons.
Basically he has the mobility of Billy and the lethality of Bubba, forcing survivors to predrop pallet to avoid getting hit.
Exactly. Wraith was fine where he was at before the buff. He was a non-skill killer that was a solid C killer. Now he's up there with Spirit, needing some nerfs. A killer that doesn't require a single brain-cell to use should not be this powerful.
- Rework Tier - Nurse
- Nerf Tier - Spirit, Wraith, Blight
- A Tier - Freddy, Billy
-
Rework Tier -- Nurse
Nerf Tier -- Spirit, Blight, Wraith
A Tier -- Freddy, Billy
-
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2355532#Comment_2355532
Youre more then welcome to stop by a stream and see how many people just hold W, pre drop and hold W some more. Have you seen oracle vs true ? Remind me how they just blew him out again ?
As far as "reworked maps" having less and less for survivors...Lol yea ok sure. The coldwind remakes are god aweful and so safe now I'm basically resigned to I'm losing on those maps now. Badhams ? Reworked and still trash. I can go on.
You do realize that this is killer design that allows a lot of killers to bypass looping and maps not having enough areas to loop that is causing this. Survivors haven't changed, killers and maps have.
-
@feechima said:
Overperforming does not mean its used a lot, in which case many killer perks and add ons need to be nerfed. Overperforming means that when it is used it drastically increases the survival rate for survivor and the kill rate for killer. E.G. second version Fredster was overperforming because of his kit. Ghostface and Huntress are popular killers but they are not oppressive or racking up significantly higher numbers than any other killers, therefore no nerf.
Agreed, all the people wanting Dead Hard nerfed have yet to present any data showing Dead Hard is extending chases more than the other exhaustion perks.
It's all tied back to a few entitled vocal killers on these forums wanting to go against survivors without arms and legs.
-
@Hex_Llama said:
I'm really looking forward to bot matches where I can try to learn killers I don't play without having to go against red-rank survivors while I do it BUT... the bots are kind of scary?
Like, I played the new tutorial, and the bots felt like they were in some kind of uncanny valley where they sort of seemed like human players but then they would do things that no human player would do and I would get this really creepy feeling. I just rushed through the tutorial matches as fast as possible to get away from them.
Is anybody else scared of / creeped-out by the bots?
I want the bots to start loosing their faces as the game goes longer and longer. Their bodies get more and more distorted and they start staring at you from behind trees way far into the distance.
-
@Edgars_Raven said:
https://forum.deadbydaylight.com/en/discussion/comment/2355502#Comment_2355502
Not true at all, we just have different ideas on what is balanced than you
Well, you're playing Killer against 4 human players and don't want to "sweat your ass off for 6 hooks". It basically sounds like entitled Killer talk.
-
@Edgars_Raven said:
A real functioning mmr will destroy this game. Nobody wants to sweat their ass off for 6 hooks every single game
Just by these forums, I think Killers want to face survivors that don't have arms and legs.
-
@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2348541#Comment_2348541
First of all the grind sucks and people use BBQ because of the BP alone. I've seen BBQ on pyramid heads despite the fact they RARELY get a hook because they just use the cage instead.
Second of all BBQ is countered by lockers or being within TR
What counter does dead hard have? "just bait it out"
If they removed the BP bonus from BBQ no one would use it for the aura reading because there are better options out there. It's mainly used for the BP bonus and if the aura was removed but they kept the BP bonus also no one would use it because now it's just a wasted perk slot.
People would end up using distressing instead for the BP bonus plus it makes your TR so large survivors actually have a harder time telling where you are.
Lithe, Balanced Landing and Smash Hit don't have counters either. So "not having a counter" is not a valid reason to nerf a perk.
You have to show that Dead Hard is outperforming other endurance perks in extending chases.
-
Not everything needs counterplay per se that's just one of the balancing points, it depends on the strength of the effect and what is needed to get it as well. Some perks have enough restrictions or their use case is specific enough where its not needed. Also this is more whataboutism, js.
"Counter Play" is not a balancing point for DBD, otherwise every perk would have counterplay. As I just pointed out, not every perk has counterplay.
How do you counterplay Open Handed as a Killer.
How do you counterplay Kindred as a Killer.
How do you counterplay Plunder's Instinct as a Killer.
This isn't what-aboutisms, these are direct examples of perks without counterplay.
-
@Generic said:
Should just be assigned to a 5th (only regression perks) slot because the game is completely balanced around them. I hate having to waste a slot for these perks to have a moderate chance at playing the game before the match is already over.
The survivors would need a 5th exhaustion perk slot since the entire survivor game is built around running them.
-
@konchok said:
As a blight main, I am becoming more and more certain that Blight is currently the strongest killer in Dead by Daylight. He's relatively well liked as a killer, and he's been treated well by the development team with regular quality of life improvements to his kit since his inception. But I suspect that he may have been given just a bit too much love and is now out performing all other killers.
We have not seen statistics on Blight except for right after he was released. I would like to see how he's currently performing in red ranks.
What is your opinion on Blight?
Definitely think Blight is 2nd. Spirit is everyone's punching bag because of the "no counterplay" argument but I think mobility is king in DBD and Blight has it in spades.
Nurse is 1st. She is broken because she has mobility and cannot be looped, which is survivors only way to waste Killers time so your teammates can get gens done. She needs a rework. I'd say just give her normal killer speed and let her have 4 Blinks after a wait period, similar to how Spirit has a wait time before using her power then she has to wait to use it again.
-
@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/2348991#Comment_2348991
In short, its too strong for how easy and readily available it is to use and while lacking counterplay.
Does Tinkerer have counterplay. Does Open Handed have counterplay. Does Plunders Instinct have counterplay.
"Lacking Counterplay" is obviously not an argument.
Monstrous Shrine is too strong. See how just saying something doesn't necessarily make it true.
-
Those perks have restrictions and conditions and we're not talking about those perks so they don't excuse this one
Dead Hard has restrictions.
Every perk requires some degree of skill to get use out of. NoED needs you to hit the survivor. However DH is down there with the low skill perks if you're using it for distance. DH to dodge? Yeah thats a little skillful. DH for distance? not at all. In either case, skill is not really a poit to nerf something. Is it too strong is the question.
Ace in the Hole, Kindred, Open Handed, Plunder's Instinct. No skill required.Again, DH for distance is the problem not DH to dodge.
Again, DH for distance is the problem not DH to dodge.
Other perks give you more distance and they aren't a problem, therefore DH for distance isn't a problem.
The I-frames are probably fine.
Agreed.
"being injured to use it" isn't really a downside
Perks don't need downsides.
Yes but other perks have restrictions and requirements.
This is the 3rd time you've used the exact same argument and I've refuted it twice. I can refute it with yet another reason but I don't think I need to at this point.
-
@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2348918#Comment_2348918
Explain how a perk that undos your mistake by pressing a button requires skill?
If you are playing with Dead Hard with the intention of using it the way it's designed, then that isn't a mistake, is it.
-
@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/2348922#Comment_2348922
A) We're not talking about those perks, hello whataboutism. So Obviously this isn't an argument.
B) Those require specific tiles or a cost associated to running them. SB you have to walk around or use it and risk it not being up when you need it for example. Lithe might require you to drop a pallet and outplay the killer to get good use out of it. You risk getting a map you'll have a very difficult time getting use out of balanced landing as well as planning a good path to get to an area to use it. DH is just "get hit, now you can E to outplay". So there's no cost, risk. or resource being used nor any particular pathing you have to worry about or plan.
So you obviously feel Dead Hard should be nerfed. What makes Dead Hard need a nerf?
-
It amazes me that all of these players wanting a nerf to a perk yet can't give a valid reason why it should be nerfed.
Here are the arguments..
- Can't counter Dead Hard for distance - The other exhaustion perks give 2 to 3 extra seconds of distance without being counterable. Plus there are so many perks that don't have counters anyway, so it's just a bad argument.
- Dead Hard doesn't require skill - The people who say this haven't ever play survivor. Dead Hard is probably 1 of the top 10 survivor perks that do require skill. Blast Mine anyone? Plunder's Instinct, Ace in the Hole, Open Handed, Kindred, the list goes on forever.
- Its a second life stage - This is just straight out dumb. That would make everything that makes a killer miss a "Second life Stage". Drop a pallet and the killer swings, 2nd life stage. Jump through a window and the killer swings, 2nd life stage. Sprint Burst away right when the killer swings, 2nd life stage.
- I-Frames - Well different perks are different. Dead Hard has I-Frames but has 2 less seconds of speed, it's a trade-off.
- Dead Hard has no downside - You have to be injured to use it. You can't use it against one-hit downs when healthy. Another really bad argument.
- Press 'E' to Win - Everything is a Press "So-and-So" to win. Sprint Burst is press "shift" to win. Lithe is press "spacebar" to win. This is just another absolutely bat-sh*t crazy argument. They are using this argument because they actually don't have an argument.
-
@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/2348630#Comment_2348630
Ah yes let me bait out DH for distance.
There's no counter play to Lithe or Balanced Landing for distance and they give you 3 seconds instead of 1. So obviously this isn't an argument.