Munqaxus
Munqaxus
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2968215#Comment_2968215
If we're going by the devs' logic, no, Trickster is fine. Nurse and Trickster are the only Killers with a kill rate below 50%.
If we're going by a normal player's logic, still no, Trickster never has been a good Killer, and probably never will be.
His chases take too long if Survivors ShiftW/use tiles with high walls, and he has no mobility or any way to pressure Survivors other than being situationally oppressive if Survivors are unlucky and get found in a Dead-Zone
It depends. If the developers are taking the 50% kill rate across all levels of play (which is the data the developers gave us), then you are right. However, if the developers are breaking the kill rate down by skill-level (which the developers have not given us), then you wouldn't be right.
I would hope the developers break it down by skill level, then make adjustments, but I don't know.
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@ImAJoke264 said:
https://forum.deadbydaylight.com/en/discussion/comment/2967612#Comment_2967612
I do main Trickster just for the hell of it, so I’m good at him which means lots of 3ks. So yes I am high MMR
If you are getting 3ks on average, doesn't that mean that even with Dead Hard, survivors need buffs?
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@GrimReaperJr1232 said:
https://forum.deadbydaylight.com/en/discussion/comment/2966928#Comment_2966928
While you're not wrong, what you fail to take into account is the killer snuffing it.
If the killer goes to snuff it, let's say it takes 3 seconds to go there, 1.5 to snuff, and then 3 more seconds to get back on track.
That's collectively 7.5 killer seconds. However, Killer Time is worth more than survivor time.
So with the killer dropping everything to snuff the boon, all 4 survivors briefly have 7.5 seconds of being unimpeded. That's collectively 30 seconds worth of survivor time.
Combine this with the heals, ability to be replaced infinitely, and benefitting the whole team, it can quickly/easily become overwhelming.
And obviously, if the killer doesn't snuff the boon... the boon isn't snuffed, so you can easily get all the heals you want/need.
It doesn't matter if the boon is snuffed because the self-healing is worse than Self-Care, a perk that you cannot snuff. The killer really doesn't need to waste time on it because the survivors are wasting so much time on it. It's like having a team full of survivors using Self-Care, do you consider that OP?
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2967011#Comment_2967011
Not quite an accurate comparison as you generally aren't using SC right where you got injured either, you're running off to somewhere safer, essentially nullifying that extra time you added to run to a COH. I think if you really wanted to stretch it you could maybe say 3, but not 4.
This is also assuming not a single other person uses it..which is highly unlikely. You will usually get multiple uses by teammates.
In the vast majority of cases you are going to get way more time saved using CoH. It isn't even close.
Better players are going to run toward a gen or a pallet beside a gen to use Self Care. Sure bad players will run off to the corner, but not good players, so there isn't travel time to consider.
With Circle of Healing, you will always have to travel to and from the CoH aura. Since the best placement is beside a completed gen and in the corner, to keep the killer from kicking it, then the travel time can be quiet significant and is probably higher than 4 seconds.
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Just to be hypothetical. If travel times was 2 seconds, which is ridiculously low. It takes 3 heals by CoH to be better than Self-Care. And as you can see, even the 4th Heal by Circle of Healing is only 3.5 seconds better than Self Care, which is insignificant, especially with the downside that the killer can kick it and you have to start over.
***Also, there is no way that the travel time from a completed gen to an unworked gen will ever be 2 seconds. Especially when you consider you have to skip gens so you don't 3 gen yourself.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2966975#Comment_2966975
It only takes 2 self heals with CoH for it to come out even with SC. You will almost away get at least 2 heals out of it.
Then this isn't taking into account any of your teammates getting any value out of it either.
Like 90% of your games you are going to get way more efficient healing out of CoH as well, not just perk slot efficiency. To be more efficient than CoH with SC you'd have to only heal yourself one time the entire match and not have had a single person use your CoH an entire game..very, very unlikely.
SC is actively hurting your teams chances of winning while CoH can actually win matches single handedly. I can't believe people are actually debating this here. This isn't even a remotely close call. You can simply look at the numbers to see how bad it is when comparing the two.
It takes 4 self heals with CoH to break even with Self-Care. A lot of people forget the travel time to and from the aura of Circle of Healing. Especially considering that you have to put it near a completed generator on the edge of the map to keep the killer from breaking it.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2966601#Comment_2966601
For how much better the perk is, it almost always is the best option. Running SC over COH is objectively the wrong choice if you're playing for efficiency.
This is comparing a C tier perk to an at least high A tier perk. This shouldn't even be a question.
I would like to add the Self-Care is more efficient at healing speeds while Circle of Healing is more perk slot efficient.
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/2966495#Comment_2966495
Thats not surprising, since a killer those game turned bad can always resort to camp and tunnel the one guy he get hold of, while a survivor, most likley solo, has no alternative action if he is being camped and tunneled. However, i never understood the "first down-dc" anyway.
I always thought of this as a bad option. We need to accept the fact we will have bad games, but if you camp and tunnel someone out of the game, your MMR is not going to drop as far as if you just played normally. You want your MMR to drop so you get better matches. I don't understand why players want to screw themselves in MMR by getting a kill that was way above your current skill level and just making your next match bad too.
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This is the reason Circle of Healing is not as big a problem as you think. As you can see, it takes 4 heals to break even with Self-Care.
It is perk efficient but not heal efficient.
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@IlliterateGenocide said:
And no I'm not talking about the blindness effect.
I think pharmacy should be a "Rummage" Like Residual Manifest
So you still get the standard item from the chest, but you get the med kit from rummaging
Just a small buff.
I would say change Pharmacy to always give you a medkit, after the initial green medkit.
Residual Manifest should do the exact same thing.
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@CLB198 said:
It's not Self Care it's CoH. It is more likely in my opinion that BHVR reused code from Self Care to make CoH and the data is catching that than high MMR players running Self Care in numbers compatible with DH.
Self Care is very important for solo players and hardly affects SWF. Also, Self-Care is better than CoH, for the healing aspect is better after the CoH nerfs. CoH is still better for perk slot effeciency.
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@Nathan13 said:
As we all know it was determined that self care was one of the top “meta perks”. And we know these perks will be undergoing changes which will happen most likely this summer.
But how can BHVR change self care because I feel like the perk is fine when used properly. I use it a lot in solo queue whenever I need to heal myself in certain situations.
I would hate to see the healing speed nerf cause I sure wouldn’t wanna use it anymore especially if the killer is running sloppy or any other slowdown mechanic.
I think it could be a major problem with Solo play, since this affects Solo players significantly, compared to SWF. I'm totally against nerfing something that inversely affects Solo play significantly more than SWF.
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@Alionis said:
Bravo devs on selecting the twins as the killer for this tome, because it perfectly showcases how little you actually care about the Binding of Kin chapter ever since its release. Playing twins is essentially venturing into the territory of masochism. They're clunky. They're buggy. You get crushed even though you've just regained control of Victor, it's horrendous. And you honestly expect us to play them like this? Shame on you.
That killer was probably the biggest mess you've ever coded for this game and it's quite evident that you'd rather forget they even exist. You know they suck aside from the two twins mains there apparently are, the stats you released a few months showed that quite clearly.
And wanna know what else shows it quite clearly? In every single tome we've had so far, during the time that a specific level was open and had a challenge or two that required you to play as a specific killer, I would see that killer in trials. I have not seen a single twin in the 25 days this rift has been open so far. Not a single one. That should tell you everything.
I hear that twins are next in the pipeline for an update? Congrats on missing the chance to fix them before their own tome. You really don't care about them.
I'm seriously disappointed. If not for Elodie, I'd deeply regret ever buying that chapter back when it released.
I know this isn't very constructive feedback, aside from voicing serious disappointment about a glaring lack of passion when it comes to the twins. But maybe it could provide an incentive: I don't intend to ever touch the twins again as soon as I have done their challenges. But fix the twins and people like myself might start choosing them again, because the idea of controlling two characters is a cool and interesting one, it's just very poorly executed at the moment. I'd love for them to be a killer worth choosing over another, I do wish that chapter success.
Twins are clunky because there is a 2 second "stun similar to Nurse" when you switch between them.
My suggest for fixing them to remove that awful clunkiness is change that 2 second "stun" into a 2 second delay when switching Twins. What I mean by this, is that when you hit the ability button, you continue using the current twin for 2 seconds then automatically switch to the other Twin after 2 seconds. Remove the stun, remove the visioning dimming affect. That will make the Twins much more fun to play and keeps the 2 second delay in there for balancing reasons.
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@Viskod said:
https://forum.deadbydaylight.com/en/discussion/comment/2962727#Comment_2962727
You avoid her crows by *avoiding her crows* you don't need an exhaustion perk to move side to side. Unless she's using an Add On to specifically make them invisible in flight you can see them coming and get an audio cue for when she sets on out and then fires it.
No, they don't need to rework anything to remove Dead Hard. Dead Hard is only a bandaid for bad gameplay by the survivor.
Do you think Dead Hard is allowing survivors to win matches they don't normally win?
If the developers currently feel the game is balanced, and then nerfed a perk used by 75% of survivors that is currently allowing survivors to reach the balance point that the developers want, that would mean that survivors would need to be buffed or killers nerfed, correct?
Can you see any flaws in my logic?
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Help me understand your logic?
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@Viskod said:
https://forum.deadbydaylight.com/en/discussion/comment/2962544#Comment_2962544
Well at the very least Behaviour has said that Blight's Hug Tech is not intended and is going away. The Nurse is the Nurse. Her ostensibly high skill floor keeps most people away but she could probably use a total rework from the ground up to keep the spirit (haha) of her Killer Power without making it so point and hit.
I'll even give you those Spirit Add ons that increase her speed to ridiculous levels could be tuned.
But then just listing Pyramid Head, Twins, and Artist? Just because? Neah. Those killers are fine. You miss with Victor, Victor is gone. Pyramid Head is a strong killer, but getting the most out of his abilities requires the realization that you're not going to be able to use any hook related Perks to their potential.
There's nothing wrong with the Artist. Yes you have to run her from tile to tile instead of looping her around tiles, but there's nothing inherently wrong with that.
I would say there's definitely valid arguments for Pyramid Head and Artist. Artist is extremely strong and other exhaustion perks will not allow you to avoid her Crows.
Pyramid Head's power, without Dead Hard, cannot be countered by other exhaustion perks or juking. There are times that power is unjukeable no matter what you do. Maybe the width of the power should be reduced so it's jukeable, even when you are at the center of it. It should still be hard to juke, but survivors should have a chance, especially with the removal of Dead Hard.
I don't use Dead Hard, I like Sprint Burst. However, Dead Hard is a massive bandaid fix for a lot of stuff in the game. The width of Pyramid's Power. Face-Camping. Nurse. The Artist's crows. Insta-Downs. Blights Alchemist Ring.
Basically anything that puts you survivors in loss-loss situations no matter what they do has been band-aid fixed by Dead Hard. There's a lot of stuff the developers will need to rework in order to remove Dead Hard.
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@Canas said:
I know it's been said several times already (after all threads like this pop up on a daily basis) but I still think the devs haven't gotten the full message yet. A planned Dead Hard rework is nice and all but WHEN can we really expect it? 3 months down the road? Or even 6 months?
Why can't you disable this extremely problematic perk until your solution to the issue is ready? It's absurd how every single match features four instances of this perk being used, it's driving several killers insane. One survivor recently told me to "anticipate it". Yeah, I definitely can anticipate them using DH to extend a chase by another minute but that doesn't offer me any real counterplay nor solace.
The perk is the equivalent of a third health state, it's singlehandely dictating the meta. It needs to go. There aren't enough options for killers to apply exhaustion; Fearmonger is worthless if survivors already let go of the gen the moment they hear your terror radius and Blood Echo requires you to injure everyone beforehand.
Ever heard of the saying "death by a thousand papercuts"? This is what Dead Hard does to you, day after day; match after match. Wanna know the definition of insanity?
What is the solution for Dead Hard usage against Nurse?
What is the solution for Dead Hard and Borrowed Time usage to make saves against a Face Camping killer?
What is the solution for Dead Hard being used by 75% of survivors (I think that's the most recent statistic) and the balancing required for when it is removed?
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/324625/killers-shouldnt-drop-survivors
The killer didn't make a bad play. The sabotage that the killer easily identified and had time to drop the survivor was the bad play.
As for Boil Over. If you're about to get value out of it - and the killer drops you - congratulations, you are not on the hook and you got value out of it.
Congratulations on getting use out of Boil Over in general. lol
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/2962163#Comment_2962163
Hook trading is a thing, not every save is supposed to be successful or easy.
Are people really bemoaning having to hook trade now? That’s one way to buy time against camping killers.
“I have to hook trade against camping, how can we set it up so I can just always unhook for free without having to change my build or get hooked myself”
This one dumbfounds me as much as the guy who said “I never feel safe as survivor”… you’re not meant to feel safe as survivor that’s why you’re trying to escape, it’s not safe in the fog.
Lastly there is a big audio cue when the nurse blinks learn to juke it like any other killer swing. Yeah it can be harder to do than a basic M1 killer.
“I have to hook trade against camping, how can we set it up so I can just always unhook for free without having to change my build or get hooked myself”
With Dead Hard and Borrowed Time and an amazing amount of precise timing and luck, there are sometimes a chance that both survivors will escape without a hook trade. A lot more times there will be either a hook trade or both survivors going down.
This is completely fair, considering all the killer has to do is stand in front of a hook and stare at the survivor, correct? You would definitely consider this fair since there is so much coordinated effort between 2 survivors to manage to get this off, correct? You don't think that a killer, whose only skill is sitting in front of a hook staring at a survivors face should always come out better on the exchange that requires much more skill on the survivors side that the killers side, correct?
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@Starrseed said:
For the thousands time they work on a face camping solution because they also want facecamping gone. They are mostly cool with proxy camping but they want to make a base game mechanic to help against facecamping but it just needs time to make a good working solution and not some hasty made band aid that can be abused
Saying you are working on a face-camping solution and having a face-camping solution ready for when you disable/nerf Dead Hard (the current face-camping solution) is two different things.
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@Pulsar said:
BT is better against face camping.
If you're relying on DH to make saves consistently idk what to tell you.
Your point about Nurse is valid tho
I don't run Dead Hard, I run Sprint Burst. However, when I have a face-camping killer, I can't make a successful save with Sprint Burst. It's Dead Hard users that I see make successful saves and the save is very formulaic and requires very specific timing.
I can make saves against regular killers fine, it's the face-camping ones I have no chance of making a successful save with Sprint Burst, it's always a hook-trade at that point.
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@MikaelaWantsYourBoon said:
I disagree. Pinhead is not strongest killer in game but he is pretty solid. His add-ons are also good, when you use them, he is easyly A-Tier killer.
He's a strong killer but he is a bit unfair against solo queue because it's really hard to coordinate box solving without comms. Against SWFs, he's fine.
I have fun playing as Pinhead.
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@Cybil said:
It's worth noting that it's not fun for the killer either. When I'm playing killer and this happens I feel like I'm just wasting my time on an easy win.
As Killer, I just let the survivors go. The games too easy at that point, no use in me going up in MMR because a survivor gave me the game, I don't get any points if I kill everyone. However, I don't tunnel either, so that's probably why I usually don't get DCs.
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/2960607#Comment_2960607
Im the kind of player who love underrated combos, my friends always laugh at my builds but they always surprised how strong and unexpected my builds are.
Im the anti-meta player.
So I love tracking new potential builds. And for the first time I think this chapter is not really good for survivors.
Yoichi perks, the survivor previous to Haddie, was pretty trash too.
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@BrotherLove said:
The Rules of the Challenge are simple. Play 50 AFK Pig Games. But since we are NOT Amanda if they get their Headset off we let them live they are redeemed.
Red = 0K Orange = 1K Yellow = 2k Green = 3k Blue = 4k
My god, you had about a 67% win rate by doing nothing. I can't believe there were people on these boards justifying this.
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@RDQ_TheRedFox said:
Basically, I find a lot of people tunneling, and while I think it is a dumb way to play, I do think that if you're going to, you need to know which one you're doing, including accidental, so here are my definitions.
Order Tunneling: The one I hear everyone claim to be what "tunneling" actually is. This one is when you hook the same person twice or three times in a row. This can technically be accidental since sometimes you just can't find anyone else and this person keeps showing up. I believe this is what Killers think when Survivors claim it.
Timed Tunneling: The one most often defended as "not tunneling" is Timed. This has nothing to do with hook order and has everything to do with how long until a player is downed and hooked again. This one can be accidental if Survivors look identical, but I still find it to be the MOST annoying. It is tunneling if you don't give someone time to breathe in between hooks. To not be doing this kind, a minimum of 30 seconds helps make it feel less like you're tunneling. I believe this is what Survivors are referring to when they usually claim it.
Forced Tunneling: This one Survivors cannot get mad at. Don't go looking for the Killer because you will end up getting tunneled if you keep poking them. I do not defend you if you try to get the Killer's attention. It's on you, and most Killers won't do it for the soul purpose of, "I almost have the strong one down, why should I whack the weak link?"
Accidental Tunneling: The last one is when you are doing any of the above, but you don't realise it. Typically it comes up when you have Survivors that look the same and when you can't find anyone else because they're all stealthing around the map instead of protecting the people they unhook.
There. Those are the definitions I could come up with. If you have any more, or wish to try and defend any on this short list (excluding Timed, because I know you don't think so if you're a Killer) feel free to.
I think the important one is Tunneling-Off-Hook-Till-Dead, from gen 5. This is the one that is the problem child, because if you don't have Borrowed-Time or Decisive-Strike as survivor, you have no counter for it. It prevents survivors from playing the game past the initial down, which is just bad game design.
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@Canas said:
https://forum.deadbydaylight.com/en/discussion/comment/2960471#Comment_2960471
I'm not sure how you're getting a 45% winrate out of these matches, there were so many 0Ks in there and only a handful of 2Ks.
This is my first 4K since a long time on her and it was all thanks to basement camping and using her corrupt purge like a bootleg Bubba chainsaw. At this point I pretty much have nothing to lose but my sanity so I might as well play as dirty as possible, I see no alternative for getting kills on her. Matchmaking simply doesn't play fair.
I think a lot of people don't realize how well this MMR actually works. You're last 6 games you posted puts you at a 45.83% win rate. It just take a bit to readjust to a new killer.
Like I said before, you were definitely getting curb-stomped at first, but after MMR started catching up, you started winning more than losing at the end. My guess is you'll get a bunch more easy games and you'll quickly get to a 50/50 kill/escape rate.
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Matchmaking is working correctly for you. Sure, the first couple of games you were getting curb-stomped, which would make sense if you played a different killer at high levels, which it looks like you do, since you're getting a lot of meta perks.
However, if you look at your last few games, you're getting about a 45% kill rate. I bet if you kept play some more, you'll be at a 50% kill rate in no time...
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/2960434#Comment_2960434
I don't think you see where I'm coming from, it's harder to give survivors meta perks because if they're not careful, 4 people will make it abusable and annoying *cough DH cough* jeez
I know it's harder giving survivor meta perks. What I'm saying is that survivors haven't had a meta perk in 4 years. That's an issue. You have to at least attempt to give survivor meta perks so that the game doesn't stagnant.
There's a massive amount of effort to give content to killers but no effort to give content to survivors.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/2960421#Comment_2960421
Bruh, the devs and their balancing, also they have to consider 4 people can run the same thing rather then just 1 person
So it's perfectly ok one side doesn't get anything and the other side gets something new every killer release? Do you see why that's a problem?
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/2960368#Comment_2960368
Boil over and COH got nerfed because the devs don't know how to balance perks, can you tell me that 100% healing bonus was a good idea? Or that added 100% wiggle bonus and that rediculous height progression (can't remember the proper number atm) was a good idea? Of course the perks got a nerf
So, why hasn't survivors had a meta perk in 4 years and killers get them every killer release? What is causing that problem.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/2956181#Comment_2956181
Yeah, cause survivors NEVER complain about how strong killer perks are
Of course survivors complain about killer perks. However, killers have had meta changing perks almost every killer release and even though survivors complain about them, nothing gets changed about them.
Survivors have not had any meta changing perks for 4 years, except for CoH and Boil Over, both of which have been nerfed over and over again because Killers have complained about the extensively.
The developers listen and respond to killer complaints but don't to survivor complaints. Least I point you to Face-Camping and Tunneling-off-hook-till-dead, that has been in the game since the start.
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@Viskod said:
Meta's are self imposed on the community because people tend to follow the path of least resistance. Largely due to people not being able to think for their selves or try new things or just being lazy.
You don't need Dead Hard, Decisive Strike, Unbreakable, or Iron Will to be a good survivor and escape trials regularly. They have their uses in specific situations but its due to so many people intransigently refusing to experiment with other builds or try new things that keeps this "meta" a thing, not necessity.
If you like those perks and that's your build and you don't want to use anything else then that's fine, but the problem is with the people who mistakenly think they are obligated to use those perks. That they don't have any choice but to use those perks because anything else is not viable, and that is hilariously untrue.
Like a lot of killers, I hate Dead Hard. But I don't hate it because it robs me of hits, I hate it because so many people are so ######### obsessed with it. I hate it because I see so many people bring it, but then use it in dumb ways that give them no value for it. But they're taking it because they're told its the "best".
Well, it's only good if you know when and how to use it, and most people don't. Hell most of the time you can trick Survivors into using it before you actually swing at them, or they'll use it just to gain a tiny amount of distance in a dead zone just because they have it and that gives them like a literal second of extra time in a chase and that's all.
They would be so much better off bringing any one of a number of other perks instead of Dead Hard, because they aren't getting any value from it. But because of the misguided group think around Dead Hard too many people bring it "just because" even though they aren't actually getting any benefit from it.
Killer Meta's are actually a bit more necessary than not because of how fast generators can be done. I don't bring a lot of slow down perks though. I've been playing a lot of Nemesis lately and I go with BBQ, Bamboozle, Lethal Pursuer, and then switch out the last one depending on what I feel like. Sometimes Nurses' Calling, sometimes Save the Best for Last. Sometimes ######### Lightborne if I'm just not in the mood.
Most matches I win, I win at 1 to 0 generators left unless I just end up with some potato survivors or I have some hilarious Zombie RNG because that's just how generator speeds go.
Spoke like a true Killer-Main... Survivor perks aren't necessary, Killer perks are....
I'd love to see you play survivor and see how unnecessary DS and BT are with the current Tunnel-off-hook-till-your-dead and Face-Camp killer meta.
I guess if you don't even want to even play the game when a killer decides to Tunnel-off-hook-till-dead and Face-Camp you, then DS and BT aren't necessary.
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Plague is really strong. I think that maybe you just don't know how to use her.
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@jamba said:
https://forum.deadbydaylight.com/en/discussion/comment/2957302#Comment_2957302
I don't do that, and that is another "exploit" of bad map/physics design. Would (and has to) be solved the same way.
It's funny that they NERFED >PIG< because a few people were using the afk strategy on jigsaw boxes. Bodyblocking to MAYBE get a kill gets fixed. Bodyblocking to secure an escape (literal opposite) is ignored.
I don't think you can use an exploit, aka AFK Pig, as a justification for anything.
Survivors have had the ability to bodyblock since the beginning of the game. That's not a exploit.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2957943#Comment_2957943
You're welcome! I really don't want people to worry about this, it's going to be a very good change - I'm excited to share more details!!
I think I'm more concerned for the survivor meta than the killer meta. A lot of the survivor meta is needed, such as BT to counter face-camping and DS to counter tunneling.
The developers will easily be able to nerf survivor perks but won't be able to buff survivor perks to compensate because of the massive backlash the developers will receive from the killer-community.
The developers have not been able to successfully add a new survivor-meta perk for 4 years without extreme backlash from the killer community which has forced the developers to nerf those attempts into oblivion.
See Circle of Healing as an example of what is going to happen if you try and buff any survivor perk to meta. Circle of Healing is the 8th most popular survivor-perk. Can you image the backlash you will get from the killer-community when you buff survivor-perks to the level of Dead Hard, Borrowed Time, Decisive Strike, Spine Chill, etc etc which are all better and more popular than Circle of Healing.
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@NerfedFreddy said:
"Giving the hatch" meta should go - it significantly decreases killrates and messes up stats
Mandatory mori is a good change
Agreed.
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@Carrow said:
It's going to be so ######### funny. I mean think about it. The people who thought original COH, buffed Boil Over were balanced perks are now going to "rebalance" the meta perks. It's going to be a complete shitshow for months on end. I'm grabbing my popcorn.
It will never happen. Killer-mains will have aneurisms and survivors won't have anyone to go against because all the killer-mains are dead.
Can you image the uproar on these boards when 10 completely new survivor perks with the power of Dead Hard, Decisive Strike, Borrowed Time, Circle of Healing, etc etc. suddenly appear for survivors. It won't matter that 10 meta perks were nerfed for survivors, it will only matter than 10 new perks as powerful as the current Meta perks appear. The developers should understand that survivor-players cannot have good perks or Killer-mains will flip out.
The only perks that are allowed for survivors are bad perks.
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@Marigoria said:
why nerf COH if you're adding this anyway?
I know, isn't that completely stupid. CoH isn't really being used anymore anyway, after the nerf. They should have left CoH as is, so there "might" be a reason to bring that perk. LOL.
Heck, maybe they'll buff the boon totems so people might actually bring them now. That would be the only reason to even introduce a perk like that for killer.
So many weird, weird decisions by the developers
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@TheArbiter said:
Am I the only person who thinks Clown is pretty decent on these forums???
I always thought he was a solid C tier. His game play is boring but it's not like he's in a bad spot.
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Maybe they'll fix the Gigantic dead-zone on this map. It's the biggest dead-zone of any map. Absolutely nothing in the center. It's just plain bad.
The Tree stage is awful too. There's nothing in the center of it either and honestly, not much around the sides either. It needs reworked.
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@Zephinism said:
Do these threads ever generate constructive feedback or are they just used as echo chambers to complain?
^This.
This is just a giant echo chamber of killer-mains telling other killer-mains how much a victim they are. It's a giant confirmation bias pit.
Killer-mains, the developers stats show a greater than 50% kill rate and that's the only stats we have. There are absolutely no stats showing anything else. End of this discussion.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2953612#Comment_2953612
At the absolute highest MMRs, or tournaments, a kitted out Nurse comes out about even with a kitted out SWF.
She's also the only killer that can really do this.
If DH is nerfed, Nurse will likely need to see a few addon tweaks...and maybe Blight's too. That's about it. But let's nerf DH and see how things look when the dust settles, because this game isn't balanced around the absolute highest MMR and the best killers - and DH utterly destroys a bunch of weaker killers (Trapper immediately comes to mind).
In tournaments, that's not true. Even low tier killers have been show to be able to compete in tournaments. Scott Jund made several videos shows tournaments where low tier killers were getting 2k/2e on average.
With DBD, you can't wait and see. Look at the key "rework" that was suppose to happen after the hatch rework, yet survivors still have 11 useless items in their bloodweb because no rework ever happened.
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@MikaelaWantsYourBoon said:
Nah, killers are tunnelling from start to today. It was always strong strategy, so nothing changed. But survivors have BT & DS, so you can punish killers if they do that.
The problem is, that all survivors don't have BT & DS. I would agree that tunneling isn't a problem if there were built in counters to it, but there aren't. You have went through a pay-wall to get DS, then you have to equip DS and your teammate has to go through a pay-wall to get BT and they have to have BT equiped. (When I say pay walls, I mean bloodpoint and/or cash depending on the perk).
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@WishIcouldmain said:
I’m sorry but none of those killers need a nerf, rework sure, add-on changes also, but not a flat out nerf, all those killers are beatable without DH and DH needs to be nerfed because of how devastating it is to lower tier killers and how it literally is a perk that is the most on demand easy exhaustion perk.
The Nurse is already way broken, you can't remove the only perk that can counter her. Also, DH is the only perk that allows survivors to make BT saves against face campers. On top of those 2 issues, there's also the one-hit-downs, that only DH can counter.
As much as killer-mains want to remove DH, there's a lot tied to DH that would need to be addressed.
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@Slowpeach said:
https://forum.deadbydaylight.com/en/discussion/comment/2951078#Comment_2951078
Which honestly reinforces how frustrating this terrible thing is. Even without DH, if survivors play semi well you have very little time to actually hook them to kill them. The simple math of time to kill vs. average gen speed is simply not on the killers side. DH takes this problem and multiplies it by 2 at least.
Really I think it's more a frustration factor then a balance one at this point. Hence why there's so much ranting about it.
https://forum.deadbydaylight.com/en/discussion/comment/2951030#Comment_2951030
The thing is that if killers were offered the ability to trade NOED or even three additional killer perks to be removed to get rid of Dead Hard they would take that deal without hesitation.
The thing is that if killers were offered the ability to trade NOED or even three additional killer perks to be removed to get rid of Dead Hard they would take that deal without hesitation.
Killers would have an aneurism if the developers really did get rid of NOED for DH. But, if the developers are willing to get rid of DH and 3 Killer perks, could I suggest NOED, BBQ and Ruin?
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@Brimp said:
So nerf the killer because you don't find them fun to face... ngl I don't remember just having fun holding m1 on gens and pre dropping pallets vs m1 killers.
If Circle of Healing got nerfed by "popular demand" and Dead Hard is getting nerfed, according to the developer stream, because it's not fun to go against, then it would seem that Killers can also get nerfed because they're not fun to go against. It's the nature of the beast.
You can't really have unfun things to go against in games. If you want a non DBD example, look at noob-tubes and snipers in first person shoot games. The entire reason those were nerfed was because they aren't fun to go against.
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@Tsulan said:
My theory is that some people want to push the kill rates.
Other than that, there is no logic reason on why some survivors suicide.
They really should treat suicides like disconnects and give out penalties.
It's because survivors aren't having fun. It's the exact same reason Killers afk in the corner. It's not rocket science.
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@tippy2k2 said:
I picked up Evil Dead earlier today (played 4 games total, 2 survivor and 2 Deadites)
Really the only similarity is that they're both Asymmetrical Horror Multiplayer games. They play very different from one another. Survivor in the game has a bunch of objectives they have to do and they fight back with weapons. Survivor is more Left 4 Dead than it is DBD.
Killer is VERY different from DBD. For one, you control what's more of a director than a direct combatant. If you are one of the five people who played Resident Evil Resistance, it's that, not DBD. You set traps, possess characters, and for the most part indirectly fight (you can take control of a Deadite but that's a small chunk of killer gameplay).
I suppose the only reason it might syphon players away is people only have so much time in the day to devote to gaming but the two games in terms of gameplay are not all that similar.
It will be interesting to see, but you have to remember that people are drawn to DBD because it a horror game that is fun. Yes, they're different horror games, but thats a big selling point to, switching to a different horror game. So I definitely see overlap, you have a bunch of horror fans craving a new horror franchise and getting tired of the frustration with DBD.
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@tippy2k2 said:
https://forum.deadbydaylight.com/en/discussion/comment/2950545#Comment_2950545
With their recent moves, they're bleeding subscribers and getting awful PR with all of their price hikes and whatnot. Right now Netflix is still king of the mountain but that mountain seems to be crumbling beneath them
But they've said that about DBD a bunch and it's still up on the mountain so Netflix might be perfectly fine...or it might be the beginning of their decline. Only time will tell.
They're not bleeding subscribers though, they stopped broadcasting to Russia because of the Ukraine thing, which did cause them to drop a lot of subscribers. But that's not losing subscribers because subscribers are stopping Netflix. Also, the price hikes they've had are miniscule.
Now Elon Musk did give them some bad PR, but it's probably him trying to buy their stock and make money, like he did with cryptocurrencies and Twitter. I'm surprised they haven't gotten him for manipulating the stocks.
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@SuzuKR said:
Ah yes, the stuff people say every time there's a new horror asymm and then never works out.
I think Evil Dead may have a really good chance of dethroning them. I've been watching some streams and it looks really fun. Plus the survivors can actually fight back against the killer.
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@tippy2k2 said:
Probably not since Netflix seems to be actively trying to burn their business to the ground where everyone else likes to keep their companies making money.
Netflix has made or exceeded expected profits every quarter. How is it running itself into the ground?



