Avatar

NekoTorvic

NekoTorvic

About

Username
NekoTorvic
Joined
Visits
1,919
Last Active

Comments

  • @BadMrFrosty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2526369#Comment_2526369

    Killers should have control over chases because survivors have control over their objective, which is far more difficult to thwart given that math is against the killer.

    1 killer chases 1 survivor = assuming a minimum chase time of 20 - 30 seconds (being generous here with a pretty quick chase), that means each other survivor on a generator has passed roughly 50 - 60 of 80 seconds required to complete their objective (each). It takes time for the killer to find a survivor, and then if you tack on what is generally considered fairly quick chase time, they're already on their back foot.

    So, let's summarize:

    You find a survivor within the first 10 - 15 seconds of the match, chase them for 20 - 30 seconds, down them (3 second attack CD), pick them up (3 - 4 seconds), and carry them to a hook (let's say 5 - 7 seconds).

    If we're being generous and assume every value there is at its lowest, you're looking at 41 seconds total time spent dealing with one survivor. That's slightly over half a generator spread across three. How is that in any way fair or balanced?

    Oh I know. Everything I said bar the last paragraph was bullshit i hear being said XD

    I know that this game is busted and that killer is too pressed for time, while survivors dictate the pacing of the game while doing something that consists of holding one button for a bit.

    In my opinion, when survivors know to do gens, outplaying most killers is optional for them. And it's basically because time is massively against the killer and survivors can stall with bullshit instead of plays.

    I agree that there should be at least a 60/40% or 70/30% killer to survivor ratio when it comes to controlling the chase. At least with the game we currently have. If the core game ever changes, then it should be closer to a 50/50%.

  • I don't know what you're talking about. We all know that reacting to things is the only actual valid counterplay that exists in videogames. Prediction, deception, careful positioning and strategy are a myth perpetuated by slinger mains that wanna have easy games while depriving survivors of interactivity.

    I for one have watched one person play slinger for half a game ONE time and I know for a fact that he is completely uncounterable because he shoots so fast and you can't react to it. Every streamer agrees with me on this.

    Like, why should a killer have the right to have more control over chases than survivors? It's not like chases are the ONLY thing killers need to do in their gameplay, and the only other thing that survivors have to do is hold M1 on gens. So if you make the chase bad for survivors then all they have left is to hold M1 on a thing for a bit and win the game because outplaying their opponents is optional...

    I've lost track of my sarcasm at this point. Yeah it's painful. Reminds me of when I desperately and fruitlessly tried to explain to a survivor how Blight is not actually able to spin 180 degrees and how mechanically complex it is to appear to turn 180 degrees... people will spout out easily disprovable bullshit because mediocre players will never fathom that there's a whole lot of stuff they can't see, cuz they are ignorant of it, and they will scoff at the idea of ever trying because it's not immediately obvious to them.

  • "uNfUn" is not an argument.

    Survivors that knew what they were doing were able to counter Slinger fairly consistently because when you know how the character is supposed to be played, you can tell when he's likely to shoot, but it'd be too unfair to ask survivors to learn how a killer plays. Instead we must have the killer telegraph everything they have done and will do so the survivor can have ample time to react. Because reacting to something is the only valid form of counterplay. Making predictions on your opponent's actions based on how their character is played is a myth perpetuated by the illuminati.

    And here's the funny part about this change: When a slinger ADSs, you still have NO idea when he's going to shoot and you will still be unable to dodge his shot because it comes out at 40 m/s. All you'll have is an indication that he MIGHT shoot, which is exactly what you had before, except that you needed to use your noggin instead of having the game tell explicitly, and in the process, you made him weaker at loops because he won't be able to shoot fast enough at survivors turning corners.

  • @Bamallamadingdong said:

    https://forum.deadbydaylight.com/en/discussion/comment/2524372#Comment_2524372

    So you don't want to put all the control of the interaction in the hands of the survivor, but you're alright with it being entirely in the hands of the killer as it currently is?I guess if you play Deathslinger enough you could theoretically just guess that he'll shoot when you would shoot and dodge accordingly. But analysing a killers playstyle within 10-15 minutes to the point where you can precisely guess when he's going to shoot, considering his current ads speed, does seem a little poorly thought out, yeah.

    Firstly, the control over the interaction was never 100% in the hands of the killer. It's just that the killer's skill and their ability to predict the survivor actually mattered for a change.

    Good survivors could, and did consistently dodge Deathslinger's shots, because they knew how the killer was supposed to be played. And good survivors did a damn good job at making slinger's shot as hard as possible, increasing the chances that he would miss. A good slinger doens't miss in a vacuum, he misses because the survivor made the shot hard to hit.

    It is a back and forth that is more in control of the killer than the survivor in the case of Slinger, because he makes the call on when to shoot, but it's an absolute lie that survivors can't do anything about it, because there's a massive difference between going against survivors that don't know what they're doing and survivors that do.

    Also, you don't need to build a player profile per individual match. The second you realize what killer it is, if you're a good survivor, you will immediately have an understanding of how the character is likely to be played. Once you have that, then you make minor adjustments based on the individual player.

    And I reiterate, there is no good reason for this game to have a core thing that survivors can react to consistently and precisely so they can counter it 100% reliably. If that were the case you might as well replace the killer with a bot, you'll achieve the same result. And this goes for killer too, both roles should have some things they can react to and some things they have to predict or anticipate, especially while in chase.

  • Yes, keys will be no issue whatsoever after this change and just like moris there will be no honest reason to complain about them.

  • @Superyoshiegg said:

    How about we wait and see what the actual effects of the Boon perks are before we all freak out about the mechanic.

    Chances are, the bonuses they provide to Survivors isn't going to be that great to the point of the Killer feeling like they're forced to put a stop to it immediately.

    You might be right and I hope you are. But then it means that the effect of the perk is mostly useless and what survivor is going to run that instead of the typical DS, UB, SB/DH, Adrenaline, BT, etc, etc that are already super strong anyways?

    Even so, it feels strange to have something designed like that, survivors apply it endlessly, and the killer has to go out of their way to get rid of it temporarily.

    I guess we'll see.

  • @nicnc82 said:

    I mean killers got the key changes they wanted. But you're never happy lol. Yall should know when you cry for survivor nerfs and get them, survivors get something else strong..

    I'm a 60/40 killer player. I play killer 60%. The changes didn't bother me and I welcome more challenges. I don't want easy killer games. I also never camp and tunnel. But I also rarely use totem perks. I think this is a good way for killers to decide more is camping and tunneling worth it? They have a totem now helping them

    I never spoke of camping or tunneling. Nor did I mean to insult your excellency, I apologize for being a poor pleb that doesn't get kills with every killer easily without camping or tunneling or using hexes, or gen regression or whatever other bullshit survivors don't like, or whatever the ######### else you were implying.

    Back in the real world however, dbd matches when survivors are competent end in 5 minutes or less, so having a thing that puts more time pressure on killers is not a good thing. Especially when we think about killers like legion who barely have a power and who can end up wasting massive amounts of time dealing with stuff survivors barely take any effort to do.

    Also, yeah the hatch thing was a good change. A change that needed to happen and was said to be happening several months ago. The post is not about that. It's about the fact that there's a new thing that killers will have to do on top of the ######### they already have to keep track of, and apparently the killer cannot even choose to permanently get rid of it, in the way that survivors can get rid of hex totems forever.

  • @Bamallamadingdong said:

    https://forum.deadbydaylight.com/en/discussion/comment/2524032#Comment_2524032

    You can't read something that's practically immediate. Deathslinger's current aiming time is far too fast for a human being to legitimately react to , and the fact that he can aim as much as he wants with little consequence means randomly dodging just means you're losing distance. You don't counter Deathslinger by dodging, you counter him by putting ######### between you and dropping every pallet early, that's not interactive or fun.

    Making a read is making a prediction based on how a player is paying and how a specific character is played. You don't need to react to anything to make a read, it's the reason whenever you see a decent killer playing they call out what survivors are going to do before they do it. They're not reacting, they're predicting because they know how survivors work.

    Ina multiplayer game you don't have to be able to react to things all of the time. because reacting to things is the easiest form of counterplay and it's too consistent, it puts all of the control over the interaction in the hands of the person reacting.

    You don't have to randomly dodge all the time, as long as you keep your movement a little erratic, and also you don't have to move nearly as much as with huntress's hatchets because unlike her, he shoots a needle instead of a truck. A small tap of A or D and you are already off enough that his shot won't hit you.

    You can counter a slinger by dodging, you just have to know how a slinger player is playing and how slinger as a character is played, so if you put that knowledge+your current position+your distance to the killer you can fairly effectively predict what he's gonna do and when he's likely to shoot. But god forbid we ask survivors to do that much.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2524126#Comment_2524126

    Hate to say, but any 4v1 game were the 4 can kill the 1 is going to be exploitable.

    That may be true, but from what I've seen it seems like both teams have a constant back and forth of trying to outplay each other. Ultimately we'll have to wait and see what happens whenever it comes out and people start getting good with it. But the devs wanna balance for high level and anything is better than a game like DBD where you sweat your balls off to try and outplay for players who are just chilling holding M1 on a thing instead of actually outplaying you.

  • @Bangarang said:

    https://forum.deadbydaylight.com/en/discussion/comment/2524126#Comment_2524126

    I hope it succeeds too. I love the visual design of it as well as the gameplay. I’ll have to wait longer to play as I’m on PS5, but I don’t mind waiting for something if it turns out to be great. I’m also excited for the Evil Dead game.

    for multiplayers I'm genuinely just looking forward to VHS. I love the concept of DBD but I cannot deal with its bullshit anylonger, which is why i haven't played since SBMM dropped.

    Hopefully Elden Ring consumes my life whenever it comes out and it and VHS can make me forget DBD for good.

  • You know what...######### it, make it so the first hit with his harpoon instantly injures survivors. There you go, you keep him 110%, you kill his stealth, you kill his quickscopes, but you give him some goddamn pressure back.

    The problem with slinger is that he takes approximately 50 thousand years to get anything done. He shoots, cooldown, starts reeling, hits survivor, cooldown, reload, back to chase.

    It's funny to me how BHVR have made ranged killers increasingly take more steps to get ######### done.

    Huntress: Hits survivors from a distance, thats it, one hit for one healthstate, fair.

    Slinger: Hits survivors, doesn't hurt them, has to spend time reeling in, survivor can escape. One hit is not a guaranteed healthstate.

    Tickster: Has to hit survivors 7 times or else it achieves nothing.

    Pinhead: Has to hit a survivor, then walk to the survivor and pray that his pathetic chains don't brake so he can maybe get the actual healthstate hit.

    like, imagine getting a hit, but not getting a hit because god forbid you're rewarded for something.

  • @Bangarang said:

    https://forum.deadbydaylight.com/en/discussion/comment/2523913#Comment_2523913

    I said the same thing in another thread. They’re making it increasingly difficult with each update to actually enjoy playing killer. I don’t see the point of them allowing us to play that role. I really hope that the upcoming game VHS is good as I need to be able to leave this ######### show behind.

    I am very excited about VHS and I genuinely hope it succeeds.

    It's a game where survivors actually have to outplay the killer for a change. In DBD outplaying the killer is optional so long as you have enough bullshit stacked in your favor.

  • People don't talk about it enough, but medkits are actually way more devastating to a killer's pressure than toolboxes. Medkits are an extremely powerful item, too powerful imo, and this is what worries me about this perk update. Dealing with medkits will be impossible.

    Killers that depend on slowly depleting survivor resources by injuring them and keeping them injured will suffer greatly. This is actually something that Deathslinger needs to do. As deathslinger you slowly starve survivors out of resources as you spread your pressure. Now just vivors will make medkits last forever and you will never have any pressure.

    I guess we'll see how it plays out.

  • No, he didn't. He was weakened massively for no good reason.

    Also, Ok, so lets say it takes him half a second to be able to shoot now...ok congrats, now the game is telling you that the killer is likely to shoot, you still have no idea when he's gonna shoot and you still can't dodge it because it comes out at 40 m/s.

    The problem is that mediocre survivors can't be bothered to learn how a killer works, so they don't understand how to predict when slinger is likely to shoot, so they had to get the killer nerfed into oblivion so the game would tell them explicitly when the killer is likely to shoot.

    Also, survivors couldn't use their eyes, and keep track of the killer's positioning based on where they saw him and where chases are happening, so of course the game needs to tell them exactly when the big bad mean killer is approaching. How dare we expect survivors to stop looking at the youtube video on their other monitor to actually pay attention to the game.

  • The devs decided to cave in to the demands of people who can't make a read to save their lives.

    There isn't going to be a single reason to pick slinger over Huntress tbh. The only thing slinger had going for him was his stealth and his chase which was more on the control of the killer and their skill, even though good survivors could still give him a run for his money.

    Also, they killed the fact that slinger felt snappy and responsive...now he's just another clunky ass killer that takes too long to start using his power.

    Correct me if I'm wrong but I think the only killers left that use their power as soon as they press the power button are Nurse and Blight at this point. I wonder when they're gonna make it so that Blight screams for like a quarter of a second before actually starting his rush.

  • @Bangarang said:

    https://forum.deadbydaylight.com/en/discussion/comment/2523623#Comment_2523623

    It’s because the people complaining keep BHVR happy by buying all of their survivor cosmetics. I have probably seen 2 Slingers since SBMM has been enabled. Now I’ll be lucky to see him once a week.

    This genuinely annoys me at this point. Can we please stop babying survivors for a change?

    I hadn't even seen the thing about his TR when I wrote this btw....

    Like holy #########, survivors:

    -Can't be expected to make a read, the killer must telegraph everything they're gonna do because the killer is supposed to be a human controlled NPC at this point.

    -Survivors don't have to use their eyes, or pay attention to where the killer is because they killed his stealth. God forbid they have to look at the game instead of the youtube video on their other monitor, or at chat if they're a streamer.

    -Survivors have the objective that consists of "HOLD M1 ON A THING FOR A BIT"...in fact most of the ######### survivors do in gameplay is "HOLD M1 ON A NON RESISTING ENTITY"...

    BHVR, just get bots at this point...

  • I said it years ago, god forbid survivors are expected to make a read. This game is giving the survivor more control over the chase against Slinger.

    I wish they at least had increased the speed at which he reels or something, just to make him waste less time.

  • He is in the pile of killers weak to W, sure. But he is not even close to being the weakest killer in that pile.

  • At this point I almost feel like gens should be like a prep thing for a more involved objective where survivors actually have to go against and outplay the killer. But that would require a whole lot of stuff to be rebalanced, so I guess we'll never have this.

    People have suggested a billion things to try to make the game more interactive between killer and survivors, something that makes it so that what survviors have to do isn't just "hold m1 on a thing while stalling with second chances". Who knows maybe something will happen eventually.

  • I already reached my limit. I stopped playing since SBMM came out :v I refuse to sweat against people whose objective is to hold a button on a thing for a bit while stacking up second chances.

    Currently playing modded Skyrim while I wait for Elden Ring to come out.

  • How about, I played Blight without losing more than 4 times in 6 months prior to the MMR test. While playing the game for several hours almost every day.

    Here's how you know you're playing high mmr survivors: They split up on gens finishing 2 or 3 of them as quickly as possible. They stack up like 2 or 3 second chances per survivor. They barely make any plays at all, and instead just stall you by throwing pallets down and having their team hold m1 on gens. When they actually need to make plays on occasion, they'll make better plays than average survivors, but outplaying the killer is mostly optional at high mmr.

    Now, is it ok that I lost 4 times in 6 months?...no, there clearly was a problem with survivors not knowing what they were doing. However, high level play is boring. Hell at least in average matches there was more chance for survivors to outplay me and for me to outplay them, but because outplaying each other is not the point of the game, they eventually ended up losing. High level play is 3 minute games, you either slug everyone or they all escape, no chances to outplay anyone.

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2510821#Comment_2510821

    I’m gonna keep playing but not as much as I used too. This game is starting to get to me. The fact that people are uninstalling is not a good sign for BHVR.

    I just hope that those who keep playing it, have a good time with it.

    It's very likely that the majority of players that are more casual about the game are having a pretty good time with SBMM to be honest.

    I just wish the devs were capable of balancing for better players without compromising the game for more casual players, so everyone could play the game and be happy with it.

    It's weird to see the reaction of those who are happy that some players are having a horrible time with it. And they say these are all people who came out complaining NOW that they have to go against "bEtTeR sURvIvORs". When in reality it's just good killers going against the same imbalanced bs the game has always had.

    It's like, we're complaining about the exact same bullshit that we were complaining about before, it's just that now we deal with it every single goddamn match instead of every 5 or 6 or 10 matches.

    In any case. I do hope you enjoy your time with the game. I wish I could do the same, but I think it was better to not engage with the game until something changes.

  • I stopped playing the day SBMM dropped. The test was miserable, i tried it when it came out, it was just as miserable, and it's not worth my time.

    I still like watching the game, I watch a lot of DBD content creators, their matches are miserable or ridiculously sweaty.

    I am kinda happy I'm not playing this game, and I hope I don't touch it again until something changes.

  • I wish they would do this. The advantage would be marginal, it'd just feel better.

  • I stopped playing the day SBMM dropped.

    I checked it out in the last test. It was hell and awful. I said I wasn't interested in playing that.

    It came out, I checked it out. It was hell and awful and they ######### up Blight's collisions again to boot, so I uninstalled the game.

    I just check the forums and content creators to see if things improve. I want to play again if things get better. But it's a big fat nope from me if what i'm looking at are 10 minute killer ques for 5 minute games against people who hold a single button to win.

  • @Ssajbambusa said:

    @NekoTorvic I think your attitude is not that good. Yeah sure, you can leave and good luck in general, but this game is arcade at best with all the randomness, different maps, perks and abilities. People try to treat it like it's competetive, but it's just wrong. Makes no sense :). This doesn't mean devs should try reaching balance though.

    It's true, the randomness was an aspect that helped the game's horrid balance feel less awful.

    The problem is that with MMR what you face is the same group of survivors over and over that give you 5 minute matches after 10 minute queues because the game is balanced in their favor, because the game is balanced for survivors that don't know what they're doing. And a boatload of hackers...lets not forget those.

    I agree that the game should reach a better balance in general, and if it becomes more balanced I will go back to it. I like the game, I like it's concept and I like engaging with it's mechanics. And I want it to be better so I feel compelled to invest more time in it.

    What I don't like is sweating my ass off trying to outplay 4 people that are putting massive pressure on me, not by outplaying me, but by holding m1 on a thing, while the game coddles them with second chances.

    If the devs don't wanna balance the game for people that get better, then they shouldn't have implemented bs MMR system that makes sure to torture only those who actually got really invested in it.

    However, I will not begrudge anyone for not agreeing with this position. People can be willing to deal with this and if you don't think it's BS, and can enjoy it, then more power to you.

  • I didn't play with gen slowdown on my main for the longest time. I absolutely hate generators.

    It is absolutely ridiculous to me that the main objective of one side consists of holding a button on an inanimate object. So I decided to just not care about gens anymore, but you better believe that I would ultra slug, take every advantage I could and tunnel people if I needed to.

    But at this point it's not worth it anymore. I do wish more people did this though. Just, ######### gens.

  • He has a ridiculous skill requirement for a power that gives too many chances to survivors. I am glad to see that with hoarder he is alright. I don't know about B tier, maybe. But he's at a little bit better than it seemed, which is good.

    Still weak to W tho so never gonna be particularly great against stronger teams.

  • @Ssajbambusa said:

    @NekoTorvic In devs minds, having power that is countered by everything means 'being interactive'. I don't really have hope though, because Trickster needed buffs, but they took the buffs literally in the opposite direction. He needed map pressure (which making knives not go away on their own and just be able to be mended away would fix) and some change to no have to tunnel one guy (becuase all the knives put in the person you then abandon and the time it took is basically wasted), so they instead made him even more opressive in 1/1 chases xD. Let's see, maybe something will happen.

    I dunno what's up with the decisions the devs make. I don't have much hope for the game. I stopped playing cuz I don't care for dealing with MMR. Luckily I didn't spend money on Pinhead. But I don't think anything is going to change. Survivors will keep having ridiculous tools to deal with killers, and they'll probably get more. For as long as that's the case, I hope I don't get back into this game.

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2488821#Comment_2488821

    Or those subtle hackers whose MS is 103%. You don't notice, but they can loop you longer, especially if you are only 110%.

    Yep, exactly.

    Thing is, having high MMR is already a curse where you'll most likely find these people and you won't be able to differentiate between them and survivors who are good. At least without MMR, finding hackers, subtle or otherwise was a rare occurrence.

    Even if you could, you'll be sweating your face off to try and outplay people whose objective is to hold M1 on a thing.

    It's not worth it. I stopped playing. I'm hoping something changes. But I doubt it.

  • @TacitusKilgore said:

    Yeah, i got matched with 2 cheaters today. One blatant and one subtle who just instahealed me to healthy from the dying state a single time during the endgame. Its the subtle ones im most worried about, the fact she was hacking the entire time and i never knew is very worrying regarding MMR. Some of your teammates could be forcing wins to get high MMR and you'd never know because their cheats are too subtle.

    The subtle ones are the worst thing. During the last MMR test I had a survivor insta finish a gen from 70% to 100% without any toolbox or perks, and the only reason I know it happened is because Tinkerer activated, which means if I didn't have Tinkerer, I would have just thought that the survivor did gens as usual. (a third of my games were against hackers, because prior to that test i had only lost like 5 or so matches as Blight in the past 6 months, so yeah high MMR)

    There is no way to differentiate between subtle hackers and good players at high MMR, which is just one of the reasons why having high MMR is just bullshit.

    This game is not ready for MMR because of its ######### balancing, and hackers just exacerbate it.

  • I would love is survivors had harder less safe objective that took more coordination and skill to do, maybe even outplaying the killer as part of their main objective. In turn, I'd love to have gen regression perks like pop, ruin, corrupt nuked and a big nerf to camping, slugging and tunneling.

    Don't think it's gonna happen ever tho.

  • @NOEDENJOYER said:

    This new system actually makes playing survivor easier and more fun now, because they no longer have potato teammates that drag them down. Conversely, going against efficient and good survivors as any killer is miserable. You need to sweat and play almost perfectly to achieve a decent result unless you decide to tunnel or camp, which is also miserable because it takes away someone else's fun and makes you the target for salty survivors.

    For example, I am a killer main, I play Pig, Bubba, Wraith & Bubba mainly. I'm fairly good at these killers, achieving 2-4k's often before SKBMM. Now? It's legitimately a sweat fest. I've never camped so hard before. And funnily enough, I switch to Spirit (who's like my 5th most played) and I'm still rolling the same type of good survivors.

    All this change does is:

    A) Make less people play killer

    OR

    B) Make people play Spirit/Nurse/Blight

    You may argue that its fair for killer/survivors to be equally skilled. But my counterpoint is how its insanely less fun for one side and not the other. DBD is a casual game to have fun with, if you take that away, what's the incentive to playing killer?

    I would argue that finding survivors that actually outplay you and are "equally skilled" is like finding a unicorn. Plus that's hard to measure anyways because the way killer's and survivors play is completely different and outplaying different killers at different times and locations doesn't necessarily indicate that one's skill is lower or higher than the other in the first place.

    You don't need to be skillful as survivor to give the killer a hard time, the game is balanced around survivors that don't know what they're doing. Which means if you're a survivor that knows what you're doing and you're very skillful on top of that, you will break the game.

    This is my biggest gripe with MMR. It's not killers having 3 minute chases against survivors that just cannot be caught because they make right reads, they outplay them every time, etc. It's the game lasting 3 minutes regardless of how chases go, and survivors who barely look behind them, go to safe positions and stall with second chances while their team holds M1 on an inanimate object, while listening to spotify or watching youtube videos. And while this is happening, the killer is sweating trying to outplay each and every one of them consecutively, successfully, consistently and fast.

    It's inherently unfair, and it didn't matter before because most random games would be a little bit more chill, they balanced out the horrible imbalance of the game. You could think long term in a match, create deadzones, go for fancy moves, make some mistakes (an unfairly small fraction of the mistakes survivors make), and you'd mostly be fine. Now it's this bullshit match, after match, after match, after match, after 5-10 minutes of matchmaking. I stopped playing, and I hope I don't play again until something changes.

  • Survivors will hold W no matter what. It is an absolute lie that survivors only hold W because of antiloop killers. They hold W because it's easy and it works.

    Imagine if antiloop killers had to spend 15 seconds just getting within range of a survivor, only to spend an extra 20 trying to get a pallet down or a hit because they have no antiloop tools.

  • @Header said:

    https://forum.deadbydaylight.com/en/discussion/comment/2482441#Comment_2482441

    „This is important for his kit.“

    Yeah would be a real shame if they would nerf/remove it, right?

    Um... not sure what you're implying. Yes it would be a shame if they removed the ability to preturn so you can do 180s. It's important and useful to his kit.

    It complements his bump logic really well, especially when there's not anything to bump against around a tile, and if a Blight player goes for flicks, he's more counterable than if he's a pure bump logic Blight.

  • @AresRevanche said:

    https://forum.deadbydaylight.com/en/discussion/comment/2479226#Comment_2479226

    Only sorry killers have to tunnel, slug, or camp. I never have and have 4ks without it. I can 4k any team with any killer with those tactics. So don't tell me to get better. Killers need to. Don't mind dying if earned, have even messaged killers saying good job when I died. It is PATHETIC that the crap killers get away with ruining the game for so many

    I forget how every person that is not us, is a killer that can 4k every sweaty survivor team, every game with perkless addonless clown without tunneling, camping or slugging and going to the corner of the map for 20 seconds every time they hook a survivor just to give them a fair chance. If only us peasants could get to your skill level, dude, we would understand how not necessary these tactics are. We would understand how we are just being mean to the survivors to compensate for our very very small and dysfunctional skill level.

    BTW survivors win the game by holding a button on an inanimate object. Until they have to use their brain a little more to progress their objective, I do not give a ######### what killers do in a match to make it easier on themselves. Survivors are not entitled to the killer going easy on them. Ever.

  • There is one use Broken Keys have. Since they look the same as other keys, if the killer sees you have it, it's possible that he will choose to slug at certain points in the match which could work in your favor depending on the killer.

    I had a match as Nemesis where I had one survivor dead, there was one gen left, but then I saw 1 had a key (turned out to be a green key). Because of this, I had to slug a survivor instead of hooking him, which means i did not get pop, which means I couldn't pressure a gen they were working on, I also couldn't leave the general area where that survivor was slugged because if he got up and found the hatch I would lose 2 or 3 people. It was a bad situation for a killer like Nemesis that doesn't get to move around quickly. In the end I only got 1 because they got the final gen and then rescued with BT for a free escape.

    To be fair though, I think that it's absolutely bullshit that a ######### item can condition a game like that, and I don't think it should be a thing. But it is a use you can find for a broken key, depending on the killer you play against.

  • Walls on Red Forest are a little slippery, but to be fair that was a very shallow angle trying to collide with that wall. Having slippery walls at shallow angles means you can pre-turn on them to do 180 turns. This is important for his kit.

    I'm more annoyed by the bushes and how sticky they are. You need like 3 rushes just to get past a bush.

  • I love your idea in number 2.

    Since they have messed with AI, it would be so nice to just have the option to have pinhead walk in the direction of the gateway. Theres no reason not to. He doesn't have to be able to attack, or do any complex pathing, just take the shortest path towards the gateway.

    Also I don't understand why survivors need so much counterplay to his power. They can counterplay him normally as a standard killer, they can dodge the chain before he even hits them and then AFTER he has hit them they can still get rid of them or break them in the environment...Just feels a bit too much, the killer barely gets any value from his skill investment.

    I also agree that there's no good reason for survivors to see the lament configuration map wide, unless maybe the chain hunt is already going, then it seems fairer.

  • I am upset about it cuz it means you cannot do the double hit combo with enduring anymore.

  • @SasukeKun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2479372#Comment_2479372

    Anyone who is good at blight is an excellent killer, hes one i have maxed out and i have a hard time with him cuz i don't get how some walls register for you to bump into and then some you slide off of and it ruins your whole attack..I'm better at other killers lol

    Pinhead has such potential to be strong and balanced but hes in baby form

    They just changed his collisions again with this patch, and they seem to be adding random props on walls making it so that you collide where you expect to slide. We'll have to see if it's a bug or if they're intentionally changing him for the billionth time...being a Blight main is annoying when they keep changing him every month and a half XD

  • @SasukeKun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2479317#Comment_2479317

    He isn't save yourself the trouble and just play Trickster, he's better off getting better treatment than prob this one for some time lol.

    I was super sad when they removed the voice lines and i didn't even get to play with them activated.

    Luckily I am a Blight main XD which is why I am so sensitive to killers that are weak against W. It's a massive annoyance to me.

    I think they'll add those voicelines again tho. It's just a technical issue they're having. They even went through the trouble of giving Chatterer a teeth chattering sound when he teleports, so i'm fairly sure they want the Pinhead voicelines back.

    I am just disappointed that his power is so lackluster.

  • Cenobite is weak, his slowdown is kind of a joke. His main power requires pretty decent skill on the killer's part, and it's easier to dodge for survivors than Nemesis's tentacle. The effect his power has on survivors at loops is identical to Clown's but with more risk and more skill requirement. And most importantly, if survivors hold W, he can't do much. Another killer on the pile that get beaten by survivors putting a weight on their Shift + W keys and going to get pizza while their team holds M1.

    Here's the fact of the matter, if the killer is beaten by W, they're on the weaker end. If their power is easy to dodge and hard to hit, they're inconsistent (less so the more skill you have and the weaker the survivors are). Pinhead is both. This means, they're a killer that when played at their max level, will give you decent results against average survivors, might even be possible to win against some good survivors with the right build, and against really good coordinated survivors you will just hold W and wonder what life choices led you to spend money on this killer.

    My prediction is he's gonna be a low-mid tier killer that will depend on most of his build being gen slowdown just to have a chance against most survivor teams that aren't braindead.

    I hope that I am wrong, in 2 weeks or so. I want the Cenobite to be a good, usable killer that doesn't spend 80% of the match holding W waiting to catch up to survivors, because I do so love Hellraiser.

    Right now, it just feels like it's not worth my money. At least Nemesis's power feels snappy and responsive instead of clunky and awkward.

  • So far he seems like the definition of a high skill, low reward killer.

    And he's weak to W. Any killer weak to W is just kinda bad against good survivors. He might do alright against average survivors once people learn how to play him.

  • @glitchboi said:

    Yeah, that was the most fun part of Enduring, sucks that it's gone now :(

    Sad times. It's a shame they couldn't figure out a way to get rid of the new pallet stun tech without getting rid of this enduring play

  • I mean, it depends a lot on the level of players you're talking about. Weaker payers think killers are super op and against weaker survivors most killers can do well consistently.

    Assuming you're talking about pretty good overall players the game is pretty balanced in terms of who can do what. Most killers can do something about what survivors do. Some killers are too weak to win at certain skill levels.

    I think the problem is that both sides have bullshit ways to stop the game for the other, for one.

    The biggest problem in DBD for me, is that survivors individually seem to have to put in way less effort than the killer player to win the match. They have the most amount of downtime, and their downtime is productive (holding M1 on gens progresses the game, healing a teammate, they're all essentially downtime, cuz theres barely any interaction, but they're productive cuz they push the game in their favor). T

    he killer role has to constantly, consistently outplay their opponents individually and as a team, and if one survivor gives the killer a mildly decent chase, the game is over. This to me is bullshit, and it's why I don't believe in SBMM. You won't find survivors who can outplay you and surprise you with what they do. You'll find survivors who will stall you with bullshit, they'll hold M1, drop pallets without even playing the tile and then you'll be scraping trying to get your kills.

    It's not that killers can't do anything about it, it's that the effort to reward ratio is bullshit.

  • I kinda wish they had given him something so that W wasn't as strong as it is against him.

    Seriously, all you need to do is hold W against him, if your team is holding M1 by the time he catches you the gates will be open.

    Instead, they made it so that he only slows down to 4.0 when holding out his tentacle, which means he's going to exacerbate the thing that survivors complain about him, where he can essentially put you in a position where you're almost guaranteed to get hit. Now I don't necessarily believe that is entirely the case, but I'd compromise and make his tentacle weaker if he had something to make survivors holding W weaker.

    I wish they had given him a sprint, on a cooldown, where he can sprint a little bit, he slows down coming out of the sprint and then he can resume chase. Maybe like doctor's Blast where it's on a 60s cooldown. Maybe they could even make it so that every time he hooks a survivor it recharges instantly to reward him for doing well and incentivize him to go somewhere else in the map.

    Just imagine how nice it would be to not spend 20 seconds just catching up to a survivor before the chase even starts...

  • I kinda like this. Add to it that there is not a single good reason for survivors to be able to see the lament configuration map wide. They should only see it from like 20m at most.

  • If anything we should have less things giving players immunities after they've been outplayed.

    This is the problem with the vast majority of meta survivor perks. They undo a mistake or safeguard from a mistake. Or even worse, they reward a mistake.

    No need at all to have the game decide that for an arbitrary amount of time, you're gonna be immune to getting outplayed as a killer.

    If you're bothered by pallet stuns, get better at predicting survivors or run enduring. If you're bothered by head on survivors, then learn to take note of head on users and learn to bait potential head on plays. If you're bothered by flashlights, run lightborn or just learn to bait survivors, or put yourself in positions where you can't be easily blinded.

    Imagine this: a killer gets stunned for whatever reason, now they can just charge through pallets like when pallet stuns were bugged for x amount of seconds. I don't think that's fair or balanced.

  • I honestly wish they buffed base kicks and then gutted ruin and pop. I think Surge and Eruption should be as strong as gen perks ever get.

    Either way, I hate how much this game is balanced around the existence of gen perks.

    I like your idea. I'd make it so that at base you get 1% plus 1% per new survivor hooked. So if you hook all 4 survivors you get the full 5% regression, but you have to earn it throughout the match. It'll incentivize hooking multiple people and you get stronger by your actions as you weaken the survivors.

1 … 3 4 5 6 7 … 14