Notretsam
Notretsam
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There is nothing wrong with dead hard and you don't need to fix what isn't broken
People complain about it as they feel they just click E when the killer clicks mouse 1 to attack the survivor, everything is a button click in this game. Dead Hard can be frustrating but there is a skill to using dead hard and it comes down to timing it right, which is why there is nothing wrong with Dead Hard.
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The problem I feel with boons is more to do with how they work and how they were implemented, they are powerful, COH specifically but the other boons are powerful in specific circumstances as well. It's the fact survivors get this power by doing very little work for it.
The flashbang perk requires you to do some gen work first before going into a locker to get it, going into the locker is the equivalent of 16 seconds blessing a totem. The boons are more powerful than flashbang but you have to do less to get that power.
CoH is the more powerful one but it has been nerfed twice so far, it's still powerful as it allows survivors to get back to doing gens faster than it would if CoH wasn't in play.
Shadowstep is really strong in indoor maps as tracking scratch marks in indoor maps is just so strong for killers.
Dark Theory is insane as it gives survivors a speed boost in a chase and if the survivor is really good at working loops and pallets, it can be impossible to catch them.
Exponential can really screw you up if you don't pick survivors up right away and hook them, but that one isn't too bad unless you plan to slug.
This is why boons are overpowered in my opinion and need to be redesigned into a token-based system, with each token carrying a time value (30 seconds) and a max of 4 tokens at one time, this would also mean killers don't have to snuff boon totems as they just auto snuff after duration value runs out, which is great, killers have enough to do already. Survivors get a token by unhooking or finishing repairing gen or cleansing a totem (lol).
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@Reshy said:
Blood points don't mean anything to killers at high MMR, they probably have everything unlocked already so it doesn't do anything. Only thing it does is punish newer players who haven't already sunk 100 million blood points into the various killers.
Borrowed Time is a crutch for players who like to make unsafe unhooks, you should be encouraging the survivors to play the objective rather than trying to play around the hook to counter camping. Giving it base kit and doubling the duration would mean you have to wait it out even longer as a killer and often times it's used for body blocking to prevent you from even having the option of going after someone else.
Go for the person who unhooked and I said it should be disabled in the end game, as camping is the only real play killers have.
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@Kalinikta said:
https://forum.deadbydaylight.com/en/discussion/comment/2918667#Comment_2918667
You claim that BT only comes into effect if you tunnel is untrue. You yourself accept the survivor can interject themselves into a situation where the killer is targeting a different survivor... the definition of not tunneling.
It isn't fun for the killer if the survivors interject themselves into the chase, they are already not tunneling and yet get hit with the effect that is by your own according only supposed to be relevant if they are tunneling! You even claim that if they do so... now you should tunnel? But you weren't! Now imagine you actually down them... they have DS and what they are to blame for tunneling? The uno reverse card play does not apply. In essence your suggestion is; Killers should tunnel, here have a mechanic that makes sure that even if you weren't... you are treated as if you were tunneling, so now you can do so guilt free?
You fail to acknowledge the strength the effects and benefits that good survivors can get out of this. How that this mechanic is unfun for killers to face. You fail to respond to the elephant in the room, how is this to be considered enjoyable for killers? Where is the consideration to the fun of killers? How is this making the game more balanced, by adding a really powerful effect and ability to survivors... base kit!
You even have the audacity to claim this:
"it's that the game is balanced too much to survivors, that is a separate issue and quite frankly making the changes to borrowed time I suggest in the long run would help with that."
You don't care about fun of the killers, that much is clear; nothing in your suggestion would help killers, not in the short or long run. You state killers should never win, which means they should lose by definition. I don't know who you think finds it fun to lose especially if that is the only outcome they will ever get... and your suggestion is clearly geared to that.
what the actual hell? BT only comes into effect when you tunnel is untrue? It's the WHOLE point of the perk and certainly how it's used.
Your right it isn't fun if survivors interject themselves in the chase but it's free hits and there not doing gens, so it helps you. if you run into BT during a chase, then either 1) u tunnelled or 2) the survivor outplayed you but it is frustrating, no diff between that or them using iron will or dead hard to extend a chase
for the rest of your post, go back to my many posts in this thread, I already answered you many times.
I will add if killers didn't tunnel/camp, then kill stats be more accurate and more likely to show BHVR there is an issue with game balance.
an easy counter is to not tunnel which is why borrowed time becoming base-kit, stacking with the perk, and both being doubled is really not that big a deal.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2918667#Comment_2918667
if they interject themselves in the chase, then it's on them if you tunnel them.
Not when you gave them an utter broken 48 second BT. How do I tunnel them when they can literally keep BT for nearly a whole minute?
It's clear you have 0 idea how game balance works. Everyone has told you the idea is broken, and yet you keep ignoring them and screaming you know better than everyone else. It's getting tiring.
then stop replying, don't look at thread and let us grown-ups talk :)
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@Kalinikta said:
https://forum.deadbydaylight.com/en/discussion/comment/2918515#Comment_2918515
You are incapable of reading and claim it only affects you if you tunnel. I have stated by giving survivors a 48 second BT means they can cross the map to inject themselves into a chase with a different survivor.
They already do so to defend their mate that unhooked them in front of your nose! They do this to remove the pressure you created as a killer as soon as possible. That is opposite of tunneling, as you are trying to down the other survivor and not the one fresh off the hook. You claim that it is stupid, but it is not, they aren't wasting it as they utilize it to give their team an additional health state... just as they do now, that is what skilled survivors will do with it. With 12 seconds it is them asking to be tunneled, because you can count it out... with 48 seconds you are forced to hit them, it doesn't disable then btw it is activated, giving them a speed burst and that benefits the survivors.
I suggest you start trying to win and get kills, instead of throwing in the towel when survivors play that way and then come back to say how easy it is. This will help killers in the long run? How, nothing you suggest positively influences the killer or changes the balance you yourself state is survivor sided... just makes it more in their favor by giving them even stronger tools.
If fun is the main consideration, your suggestion fails as it introduces a mechanic that is unfun for the killers.
we're just both repeating ourselves now, its only not fun if you tunnel, if you don't, it's irrelevant <<<<<<<<fact
if they interject themselves in the chase, then it's on them if you tunnel them.
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@Kalinikta said:
https://forum.deadbydaylight.com/en/discussion/comment/2918078#Comment_2918078
Those that play killer and are trying to get kills are playing for fun as well? Your definition of fun isn't one and the same for everyone, as I really don't mind if I am being tunneled in a game for instance when I play survivor. Once again you ignore the aspects of the killers fun in your analysis. People playing to get kills, them tunneling and camping isn't because they aren't trying to have fun. You don't care about whether your attempts to get kills is successful, you claim there is no win... but the developers have defined it.
You aren't trying to win, you even stopped caring about losing and just accept that it is to be expected. Don't you realize that this means your MMR tanks and you might be facing people that are way lower than where it would be if you actually tried to get kills? Good for you that you play in a way you like and stop caring whether you were successful or not, but expecting people to not try and win/kill is unrealistic. Ever considered the fact that people play in these manners, because if they don't they just get creamed and that isn't fun? Why don't people play in the manner you state? Everyone here is playing for fun aren't they? So... if there was a more fun way to play, people would do that no? Yet somehow that isn't the reality?
You are acting like survivors are not capable of making the game unfun for the killer. You act like survivors are going out of their way to make the game enjoyable for the killers in any way shape or form? That is the thing with a versus game, people are playing for their own fun and it shouldn't be a requirement to sacrifice that in the name of someone else's fun.
You state BT and DS can be avoided by not tunneling, while ignoring the manner in which survivors can use these things to protect others as well. A lot of aspects in the game that results in these tactics being used is the back and forth between both sides making the game as hard as possible for the other. Survivors are not worried about killers fun in most games, they slam gens when they have the chance, they will flashlight save, pallet save, body block, prevent the killer of getting hooks when they have the chance.
People already body block for each other, especially if they have BT. Making it quadruple the length just means they can reach any area on the map in that time frame and do it. Is that fun for the killer, you are in chase the guy coming off the hook comes from cross map and blocks you to interrupt your chase... that is fun for the survivor, but isn't fun for the killer.
Your entire attitude and manner of posting is not considering both sides. All you are stating is: Killers must focus on the fun of others and ignores the fact that survivors don't do that either. Then make a suggestion to make the game harder, more difficult, more frustrating and easier for survivors to 'ruin' the fun of the killer. Maybe you should think about why people play in that way, a way you claim isn't fun... if you want to gut that manner of playing, what needs to change on the other end to make other plays more viable?
it only ruins the fun of the killer if you tunnel, if you don't tunnel, then it doesn't do anything to you. If you need to tunnel for fun, then I feel very sorry for you.
I'm not ignoring the fun of the killer, I stated a few times things are bad for the killer, mentioned head-on should be disabled, and mentioned killers need love as well. Survivors are just as bad as killers, it's a community-wide issue but for the most part, you can play around the cheap tactics with exception of head-on. killers are the ones that have the power to completely ruin the game for everyone.
The bigger issue for killers isn't the cheap tactics that survivors do, it's that the game is balanced too much to survivors, that is a separate issue and quite frankly making the changes to borrowed time I suggest in the long run would help with that.
BT and DS can only be used against you if you allow them to by tunnelling, if you don't tunnel, they do nothing and survivors get no value. If a survivor runs directly at you after they been unhooked, then clearly, 1) they have DS or 2) they have BT. if they go into a locker, then they have DS. Remember all you have to do is hit survivor once and BT is disabled. if they run at you and they get in your way, then they're asking to be tunnelled and quite frankly it be stupid to run at you, as they wasting the full BT protection they have.
Also how many times do I have to repeat myself on I'm not playing to frigging lose, doesn't matter how many times you try to say I am, I am not, I try to get kills and I do so without tunnelling, it seems clear I'm going to have to keep repeating myself many more times In here because at the end of the day, y'alll clutching at straws to defend tunnelling/camping when there is no defence of it.
an easy counter is to not tunnel which is why borrowed time becoming base-kit, stacking with the perk, and both being doubled is really not that big a deal.
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@Kalinikta said:
https://forum.deadbydaylight.com/en/discussion/comment/2917212#Comment_2917212
The goal of killer is to kill, even you state it as the fun is trying to get kills. Then follow that up with the statement you don't care if everyone escapes, that means you aren't actually trying to get kills.
Just because you have given up on trying to get kills and to win, as that is what the devs stated is a win for killer. You can play to lose, that is fine but expecting others to do that is unrealistic.
The fact of the matter is you are trying to adjust one aspect of the game, in the name of fun. While you completely ignore the fun of the other end. The fun by your own words is to try and get a kill, the mechanics you suggest make that significantly more difficult and frustrating. It wouldn't only affect tunneling killers, ever heard of body blocking? Even with current BT people go and help their teammates, imagine having the time to run across the map...
I play to have fun, that is why everyone plays games, to have fun, putting your own need to win ahead of other people's fun is wrong. I still get kills playing the way I do and I earn the kills by not tunnelling, I haven't given up on kills, I just respect that other people in the game are there for the same reason as me, to have fun.
Yet again, in no way do I mean you should play to lose, if I meant that, I would say that. I said the fun of the game is trying to get kills or escapes, and clearly, if you do, then well done but I can have just as much fun in a match without getting any kills, and a fun match is a win for all in the match.
Also, yet again, an easy counter to borrowed time and decisive strike is to not tunnel, it really isn't that big a deal if borrowed time became base kit and stacked with the perk. I would love to see the change and I would love to see borrowed time perk disabled in the end game, the quality of life in the game would be immense from this one change.
I repeat myself again, I never once said you should play to lose, it just doesn't matter if you don't get any kills or don't escape if you playing survivor. As for SBMM, why should we care about something you don't see and really have no idea what your MMR rating is, SBMM is just there to match-make us, it's clearly flawed and quite frankly irrelevant.
edit* I'm adding in, that there is a balance shift needed for the killer side and killers need some love for sure, but that doesn't mean what I'm saying about borrowed time is wrong.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2917221#Comment_2917221
You ALSO said Killers should never win. Keep trying to dodge your earlier posts.
I fully expect you to edit them and pretend you never said it, next.
But there is winning and losing:
You lost if you die as a Survivor. Personal views aside; the game says you lost. It is a lose condition.
You lose if you get 0-1 kills as a Killer. That's what 'Entity Displeased' means.
So you're wrong. But keep screaming about how you're smarter than everyone. 😂 Maybe someone other than you will believe it if you scream loud enough.
I'm going back to watching Otz vods while you continue to scream 'I'm right because I say so!' 🤪
and I also said there is no such thing as winning or losing, how many times do I have to say that before you listen. clearly, you can't have an adult discussion unless the person agrees with you, when they don't, you twist their words in all kinds of directions to suit your opinion.
You may disagree with me but at least I have been consistent with my posts, you consistently twisted my words and now accusing me of going to edit my posts when you clearly can see I already edited my first post and another post before you posted I would edit them.
I stand by what I said, the fun in DBD is trying to get kills and escapes, tunnelling is not fun and you know it, most players have known it for longer I have been playing and Borrowed Time needs to become base kit, stacked with BT perk and doubled in time. Also, this actually will help killers out in the long run as well.
If it does happen, then it is people like you that are at fault for it happening and remember, before I ever posted here, Patrick already alluded to base kit borrowed time in the last FAQ.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2917212#Comment_2917212
I never said played to lose, I said there are no such things as winning and losing
Ahem:
https://forum.deadbydaylight.com/en/discussion/comment/2915683#Comment_2915683
killers are not meant to win and there is no such thing as winning/losing in the game,
2) Most horror movies on which this game is based, don't have the killer killing everyone, so no, 4k and killers winning shouldn't be a thing, the fun is about trying.
In those two quotes, which I took from your other posts; you say Killers should not win or 4K. That means they should play to lose, as it's the only other option. Either you win, or you don't win.
Whatever you view as a win is a personal view point, and your own personal viewpoints on how to have fun should not be forced on others. Killers should not have to lose because you feel, PERSONALLY, that 'just trying' is more fun.
like really? how desperate are you to keep tunnelling in the game, your arguments are wild and inaccurate and full of twisting my words
lol I literally say there are no such things as winning and losing but you try to say I'm saying the only option is to play to lose, if I meant that, I would've said it directly, I did not say that. I literally said trying to get escapes and kills is fun, that is another option.
By all means, keep twisting my words but you clearly desperate to prove me wrong, when you know I'm right.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2917160#Comment_2917160
It's still 48 seconds, per Survivor.
Even if it only procs once each; the idea is OP, biased, and not worth considering.
Your whole idea, every idea in this thread, is based off your 'I don't like tunneling' stance.
Borrowed time base kit and perk will stack together, and increasing it from 12 seconds to 24 seconds, disable both in the end game
Biased. Horrible. No.
proximity to hook penalty is tripled
Biased. Horrible. No.
deduction of blood points if you hook the same survivor twice in a row if there are 3/4 survivors in the match
Biased. Horrible. What about Survivors wearing the same cosmetics to screw Killers? I guess that does not matter, because 'Killers evil'. No. No. No. No.
Most horror movies on which this game is based, don't have the killer killing everyone, so no, 4k and killers winning shouldn't be a thing, the fun is about trying.
Biased. Horrible. Irrelevant. No.
Do I need to go on? Your entire stance is 'Screw Killers for breaking my fake rules'. Nothing is valid. Nothing is balanced. And your only defense is 'I'm right because I said so.'
News flash: You're wrong. Camping, tunneling, and slugging are valid tactics. You can't report for them. Even the most well-regarded fog-whisperers do it at times.
You. Are. Wrong.
that is a great argument there, way to prove me wrong, oh wait no you didn't, you can see the anger in your post, if its a biased and horrible opinion, then the biggest percentage of people who play DBD are biased and horrible in your opinion, also I actually heard a fog whisperer earlier today talk about tunnelling in a not so flattering way. I've also heard an ex fog whisperer many times saying that tunnelling is not fun.
the simple fact of the matter and something you all know, tunnelling is not fun for the person you do it to, hard camping is not fun for the person you do it to and it's selfish to deny someone's fun all because you want to win.
also, I was trolling when I said there should be a blood point penalty for a killer who hooks the same survivor twice in a row, I trolled because I knew the reaction to borrowed time changes would get, this thread and the posts prove that BHVR needs to do something about tunnelling, so thanks all for the replies.
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@Kalinikta said:
Somehow... you don't really come across as someone that considers both ends. You play killer to ruin survivors fun, as that is what makes it more fun than survivor.
So, now you want to change the game so you can go play survivor to ruin killers fun? It doesn't sound like you are wanting people to have fun, but that you want to ruin others peoples experience in the game.
The claim that either side should never win is completely bonkers... how will you ever have any opponents if people are supposed to play to lose? Why wouldn't they not play the winning side?
I never said played to lose, I said there are no such things as winning and losing, I also said the fun is trying to escape and get kills, not actually escaping and getting kills.
playing killer is already not fun for most because of SBMM and boons. unless you play like I do and don't care if everyone escapes. doing what I said with borrowed time doesn't change that and doesn't effect any killer at all. Unless they tunnel which we all know is not fun for the survivor who is being tunnelled.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2917152#Comment_2917152
If every Survivor has BT, and every Survivor uses BT, the total amount of immunity is 3:20. They don't all go off at the same time, so they are not all counted as the same 48 seconds.
Either you have 0 idea how balance works, to not know this, or you're ignoring it and obfuscating the issue by pretending to be unaware.
The idea is horrible, biased, and should never be added. Ever.
the total amount of time is irrelevant. if one person has borrowed time and used it 4 times, it is still the same thing as what you saying.
it's still 48 seconds and I said it should be disabled in the endgame, it only matters if you tunnel the person of the hook, a simple counter to BT and DS is not to tunnel.
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@AngyKiller said:
Borrowed Time should never be a basekit & 48 seconds. This is such a biased, broken take.
4 Survivors having this would be a potential 3 minutes & 20 seconds of immunity. If you can't see how that is a problem, then I don't know what to say.
3minutes 20 seconds? No idea where you getting that from, it will always be 48 seconds no matter how many survivors have borrowed time
clearly, only one survivor can unhook at a time, so therefore one borrowed time base kit and perk would be active at a time.
p.s This is not directed to the person I quoted, loving all the entitled survivor comments, even though I said I play killer as well as survivor, way to look desperate in your argument against what I said because you know I'm right.
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I'm just going make one more blanket post to cover the complaints and excuses that people will make in this thread, even though they know I'm right that tunnelling and camping aren't fun for the survivor you do it to.
Do the following
1) Borrowed time base kit and perk will stack together, and increasing it from 12 seconds to 24 seconds, disable both in the end game
2) proximity to hook penalty is tripled
3) deduction of blood points if you hook the same survivor twice in a row if there are 3/4 survivors in the match
This achieves the following thing
1) It removes tunnelling from the game which is one reason why new players leave, I had 2 friends leave because of this and is 1 new player who posted in the thread.
2) It gives BHVR accurate kill stats that they can use to make balancing changes to help the killer's chances of getting kills, as right now it is difficult as the game is heavy survivor friendly.
3) You become a better and more skilful killer as there is no skill in camping and tunnelling
4) In the end game, you don't have to deal with borrowed time anymore or the unfair proximity to the hook penalty
To cover excuses for tunnelling/camping
1) I play killer as well and have both legendary killer and survivor achievements but sure call me entitled all you want.
2) Most horror movies on which this game is based, don't have the killer killing everyone, so no, 4k and killers winning shouldn't be a thing, the fun is about trying.
3) The changes I suggest only prevent you from tunnelling the survivor on the hook, you can still chase the survivor who unhooked and snowball
4) Yes, I realize the game is heavily survivor sided right now, but that is no excuse to put your own need for what you perceive to be a win ahead of the fun of other players, it's selfish to do so
5) Yes, survivors can play in a cheap way and something needs to be done about that as well, but a killer can play around that for the most part.
6) This isn't just my opinion, its a fact that many players agree with for longer than I played DBD
Now I leave y'all to it but finally, you know I'm right about tunnelling/camping
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2915533#Comment_2915533
I read the whole thing and I didn't see an explanation as to why it's wrong. You wrote the following;
"I don't care what excuses players come up with, tunnelling and hard camping (staying at hook) are wrong, there is no skill to it and it's not fun for the players and this is well known to players, this game is meant to be fun for everyone."
Like I wrote, you can't deem something "wrong" because you don't like it or it's not fun for you.
an you can't deem my opinion wrong just because u disagree with it, there is no denying tunnelling/camping is not fun and u know that
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2915533#Comment_2915533
But tunneling/camping is a way to try to get kills and sometimes the only way. I am not sure what your point is. Winning/losing is clearly defined by kills/escapes. You yourself said the game is about that which is actually contradicting.
And nah you don't play killer enough if you think you are always in control and that only killer can ruin survivor experience and no vice versa.
Please don't put words in my mouth, in no way did I say the game is about winning/losing, I said there is no winning or losing, and the fun is trying to get kills and escaping.
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@Shaped said:
Camping/tunneling is not any less fun that gens poping left and right and you are a punny m1 killer who can't end up chases quickly because it is not physically possible.
It goes both ways so you can't just punish one side for trying to win.
This game is a mess for both sides and while I agree that adressing some frustrating designs would be nice, doing it your way just buffs one side without any regard for the other.
killers are not meant to win and there is no such thing as winning/losing in the game, the game is about the fun of trying to escape or get kills. I play killer as well as survivor, killer is actually MORE fun right now as killers can ruin a survivor's game experience
edit* you don't see MMR rating, so SBMM based on kills/escapes is irrelevent.
@[Deleted User] said:
"tunnelling and hard camping (staying at hook) are wrong"
Why? You can't say something is just "wrong" because you don't like it.
I already said why it's wrong, read my full original post.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2891712#Comment_2891712
Worse ping hurts, a lot. Killers lose out on hits that they otherwise should've gotten and Survivors get hit after they've already vaulted the Window or dropped the Pallet
yeah I see it at pallets/windows at times and when I get juked by survivors. it sucks but May 5th I will be a pro DBD gamer lol
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@ThatOneDemoPlayer said:
Plague is fine imo. She's really good and easily counters CoH and even DH when her Power works, which isn't her fault it's just servers being funky
This comment is very interesting to me because for some time now I'm starting to think I lose out on more 50/50 hits, like the tip of the weapon or pallet/window vaults because my ping isn't as good as other players, wonder if the same thing going on with Plagues power.
I was on 6/7 Mbps upload speed but on May 5th I get upgraded to 30 Mbps, not 100% sure but believe upload speed factors into ping, be interesting to see how much it helps.
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@Whoudini said:
https://forum.deadbydaylight.com/en/discussion/comment/2886974#Comment_2886974
If the maps were made smaller this would address the corrupt purge issue. Plague is an A tier already very good killer, with some unfortunate rng like this and if the maps were smaller (you have to agree that mother's dwelling is way too big) then it would address the issues a lot more. Maps can be different sizes but there has to be a size limit.
Yes it would resolve the issue but it would come at the cost of variety in maps, I value variety in maps over resolving corrupt purge issues.
No, I don't agree on mother dwellings being too big, it's the biggest map in-game for sure but there SHOULD be big maps, there should be big, mid, small maps, this gives us variety, which is why I still think how Corrupt Purge should be changed to how I suggested.
Hopefully, devs at least get rid of Plagues chanting alongside the new Ghostface chase music.
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@Whoudini said:
This is not necessary.
Sure remove the chanting because it is annoying. However, the whole pool thing is a map problem rather than a plague problem. You could kill 2 birds with one stone if you made the maps smaller in this case.
I don't agree with the map issue, I like the variety in the maps, there should be large and small, the only fix needed is Plagues Corrupt Purge.
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I think I was wrong in using the word buff, "change" is more the correct word, Plague needs a change by removing her chanting sound and changing how corrupt purge works.
Time is everything for a killer, so taking time out to go get a corrupt pool does hurt Plague and she is not that mobile on big maps, I really think it helps her out greatly.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2851400#Comment_2851400
Well she didnt even use a tv in your clip, I'm sorry but you just ran into her while she was manifested so you didnt see the red stain.
I promise you shes not going faster and is just a normal 115% killer. Its likely you're just getting abit confused due to the no red stain etc. I would suggest looking behind you as you're missing alot of what is actually happening.
She certainly doesnt need a nerf, if anything a buff. Shes still new and you'll get use to it in time
I'm not disputing I made a mistake and ran into her, I even said I combined the two hits in my brain on the post with the clip.
I'm now disputing the combination of "her movement speed while manifesting" and "time between re-manifest and attacking", based on what I see in the clip, that is too fast, especially considering there are addons as many have told me to speed that up more.
And yes that does need a nerf if it's working as attended, It to fast and there is no reaction time for most players, there should always be a chance to react. This clip probably isn't the best example of it but when you combine the speed she moving when manifesting, then the speed she downed me after I ran into her, that combination will get her hits she really shouldn't and explains the surprising hits I have been seeing in other matches.
Also, I know how to look behind me, I have successfully looped the new killer in other matches, I made a mistake in this one but that doesn't mean I'm not wrong about her needing a nerf.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2851385#Comment_2851385
It's fine, you're just mixing up the fact she was manifested so she had no red stain. You full on ran at her so she was right next to you, dont forget shes 115% speed and you're only 100 so as soon as you ran into her it was 100% a hit with no speed boost.
The only way she gets a speed boost is through the tv. She has bloody finger nails which can increase that speed duration and an addon called telephone which will slow you down slightly when she manifests.
This is completely normal and shes working as intended, you probably just not use to it yet is all. Small killers hitting with their hands always looks odd but it all legit
But she wasn't using bloody fingernails addon, she was using "Old newspaper" and "Cabin Sign"
if that is working as attended, then she needs a nerf and you can't say the speed when looking for me on the ground is right, that is way too fast.
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https://www.youtube.com/watch?v=RgG0U7Ir-KQ&ab_channel=Notretsam
Here is a clip but I got mixed up, I remembered her red stain approaching a window but that was on the first hit, which is the window I vaulted before this. Also, she didn't follow me through the window, as I said, I got mixed up with the first hit and put the two hits together in my brain.
However, this clip does show how fast she comes out from manifestation and is able to hit me, it's fast but mostly, check out her speed when is she looking for me on the ground, that can't be right? I think she manifested and can move faster then but that is crazy fast when combined with how fast she can attack when she re-manifests.
I think it's a combination of the two that is the issue, speed that Onryo can move manifesting, plus the time between re-manifest and attacking, there is something off there I think, either she needs a nerf there or something else is up.
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@Plu said:
She gets a speed boost when using a TV and one of her addon make it last longer.
Also she's very smol and it might make it seems like she's faster than she is, kinda just like how some small killers looks like they have a longer lunge than other killers.
The fact she is smaller doesn't mean she can move around the wall to the other side of the window I just vaulted faster than I can vault the window and I have resilience/spine chill active. The hits at a window in another match, well window hits can always be iffy at times, so that not really new.
Also, have stated in the thread a couple of times that killer wasn't running the speed add on, they were running "Old newspaper" and "Cabin Sign" addons
There was no teleporting to TV either I believe but I check the recording to be sure.
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/2850169#Comment_2850169
You said her three perks, but were they running Play With Your Food? It's a good perk for a hit and fun killer, and I can see it being part of Sadako build.
Plus I think she just looks fast, short killer with tiny little legs moving at 115% just looks off.
Of course, could always be a hacker these days.
One only had 3 perks but can't be certain what other Sadokas have been running
I was using resilience and spine chill, faced other Sadoka killers and was able to window vault without being hit or caught, been like 5/6 times they appeared faster than normal, so why I asked if anyone else experienced the same.
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@BlackRabies said:
Bloody finger nail increases speed duration by 50%.
She gets a speed boost after she teleports through a TV for a few seconds.
Also when she's using her power right when she chooses to become manifested there's a few seconds when she can attack even though she still appears to be demanifested.
I was aware she gets a speed boost after teleporting to TV but I was seeing the speed when she not teleporting. Also, the killer wasn't running bloody fingernail addon. "Old newspaper" and "Cabin Sign" addons were what one sadoka killer was running with her 3 perks.
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@Killer_Queen said:
She has an add-on called bloody fingernails that increases her speed.
didn't know that but dead dawg sadako wasn't running that but never looked to see what others running, thanks, I keep an eye on addons now.
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nothing wrong with dead hard, the problems in this game is the massive amount of pallets on maps, boons being overpowered, survivors being able to juke faster than you can swing, SBMM being no fun for anyone, survivors needing more tasks to do, hacking, survivor play is just super easy and comfortable. dead hard is and has never been a problem, the game was more balanced then people wouldn't have an issue with dead hard.
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@NoOneKnowsNova said:
https://forum.deadbydaylight.com/en/discussion/comment/2663170#Comment_2663170
As far as I'm aware, each killer does have a separate MMR.
When you first play a killer, your MMR will be similar to what you have on other killers at first. I've no idea why they implemented this however if this is the case.
yeah that's not good if it similar MMR, it should just be the lowest MMR (or a big 0) for any killer you first start playing with
I really wish BHVR just show us our MMR, so we know for sure instead of guessing.
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Instead of setting up a new question, I think it be best to ask my question here as it related to the orginial question, and the answer given here is directly related to my question as well.
Are we certain that each killer has a different MMR?
as I saw a popular streamer today say that it was one MMR for all killers, it was originally planned to be different MMR but that was changed.
Also, my main killer is Nightmare and I'm certainly higher MMR with Nightmare than all my other killers, but when I started to play with Plague for first time, I didn't see any differnance with level of survivors I was going up against. First match was easier, then it was sweaty after that.
how quickly is MMR established on a new killer? 1 match mininum?
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I still think flashlights should be limited all together but preventing survivors from changing items after they enter a lobby would help as well. Least, this way you always going to have time to see it and change perks.
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@NeonFlowerPower said:
https://forum.deadbydaylight.com/en/discussion/comment/2650845#Comment_2650845
Your gameplay directly ties in to the flashlights though, because flashlights are very easily counterable by things that are not hard to understand at all.
- Stare at a wall during pickup.
- Slug the survivor and go after the one doing the flashlight save OR simply scare them off. (You are faster than survivors so they can not catch up to you.) If all 4 survivors are there, then no one is on a gen and you can injure them all or start slugging.
Saying flashlights are OP is almost like saying Nurse/Spirit are weak killers when in reality, you are just not good at those killers. In this case, it seems you are just not good at countering flashlights. Doesn't mean they are OP, hell I don't think anything in this game is really OP. Unfun? Yes, there are tons of unfun things in this game like Dead Hard and Ruin.
I'll gladly take 4 flashlights over 4 medkits/toolboxes any match.
how many times do I have to say in this thread that swf's manipulate the map so you're out in the open for their friends to snipe you? this is the 3rd time now.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2649659#Comment_2649659
Ok, no worries if you don’t want to read what I posted. I did talk about flashlights too though.
I did glance at bullet points and they were all critiques of my gameplay. most of the stuff I glanced at, I already know, I had a bad match, it happens but as I said, critiquing my gameplay isn't the purpose of this thread.
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@Bran said:
flashlights aren't too much of an issue if your mindful of them.
1) look at walls/objects so you can't be blinded
2) if a survivor is trying to get a flashlight save, you can chase and run them off and you'll probably have enough to time to pick depending on distance.
3) lightborn. as long as you have or want to use it otherwise look onto 1 and 2.
1) swfs will deliberate go down in the open where there know a teammate can get the save, and when you have more than 1 survivor with a flashlight, and they know the angles well, you going get caught more times than not.
2) I tried but I had a bad match in that respect, it happens. actually lost this match before it even started but that not the point of this thread.
3) I would use infectious fright but as the start of the video shows, 2 of them switched over to flashlights after 15 seconds and I didn't. also, I don't have lightborn unlocked.
flashlights are an issue and need to be nerfed, or limited, or removed altogether. Personally, I would limit the amount in a match.
after all, one match isn't enough to really show the problem but this match is an example of what a lot of people face, I played badly in this one but has been other times I did better. it's not like that for everyone, it's annoying and survivors do it as it's fun for them but at the expense of the killers fun, it's a problem that has got worse due to how comfortable survivors are now. I believe it should be addressed and something should be done about it by behaviour, especially when you consider the epilepsy issue that another thread has rightfully addressed.
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@dugman said:
Watching the video a couple of quick notes
- I noticed you’re standing still while placing Freddy’s snares. Try placing them while moving, it’s a lot more time efficient.
- You left a survivor at a dropped safe pallet because you didn’t want to get blinded. But if you break the pallet and they blind you they’re actually just wasting their own time for the most part since they could instead just run away and get more distance from you. So think of them using the flashlight in that situation as wasting their own time and flashlight charge for no particular reason (other than maybe the bloodpoints it gives.)
- There were a few times in a row where you swung at someone making an obvious fast vault through a window. If they’re that far away and clearly making the vault don’t swing, it just slows you down.
- Around the 5:30 mark there’s a section where you seem confused over where to go or who to chase. You had already abandoned chases at some dropped pallets, not broken them, then looked at a generator for a few seconds while deciding if you wanted to kick it, looked around some more, and still weren’t trying to get into a chase to pressure anybody. That’s losing a lot of valuable time, just go with your gut and act on that, it’s better to do something suboptimal than nothing at all.
- Back to pallets, if a pallet is clearly a safe pallet go ahead and break it. It helps create a dead zone in the area for later in the match. If a pallet is gameable then you can leave it up, but the safe pallets you gain a benefit from getting rid of, assuming you can’t quickly catch a survivor by not kicking it.
- If someone is trying to flashlight you while you’re already carrying them you can look down to avoid it normally. It seems like you were a little confused over how to avoid getting blinded while carrying someone toward the basement. Also if for whatever reason you are sure you won’t reach a hook you can manually drop a carried survivor by tapping the R key. Sometimes that’s useful when you’ve had two or three survivors blocking you, you can hit them, drop the carried survivor if you know you won’t get to the hook, then chase the survivors you just injured.
- You’re swinging at survivors after they already vaulted a pallet. Again, that’s slowing you down.
The video seems to be cutting out about halfway through here unfortunately. Thanks for posting it! I think my main advice is you might want to rewatch your match, look for places you missed hitting survivors or seemed to not be doing anything specific, and keep those things in mind when you’re playing. Don’t stop moving, always be in a chase if you can, place snares as you move with Freddy, and clear out safe pallets to create dead zones.
And remember, if you are chasing someone and another person is following you with a flashlight that’s a good thing! It means you’re keeping two people off the generators for the price of one chase. Just keep an ear and eye out for them and chase them off before you pick up the downed person, look at walls when picking people up if possible, and while carrying someone look at the ground or moonwalk to the hook if they’re trying to blind you mid-carry.
sorry but I didn't read this, this thread isn't about critiquing my gameplay in video, I know I played badly but that is not why I posted, flashlights need to be limited to 1 per match for all survivors, the video is there to visually show why flashlights need to be limited.
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@Kiikii said:
Agreed. But you know they should address their lack of epilepsy warning first alongside seizure warnings and completely detail how many times you can get flashed back to back, what it looks like, how many means you can be blinded from then directions you can be because I have gotten blinded by the front of me, the left of me and the right, but never up or down. So be ready to have some sore eyes from really horrible people that are being enabled to cause you epilepsy and seizures from sheer harassment. Be sure to see a eye doctor regularly. Not even joking. I may see some one soon too.
limiting flashlights to 1 per match would help with that and yeah, I saw that post and must admit I never even considered that, it is certainly more important to resolve but as I said, limiting the number of flashlights in a match would help with that as well.
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the only issue with dead hard is that behaviour messed with it all, it was fine as is but now, I hit as they dead hard but appears to me as it does and I get attack cooldown, they get to run off and get an extra few precious seconds to create distance, therefore wasting more of my time and I lose more gen progress with other survivors on gens.
blocking windows or pallets or whatever after using dead hard is not the issue, the whole point of dead hard is to either avoid a hit or reach a window/pallet. It just needs to be put back to what it was like before.
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I didn't read OP or any posts, read the title and popped in to say the obvious.
"if you think NOED should be removed, then Shade, Ghostface and any other killer with a one-down power should be removed as well.
Nothing wrong with using NOED, if you are so worried about it, find the 5 totems before the end-game and then you sorted, or you know, just wait till the end game and find the shiny totem and clear it, never understood the hate towards NOED.
it's a legit perk used by killers in a super survivor sided game that has 4 players vs. the one killer, while you're unlocking other perks, it's a useful perk to use until you got something better.
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I didn't read all comments as I usually would before I posted but it's after 2 am, so meh posting without reading.
I feel like this is the thing the developers need to address the MOST in-game, is the "toxic/cheap tactics" that killers and survivors in the game do, however, I highly doubt developers ever do anything because I believe they enjoy the chaos of it all.
The reason why killers tunnel(T), camp(C) and slug(S) is because the game is super survivor sided and players behind the killers want to win. The player has a choice in how they play, so there at fault for it but the developers are the main ones to blame. Devs need to close the gap between survivors and killers, until they do, TCS will never go away.
Survivors have 5 gens + open an exit, the killer has 4 survivors to attack, down, hook x 3, so 9 things to do per survivor and 36 in total. 1 gen can easily be done within the time a killer can get 1 hook, it's completely unbalanced. Survivors already have 4 vs. 1, developers need to either increase what survivors have to do or decrease what the killer has to do.
Let's be real though, survivors can be toxic and use cheap tactics as well, flashlights at pallets, deliberately setting off alerts by going back n forth over pallets or other methods, t-bagging, offerings to increase the distance between hooks + sabotaging + body blocking.
There appears to be a big divide between survivor players and killer players, one side argues for their side but doesn't seem like many argue for both sides, so highly doubt it will ever be resolved.
End of the day, all these cheap ways to play I listed in the post is part of the game as the ability to do them is there, so technically there not doing anything wrong but it does lessen the fun a lot, this is a big reason why people have a love/hate relationship with DBD I think, certainly is in my case.
What I would say to killers is you are not meant to win, deal with it and have fun trying. Although personally think 2 kills is a draw, 3+ kills is a win for the killer.
What I would say to survivor players is, you already have a 4-1 advantage, do you really need to use flashlights/flashbangs to survive or t-bag, no you don't and remember there is a real person behind the killer who looking to have fun as well.
Just my opinion but I don't think this thread or my post or any post will change anything, only the devs can fix this.
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@Seraphor said:
How about adding flags to players you've blocked.
So when in a lobby, you can see any survivors you've blocked, and also get a notification if the killer is someone you've blocked. That way you have a choice to lobby dodge if you wish.
that would work, great idea :)
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@Rullisi said:
Some games have this. You just block the problem players to you and you don't have to play with them again. I don't think there's any downsides to this. Only makes dead by daylight a better place. It's so simple.
@Mandy said:
Whilst it might sound simple, it's not ideal. People would just block players that are better than them or play a killer that they don't like or use a perk that they don't like - so much of that can be abused, and that won't make the game a "better place" it will lead to much longer queue times.
I completely agree with Rusllisi, when you block someone, you should never have to play with them again.
The whole point of the block is to block that person from ever interacting with you again, playing a hunt round with them is interacting and it should be blocked as well.
Yes, people would abuse it as people can suck but its more important to give people the peace of mind of being able to block someone and never having to interact with them. There are pros and cons to every decision made but the pros completely outweigh the cons here, block should block being able to play with the blocked player again, rather stunned it didn't already include that.
There is a number of toxic players in this game who can ruin the game for people who spent quite a bit of there money on this, this is part of why I signed up. As I wanted to see if there was any talk about it here on the forum and see if anything is being done, I find a mod disagreeing that block should block every interaction with players. It's disappointing because of something not done about the toxic players, its just going grow into a bigger problem for DND.