PetTheDoggo
PetTheDoggo
About
- Username
- PetTheDoggo
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@BongoBoys said:
Blight needs nerfs make him 4.4ms and lose 3 tokens when breaking a pallet
That sounds as overnerf to me. Kinda doesn't make sense to make him walk slower and force him to walk more at the same time.
I think losing tokens on pallet breaking might work, but probably like 2 tokens. Rather than forcing him to be 4.4, I think it would be better to rework one of his movement speed addons.
Blight without speed addons is not really that big of deal imo. The difference there is massive. -
@jedimaster505 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041883#Comment_4041883
I escape more than average because my skill level far exceeds the skill level of the killers and survivors I am put with. Doesn't change the fact that the game balance is terrible and needs to be fixed instead of handholding the killer mains when they throw a tantrum on Twitter/YouTube/Reddit,etc.
my skill level far exceeds the skill level of the killers and survivors I am put with
Yeah, sure sure. We believe you. You are basically god in human form.
Best player to live, sadly you are so strong, it would be unfair to give killer any nerfs. We have to buff them more to balance you.
-
@jedimaster505 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041878#Comment_4041878
Because carrying other survivors every match against low skill killers that abuse cheese tactics isn't fun and needs to be addressed.
But you are already escaping more than average even with those "cheese tactics", which you seem to encounter a lot with how much you complain. So doesn't seem to be an issue.
BTW protip, if you have an issue with other survivors getting tunneled, use Babysitter :)
-
@jedimaster505 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041865#Comment_4041865
My escape rate is above average and I consistently run killers for multiple gens a match. I've played since 2016. Everything I said still remains true about the state of the game balance.
If that was true, then I have no idea why you complain so much on the forum….
Above average escape, yet still playing the victim
-
@jedimaster505 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041858#Comment_4041858
All I offer is the truth.
If you suck at survivor, use WoO and exahustion perk. Very difficult to have bad chase with those…
If you are good survivor and still can't escape. Find decent SWF, but more likely you are just not as good as you think you are.
-
@jedimaster505 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041854#Comment_4041854
They're cheese tactics. Tunneling/slugging/camping take a few hours to "master". Running a killer for 2-3 gens takes far, far more skill from the survivor than any killer needs to secure a 3-4K.
Yeah, it took me so many hours to learn how to hold W, which is enough against majority of killers.
-
It's possible to win as 3 survivors against 1-2 gens left. You basically need one good chase for it (just prerun like crazy).
If someone dies at higher gens, it's definetly an issue, but that simply shouldn't happen. It means survivors just played bad…You can keep survivor on hook for 70 seconds per stage, you get early tunnel out only if someone unhooked too soon.
-
If you lose more than you win as a killer main, it's a skill issue, no matter what killer you choose.
So you just want to trash talk players, who refuse to tunnel and simply don't have macro level gameplay to play without it?
I would expect survivor mains to try encourage that…But I guess it's easier to go for another rage bait.
-
I would prefer survivor aura reading from Kindred…
-
I don't think outside of chase mobility is an issue, something like SpringTrap. That makes killer more likely to be more interesting to play as, but not annoying to play against unlike chase mobility like Kaneki, Krasue.
-
@iOverSpray said:
Merchants 3 gen was almost unbeatable (almost). Ghoul is fine leave em be.
I will rather play against any version of Skully than Ghoul…
-
I definetly take this basekit mori over surprise Tombstone Piece any day.
-
I won't be playing against him as long he can cancel in middle of dash.
I want him to be able to cancel only after his dash+slide, so his skill floor increase and there is better counterplay.Right now, I don't believe his results reflect his difficulty.
-
I would say balance SWF vs higher tier killers is quite good.
So instead of nerfing killers to break this balance, just buff soloQ and give them more information…
-
@MrRetsej said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4039468#Comment_4039468
And you too, do not know what you're talking about, as random1543 points out the difference in playstyle between v1 Release Skull Merchant and whatever you think you're describing.
If you don't actually understand the history of how this killer has worked, her many changes since release, and how that has impacted her perception and position in the game, then arguing with you is pointless since you're arguing from both a place of ignorance and bad faith.Lol, I have played her since PTB all the way to nuked version.
What does current version have to do anything with first and later versions? That's just not relevant to our current situation, where standard gameplay was nerfed with latest change and you are forced into "cheese" way of playing.
That is what this post is about, I have feeling you got lost from different post, where guy asked about why she is hated…But I am glad you don't have anything to say against my argument.
-
@BongoBoys said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040264#Comment_4040264
I get why it had to go but now the problem is there's no infection worry outside of chase, spreading infection to others you ain't going to chase is pointless since cleansing is extremely easy and plentiful and leeched stage 2 99% of the time never happens.
Changes Krause needs is she no longer spawns mushrooms when changing form and Mushroom spawn rate is reduced.
Infecting survivors around you still works to prevent them from body blocking you.
Cleansing is "easy", but it still takes a lot of time and works for her as passive slowdown, because survivors need to travel to get those mushrooms. -
Anti-tunneling is buff for all survivors, not really reason to hide it behind soloQ.
If you want to improve soloQ, that would be done by giving more information. I really want chat wheel in DBD with some basic call outs….
-
@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4039975#Comment_4039975
Well he is easier than spirit but has longer cooldown for attack after cancel.
Even if he couldn't cancel mid leap, he would still be able to get same results, but it would require knowledge, where exactly you need to target leap so you end near survivor, or try to use your last leap, which doesn't have slide…Thats not true because he couldnt get same results because it would took away something and when you take away something it usualy leaves you with max simular result but not the same look at blight for exsample he lost hug tech and is still s-tier but his ability to outplay mid safe shorter loops is now way smaller tna before when he had that hug tech or dracula he lost hug tech on wolf and even he is simular strenght still wolf pounces with hugtech were very hard loss for him because now he has more limited use of his dashes simular to blight scenario so I dont think he would drop in power that much but we cant say he would have same results.
His vault I would compare more to wesker than legion becasue legions vault is stronger but legion cant down you if he isnt coming for the fift hit with his frenzy, I have one big problem with ghouls vault and thats now the hinder that somehow exist for uknown reason because I havent noticed kidnap tech exist sunce its fix but now he just slows survivor he hits when vaulting something and thats more problematic than his vault speed (if I remember correctly I used enraged vault on shack when survivor was on other side of window and he was able to make it to the window still so without the hinder its not that op but because of that hinder being there its way stronger).
legions vault is stronger
Legion vault is worst vault in the game, because how easily you can vault back as survivor.
If Kaneki had vault as Legion, I couldn't care less about it. But Kaneki has vault better than Wesker for some reason.
Thats not true because he couldnt get same results because it would took away something
Depends on what you take away. Also depends on what the result is.
Result here would be to use his power to get near survivor and down them. This result can be achieved even without mid dash cancel, but you have to target specific spot, so your slide end next to a survivor.
Alternative result is to bodyblock survivor in loops. Even this result can be achieved even without mid dash cancel, because you can use your last dash for this.So his results can be achieved even without the mid dash cancel (I would expect him to be able to cancel after the slide unlike Blight/Wesker). But it would be more likely for Kaneki to miss play and overall not so easy to do. Survivors would also gain an ability to punish mistake by double backing, if he dash too close.
-
I want Chewbacca as legendary skin for Jeff…
-
@Alen_Starkly said:
I agree with the inability to see auras while charging her power. She's strong enough that players playing her shouldn't suffer from this change. I am not sure about other proposed changes though.
What I really want is to be able to stun her anytime. If she's blinking through a pallet, let me stun her (similar to Spirit). And let me stun her during fatigue. It's ridiculous that I cannot stun her while she's fatigued. Stunning should also deplete all of her charges, and they would start refilling only after the stun ends. This would also tackle the problem where she can insta blink to a survivor after the stun from DS ends.
I think inability to see auras is what she needs most right now.
Stun idea sounds cool to me and I would like to see that.If they want more, I would definetly be up for reworking that longer lunge addon.
-
Pain res is last good slowdown perk that was released and it's a long time ago…
How are people surprised there is no variety?
Meta shake up by nerfing best perks is terrible idea. They did it once and it failed hard. They had to buff most of those perk back anyway…
Create alternatives by buffing weak perks. Issue is most perks in DBD are terrible by design and can't be saved by number changes.Funny you seem to want mate shake up only for killers… It's almost as you simply want to nerf killer meta perks.
Wanna nerf the most picked survivor perks too? That would be fun to watch on forum. -
Would be nice snowball perks for chase oriented killers. Probably good idea to lock it after 4 unique hooks.
I think cages would be actually too strong, because it prevents any saves. Just pick and send them to random hook would be good enough imo, maybe put it under some button, so it's an option for the killer like anniversary, not something that happens always.
-
I am currently on break too.
My main issue is simply the Ghoul. There is lot of them and I refuse to play against him.
Waiting several minutes queue time just to stop caring about the game in first 10 seconds is not really interesting, so it's better for me to not play at all.Overall devs did some really not smart things in last year. Whole Operation revert was so bad…
From new killers, I like Animatronic, but who the hell designed Ghoul/Krasue (I expected it was same group of devs). Oh look, Chucky's vault is one of most hated things we have seen in past years, let's give vault to more killers…
Houndmaster was by biggest disappointed yet as a killer main, I was so hyped for doggy. -
@Royval said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4035328#Comment_4035328
that would make him clunky and bad.
He would be more than fine, if his cancel was only after his dash and slide. So he doesn't have to wait for automatic cancel between dashes like Wesker/Blight.
-
@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4039793#Comment_4039793
Blight doesnt need to stop because he can hit you straight from his dash, kaneki cant thats why he has to cancel his power mid leap, blight moves fast in his dash and has pretty solid hit box if the player understands it (its starts big, realy big because at the start he can hit you when you are slightly behind him its called "shoulder flick" and than its thinner till its looses ability to break pallets near its end). Fact is blight needs more understanding and mechanical skill but he is just bigger monster after that and some loops where kaneki is just m1 with fast vault blight compleatly obliterates like shack (ghoul can bodyblock you if he uses his leaps to cut you off but thats very hard due to autoaim targeting survivors when he aims close to them so its hard because it requires good aim with fast reactions and some luck with autoaim so not many ghouls can do that) or any loop with longer walls where ghoul can do much but chase you down as m1 or try very risky cutting you off with his leaps but blight can rush it down with ease and dont forget blight is slightly slower than billy when using his chainsaw (blight is like 9,2 m/s and billy is without overdrive 10,2 m/s) but blight has way more control over his dash and only doorways are stoping that (thats why he sucks on indoor maps mostly and why larrys is considered one of his worst maps).
kaneki cant thats why he has to cancel his power mid leap
So he is basically like Spirit and can use his mobility to end next to a survivor for easy down.
What's the point of free injury then? Isn't whole premise of free injury to have difficulty of downing survivors?
Even if he couldn't cancel mid leap, he would still be able to get same results, but it would require knowledge, where exactly you need to target leap so you end near survivor, or try to use your last leap, which doesn't have slide…I also don't get why his vault is better than Legion…
-
Wesker doesn't just miss, but his miss is also very punishing. Kaneki doesn't really have that…
Low fatigue and can cancel whenever he wants. There is not really room for missplays.
-
@jedimaster505 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4039904#Comment_4039904
this is the whole SWF > Killer > Solo Q mantra, which is false. the hard truth is Killer > SWF > Solo Q
when BHVR released stats it was evident that duo and trio SWF performed only marginally better than solo Q players. in fact I remember that in one stat release solo Q actually had a slightly higher escape rate than duo Q. the elite 4 man comp SWF is not what the average killer faces most of their matches, at least not til they've blasted through a bunch of mediocre SWF's abusing cheese tactics to get a "high MMR". even at the top level killers win more than they lose.
when BHVR released stats it was evident that duo and trio SWF performed only marginally better than solo Q players
Also when they released stats, it was clear Nurse is not the best killer in DBD… It's almost as just playing best thing you can do, won't compensate lack of skill.
Fact is SWF gets you on par with best killers in DBD. But neither of those can save you, when you are just bad at the game.
Killer > SWF > Solo Q
Those have to be some really bad players, if they are worse than low tier killers…
-
survivor mains have learned to adapt
Lol… Survivors adapted so well to Skully, right? (Second version was more than managable)
Whenever there is new perk / killer, they don't complain about it, right?
Survivors are exactly same as killers. It's funny to think otherwise.Balance of this game is same as it always was
- Top tier killers / SWF
- Most killers
- SoloQ / Lowest tier killers
But even after this, it still comes down to basically how much you want to win the game and that reflects your playstyle and build. Doesn't matter which side, both can came into the game with things, where other side kinda lose by default unless they match it...
-
I would like to see Angel like killer and extra realm as killer power sounds cool, but I really worry how they are going to balance that.
-
Yeah, I am not really fan of the change. I guess devs had too much free time.
-
Once the cooldown is done the boon totem reactives.
So killer can't really do anything against it…
You have many spots, where killer has to go really out of their way to snuff the totem. That would be just pointless with this.
Can we make it for hexes? So survivors have to cleanse them every 60 seconds. Doesn't really sound balanced…
-
They should, but it never really worked.
Survivors spawn together more often than before, but not always.
-
@MrRetsej said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4039032#Comment_4039032
I don't think a killer should be adjusted to make them convenient for players that are lazy and want free wins. That's how you end up with Release Ghoul/Krasue/Skull Merchant.
Adjusted? That's how she was before…
I highly doubt drone recycle was intended way of playing her, but hey maybe I am wrong about that.
Standard gameplay loop for her is simply worse now and doesn't matter which playstyle you prefered, because of this change and it forces you into single weird way of playing.Calling undetectable on deploy "free win" is hilarious…
Whole nerf of undetectable was because they didn't want her to have infinite undetectable with her cooldown decrease, just to give her patch later way of gettting infinite undetectable? That just doesn't make sense.
-
Is he really impossible to loop?
It's not that difficult to stun him in his dash, not like he can fake it…Pallets work, windows work and distance works
Sure, you can't give him pallet side on short loops, but that's not really unique for him. -
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4039404#Comment_4039404
She had a 70% KR without hook suicides or DC's as SM 2.0
Yeah, I said it was very high…
She was mainly noob stomper, it wasn't really that difficult to beat her imo. Sure, kinda depended on map. -
Well, she used to be very good at holding 3-gen, in 3 gen meta…
Then first rework created situation where she required very little effort to play, but was quite difficult to understand for survivors.
She was easily beatable at that point, but she was definetly good noob stomper.But because she was so easy and survivors got used to giving up from her 3-gen era, her kill rates were very high and survivors complained, so devs nuked her…
Funny is survivors complained about playing her even after she got nuked. Even now, devs were not willing to just buff her, but had need to add some nerfs too. -
@BongoBoys said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038965#Comment_4038965
The problem is the killer itself not the perk it only makes sense to Killswitch Dracula
Yeah, but 1 perk affects players less than whole killer.
It's always better to killswitch perks. Unless you can find multiple instances, where Dracula gets broken with other perks. -
Whispers doesn't detect on hook survivors.
Rework Spinechill -
I would change it so it counts only gen kicks, not perk triggers.
Basically so Eruption doesn't half your limit. -
I really don't like undetectable on recall. It's just nerf for normal playstyles and it's good only if you are willing to recycle one drone for infinite undetectable. I am just too lazy for that.
I used to enjoy her ambush playstyle with undetectable and mostly ignored drones overall, but that's just more work for same result now and result is not even good. -
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/461889/new-lower-bloodpoints-incentives
The incentives are automatic, so they can't be on "the wrong role" but the scaling might have always had this but maybe it hasn't been bad enough lately?
they can't be on "the wrong role"
Well, they can be, when system is not working properly for over a year…
At least on EU, bonuses don't reflect queue times.
-
I don't mind strong killers, but skill floor needs to match performance of the killer.
Ghoul and Krasue simply fail hard at that aspect. -
@Leon_van_Straken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038841#Comment_4038841
Yeah but to be honest.
If the Skill Check is so big that everyone can hit it all the time… for what is the Skill Check in the first place?
Just make it that you can press the active button in the pick up animation if you want to hit the Killer with DS.
Sure, just making it button press would also work. Making skill check bigger should be just easier code wise to do, because that's how it already works.
-
@GrimReaperJr1232 said:
If I had to look at it from a Dev lens, I would ask the following questions…
- If we restrict Nurse from using aura perks, what about other killers that can hit through walls? (Pyramid Head, Artist, Unknown (if you're really good), Vecna, etc)
- What perks are left for Nurse to use, except for slowdown? This isn't me saying, "all survs want is slowdown Nurse," but instead, me asking what kind of build variety is left as restricting that too far is dull/annoying for both sides.
- It is not as simple as you think. People bring up "Spirit has it," but that works by outright deleting the survs model from the killer's PoV. If we perma-blind her, she won't be able to see gens (because of how it's coded). And if we only blind her while blinking, then what's the point? If you're close, her charge-up is short enough that she merely needs a second to know where you are, and then she'll be on top of you, that brief blindness having minimal effect. If you're far away, well, then you weren't in danger.
- She could still use information perks to find survivors. It's not like Spirit builds don't use any information perks…
- Anti-healing and generic information would still be valid
- If I remember correctly Spirit lose aura of survivors before actually losing visual of survivor model. So it needs to work somehow there.
Removing her ability to see aura of survivor while charging the blink would be more than enough. So her counterplay is always available to survivors.
In code not all auras are treated same, when you have perk that shows just survivors aura, then that kinda means it is separated entity, or at least an entity with parameter that defines what it is.
So it shouldn't be an issue to disable just survivor aura reading perks.I think that's best change they could make for Nurse. It doesn't really reduce her power level, just force her into predictions / slower gameplay. Aura reading perks in chase let her negate whole Nurse counterplay, which is not good thing in my opinion.
I would rather prefer that over nuking her power in general. -
https://www.youtube.com/watch?v=OaWN0LkL-kc
You can check Hens video about Fun & Unique Builds.
Otherwise from what comes to my mind:
Hag with Weave/Franklins and Mint Rag was quite funny
Mad grit builds were always funny for me, but kinda map dependant. -
@Leon_van_Straken said:
I hope so.
And I hope they remove the Skill Check for DS.
Be honest to yourself for what reason is the Skill Check on DS?
Would make more sense to just make skill check bigger, so it's not really "skill check", but rather simply an option for you to activate it, but you don't have to.
-
@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038727#Comment_4038727
So you want us to run four perks to counter tunneling, hexes, aura-reading, gen slowdown, healing slowdown?
Sure, give me 20 more perk slots, and I'll be sure to run builds that counter everything the Killer can bring.
You don't really need a perk to counter hexes on most maps. Just learn totem spawns, they are quite bad. Not like hex builds are super popular anyway…
Neither you need to counter gen slowdown in my opinion, just spread on gens.So you can have anti-tunneling, anti-slugging, healing and you choose info/exhaustion.
-
Can't you just get survivors to farm as killer and show them you want them to go inside snowman?
-
@kaneyboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4034978#Comment_4034978
why is killer queue so long then?
I personally have longer queue times on survivors… by a lot
I play only evenings tho.
-
@MrRetsej said:
I absolutely disagree with the OP on their points, especially regarding the change to how Skull Merchant gets her Undetectable since 9.3.2, and question their opinion's value since it seems to be coming from a place of misinformation or misunderstanding of how her power worked previously.
The below is my thoughts from another thread, but they are equally relevant here, so I'm sharing them again.
Undetectable-on-Recall (UoR) is a flat out buff so long as you can adapt to a new playstyle. That said, I'm absolutely happy to see it and have been utilizing it to great extent in my Skull Merchant games since the update.I suspect the criticism of UoR stems from players who are either unwilling to adapt or those that fundamentally did not understand how ineffectual the Undetectable-On-Deployment (UoD) actually was, even when using the Adaptive Lighting add-on.
The tl:dr problem with UoD was that you never benefited from the entire duration of Undetectable. A common misconception is that the moment you activate any ability that grants Undetectable is that you are instantly left with 0 terror radius and no red stain. Although it is true you immediately lose the red stain, your terror radius actually gradually shrinks until it's no longer present. This is important to understand when you consider that Skull Merchant only gets 8 seconds of Undetectable and the timer for that begins the moment you press the M2 button. Factor in the 1.5 seconds in which you are animation-locked deploying a drone, your move speed reducing to 4.4m/s while deploying a drone, and the previously mentioned time it takes for your terror radius to fully dissipate, your actual effective time being undetectable is closer to only 3 seconds.
Even worse, specifically in regards to UoD, because the aura of drones is clearly visible to all survivors within 16 meters, they are more likely to see the drone's aura suddenly appear even if you manage to get up on them during that brief window where you have no terror radius. It doesn't take Sherlock Holmes to realize they need to be vigilant when a drone suddenly appears, terror radius or not since they were also getting a massive visual cue of Skully's presence. Worse still, trying to benefit from using the drones for Undetectable ambushes often left you with leaving drones in awkward locations.
With UoR, though you're still subject to the shrinking terror radius mechanic of Undetectable eating up your effective time in that state, you;
A) Do not lose any speed since using the Radar keeps you at 4.6m/s
B) Have a shorter animation lock of 1 second, and most importantly
C) No longer provide a visual cue of your presence by a Drone aura suddenly appearing nearby.Moreover, and this is probably where everyone is missing how powerful UoR is, you can chain the Undetectable more effectively than you could with UoD at the cost of weakening or completely wiping your drone web. Let me explain.
Whereas previously, you could only activate the Undetectable every 7 seconds while you waited for the Drone deployment cooldown to cycle, because there is no cool down on recalling drones, you can repeatedly remove drones to keep refreshing your Undetectable status. And if you're already Undetectable while this happens, you don't suffer from the shrinking Terror Radius mechanic that occurs when you first go Undetectable. So, if you know where a survivor is, you can guarantee an ambush from anywhere on the map so long as you're willing to weaken your web.
Ultimately, this provides SM with an alternate playstyle of heavy ambushing to her current methods of area control by building a web, laser-tagging in chase, or anti-loop with the "crap-a-drone" at pallet style.
Undetectable-on-Recall (UoR) is a flat out buff so long as you can adapt to a new playstyle
It's direct nerf for classic setup and ambush playstyles. It's good only if you are willing to recycle drone, which gives infinite undetectable.
Just the fact you think you need to completely wipe you drone web shows you didn't think much about it.
Deploy drone, recall, deploy drone, recall… wow, so much fun