Phasmamain
Phasmamain
About
- Username
- Phasmamain
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Comments
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This video goes over them all with actual numbers
https://www.youtube.com/watch?v=PgUk1f8BYUo&list=PLSCEP1vkux09RE1BpIPwBKM18Q9Ed1RJ5&index=4
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@Laluzi said:
It's a perfect middle ground between Ruin and Pop in terms of RNG and effect. I really enjoy using it - going against it can be infuriating when people decide to hook trade at a scourge hook, though.
Yeah that can be annoying but honestly no more annoying than people constantly leaving gens with ruin or tapping gens against pop
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/301458/how-do-we-feel-about-pain-resonance
Balanced. Honestly, it's an example of a perfect perk.
It's strong, it has counterplay, it forces risks and decision making on the killer side but rewards those if you succeed. We need more perks like this.
Yeah it’s nice to have a regression option that isn’t just ruin or pop. Especially on low mobility killers where neither were great
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@Aurelle said:
It's very RNG, but overall it's a balanced perk. It's very fun to use too.
Honestly barring 1 game on swamp I had no issue getting to scourge hooks. Combining it with agitation could help alleviate that too
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Solo que is feast of famine. It’s lead to some of my most fun games and made me want to quit in the same day
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It might be the most situational perk in the game honestly. Too many things have to go right to make it work
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/301335/very-important-question
Eh...
I wouldn't unless you really love playing that killer.
https://forum.deadbydaylight.com/en/discussion/comment/2710365#Comment_2710365
The problem with the Santa clown outfit is that it requires you to play Clown :).
I don’t want any clown slander in my thread :(
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@ShinobuSK said:
Is the Jane cosmetic good?
Nah I’m just waiting until she gets a new one since I have all of her current ones (barring recoloured ones)
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She’s really loud from my experience at least compared to others like Kate or zarina
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/301298/mmr-is-worse-than-the-old-ranking
Eh.
SBMM has it's quirks, but a lot of that has to do with queue times and lobby dodges.
Ranks were great for very high MMR players and pants for everyone else. I started under ranks and maybe 2/3 games was against people smurfing or people with 20x my hours played who just destroyed me. There's a reason you won't be seeing those '100 winstreak with no addons' videos anymore.
It's way, way better now - but that doesn't mean it's perfect. I would like to see it be more nuanced for survivor.
I mean now it’s miserable for high MMR killers and still bad for low MMR killers and survivors due to queue times. I wouldn’t call that better
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Agree with all but Jane. For some reason every Jane has self care and will make it their sole objective to spend 80% of the match healing themselves
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2708227#Comment_2708227
Huntress antiloop hey which universe im now?
The real one? She does shut down loops by throwing hatchets it’s pretty simple
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@JimbusCrimbus said:
https://forum.deadbydaylight.com/en/discussion/comment/2707258#Comment_2707258
"anti loop killers are unfun for both sides"
No, they're unfun for survivors.
That's like me saying "dead hard is unfun for both sides". No, it's unfun for killers.
I don’t know about that. Is deathslinger fun for killers anymore? How about trickster?
These killers aren’t good but are still unfun for survivors due to the way they are made.
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Because it might leave the game unplayable to people who want to play regular dbd
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Who would use that?
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Honestly I don’t have an issue with boons atm. Even COH hasn’t had much of a presence in my games
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This wouldn’t do anything but make solo worse. You think sweat squads care about a measly sum of bp?
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Looked fair to me
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Nemmy in fortnite when?
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@BreadTube said:
It's because people are over exaggerating how much of a challenge COH is causing.
Honestly when I play survivor it feels broken but surprisingly I’ve had no major issues with it as killer and I main clown so I really should
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2707258#Comment_2707258
Same here. I dont mind anti loop at all, but it's getting quite boring and unoriginal.
I wish they'd do more original powers like the Twins, but hopefully not as garbage.
Yeah and BHVR have shown they can make good anti loop killers. Huntress and demo are considered fun by the majority of the player base despite shutting down loops very well.
It’s when BHVR decides to be lazy and make killers like nemesis and trickster is where I have a problem
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/301022/have-they-nerfed-circle-of-healing-yet
It'll probably happen in the midpatch. All the Fog Whisperers seem to agree that CoH needs a hefty nerf and that boons as a whole need a tweak.
Also: don't bother with Bloons. Grab Gemcraft - it's the finest TD game ever made, especially the last two. Blindingly perfect.
https://forum.deadbydaylight.com/en/discussion/comment/2706829#Comment_2706829
Huh?
Deadlock isn't that powerful, and can massively backfire on the killer.
Starstruck is a gimmick that has actual counterplay. There is no realistic counterplay to CoH on certain killers/maps.
NWO isn't even close to OP. I'd hesitate to even call it that strong, as - again - there is counterplay.
LP is only strong as a gimmick build for Cenobite. Otherwise it's really mediocre.
Eruption...what? Eruption sucks.
Pain Resonance is the first unambiguously great killer perk to be added and remain untouched in ages.
Penti can be hard-countered by booners.
NWO is widely considered one of the best slowdown perks at the moment consistently buying the killer a full minute in the most crucial time of the match
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Yeah I’d rather just hide them. They have no purpose really
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Tbh I’ve watched some of his latest videos and he just looks burnt out of dbd in general. Problem is if he leaves the game his viewerbase will leave him
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Probably because he is amazing against solos due to the coordination required to solve the box effectively
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If it means getting Willem Dafoe to do the voice then I’m down
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I’m more tired of how many BHVR release. They clearly found the formula they think is good design even though it’s unfun for both sides
That’s not going to stop me from maining clown though
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Map design
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Never played a silent hill game in my life but PH is cool and fits in the game well
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For survivor:
- Bamboozle
- Spirit fury (with enduring)
- Rancor (only because I seem to always be the obsession)
For killer
- Dead hard
- Dead hard
- Dead hard
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2704609#Comment_2704609
If we give CoH a 60 sec cd you know swfs will just rotate lighting the totem. Id rather boons have a 1 time use.
I meant to say global cooldown sorry. So if you snuff 1 all get destroyed and go on cooldown for 60 seconds
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@Bardon said:
https://forum.deadbydaylight.com/en/discussion/comment/2704625#Comment_2704625
Boons are definitely an issue - an infinitely renewable bonus of multiple perks for all survivors simultaneously? That's insanely unbalanced even just as a concept.
Renewable but costs the survivors time they could spend on gens. Multiple perks only if you bring multiple boons and only within 24m?
Sounds fairly balanced to me
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@kyogul said:
https://forum.deadbydaylight.com/en/discussion/comment/2705261#Comment_2705261
The thing is though, people are primarily complaining about how sweaty DBD is and how fatiguing the sweat fest games can be, not that the games aren't hard, which them getting so many difficult games to the point of complaining (presuming high MMR) is a sign MMR is working (whenever it does work, but obviously more often than non-MMR).
There is also the fact that adding in a more complex system isn't going to solve the problem either. The games are still going to be difficult and you're still going to get the same type of survivors. There's also the fact that optimal gameplay in this game (especially on survivor side) is not skillful at all. Predropping pallets, holding W, camping with no ed. We can use the comp scene as an example, since high MMR games are basically wannabe-comp games/pub scrims anyway. Obviously you've got way above-average players in that sort of setting, and some of the most renowned ones in terms of skill. Yet, it's why a description I heard of comp DBD is accurate: professional rank 20 gameplay. Because non-skillful gameplay is rewarded.
This was very obvious without MMR, yet people demanded a system that paired people up in accordance to skill and/or difficulty (difficulty is a better measure for DBD). So they got what they asked for.
https://forum.deadbydaylight.com/en/discussion/comment/2705263#Comment_2705263
Yep that's how it's going to be. High MMR games make the imbalance more obvious than it was. And this was very obvious--at least to me--pre-MMR and yet you had hoards of people basically asking for a system which is current MMR. While the requirements for MMR are obviously shallow, it doesn't matter as the end result is still there: you get more difficult games more often.
https://forum.deadbydaylight.com/en/discussion/comment/2705271#Comment_2705271
That's a gameplay issue. I'm going to reference what I said above about how optimal gameplay in this game is basically professional rank 20 gameplay.
A system based on skill, such as how long you survive in a game/how long you last in chase | how fast you down people, how many hooks (not hook stages) you get, etc. being things that get you points in MMR which is more reflective of skill does absolutely nothing to solve the main complaints about MMR. People are still going to get difficult games that are going to fatigue them over time.
I reiterate again. The primary ire of MMR is not because people are complaining about not being matched with similarly-skilled players, as that's already evidenced to not be true because of the obvious increase of difficult games. The primary ire is because it's too many difficult games. What 98% of the people in the community who complain about MMR don't realise is that they're subconsciously complaining that optimal gameplay in this game doesn't involve skill. And you don't have to play the game very long to realise that, and yet pre-MMR they asked for a system to scale skill/difficulty and match people accordingly.
They got what they asked for: more difficult games. Arguably more skillful ones (at least in game knowledge) as they can't win as often as before / have to try harder than before.
I speak from my experience when I say I’d be much happier with MMR if it actually did what it was supposed to do and take my skill into account
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Big news everyone. Sluzzy finally complained about a killer that actually needs a nerf!
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@kyogul said:
https://forum.deadbydaylight.com/en/discussion/comment/2705258#Comment_2705258
It's not really simple, and you didn't answer the question either. Didn't work in what?
https://forum.deadbydaylight.com/en/discussion/comment/2705243#Comment_2705243
Then what's your solution?
Because people asked for the random matchmaking to scale to give them teammates of a similar skill level. MMR does that way more often than the prior system.
https://forum.deadbydaylight.com/en/discussion/comment/2705254#Comment_2705254
The complaints about MMR are valid, but I just find it really funny how people are acting like this isn't what they asked for, but yet none of them can provide a single solution that would make the system better.
They asked for a system to scale difficulty and match people accordingly and they got it. Now they don't like it and are pretending they didn't yap in BHVR's ear for this for years
It doesn’t work because it doesn’t match people of similar skill. Escapes and kills cannot be the only metric to determine wins if you want to make a good system
Let’s look at the emblem system. Flawed I will admit but it took into account chase time, unhooks etc. And for killer it took into account hooking each survivor once, penalised camping etc. Primitive but better than MMR
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As far as we know it’s gone for good. Not like I’m complaining
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@kyogul said:
https://forum.deadbydaylight.com/en/discussion/comment/2705242#Comment_2705242
Didn't work in what? As I said MMR system and its requirements isn't perfect or near it but it obviously does what it was intended to do as it's giving people harder games. The entire purpose of MMR is to scale difficulty and pair people up as best as possible accordingly. People aren't complaining that MMR isn't doing that, they're complaining about the hard games they're receiving.
And then there's the question about what is the alternative? It's a black and white situation in DBD matchmaking; you get random matchmaking or you get a system that produces more sweat squads and killers like it is now. There's no in between. People complained about the former, all suggested something like the latter, and when they got what they asked for they started to play coy.
As I said the devs spent a year and a half testing it. The common consensus was that the system didn’t work. The devs added it anyway so people are complaining. Pretty simple
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3-5 fun when everyone in the lobby wants it to be
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Nope all the need is a 45 second cooldown after snuffing one out
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Because we had multiple tests showing that the system didn’t work but they added it anyway
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Trickster I’d say
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@PlayTwink said:
https://forum.deadbydaylight.com/en/discussion/comment/2704757#Comment_2704757
They both a stealth killers while Pinhead is meant to be an anti-loop with little pressure killer. And the only good he has is a little pressure with lament configuration
His possessed chains are useful at loops so long as you can aim them and his chain hunt can be pretty oppressive under the right circumstances
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@PlayTwink said:
https://forum.deadbydaylight.com/en/discussion/comment/2704744#Comment_2704744
When it comes to paper yes, but in reality the reward is very not accurate with how it was in movies.
Maybe but in the confines of dbd I think bhvr did an excellent job with him. It’s not like he’s terrible anyway just a bit underwhelming but still has potential to dominate.
Compare that to pig and Myers who both well liked but both much worse than pinhead
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Tbf his power is very accurate to pinhead which is very Important to the hellraiser fans who want to play him
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2 in 1 deal
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@Mineguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2704615#Comment_2704615
Hex totems: Give you a very strong effect that can get destroyed trough the match. You can't choice where it is.
Boon totems: Give you a very strong effect that can get destroyed but can get reactivated. You can choose where it should be
Yes boons have range limits but even can changed while one is active. There can also be multiple of the same ones around the map. Yeah it takes time to set up but not extremely long.
Look at it this way. Are boons an issue or is COH an issue? Just because COH is op right now and needs toning down doesn’t mean shadowstep and exponential should suffer too
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Good list! It’s sad that a lot of demo’s add ons are so weak
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@Mineguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2704609#Comment_2704609
Okay then hex totems should respawn after 60 seconds. Same logic.
Why should we compare the two? Sure the both work on totems but they are both completely different otherwise.
Firstly boons aren’t map wide and secondly take time to set up. Hex’s on the other hand activate from the start and are map wide
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I’d rather boons just go on cooldown while snuffed
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Not necessary imo