Pike_Trickfoot
Pike_Trickfoot
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You would think the killer mains would know better......
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@Visionmaker said:
https://forum.deadbydaylight.com/en/discussion/comment/536804#Comment_536804
I wouldn't mind this either... but the point is to deter tunneling, so making it less punishing to power through is counter-intuitive. It's not necessary to make changes just to appease a vocal minority, especially when DS's change was finally one of the few times they didn't sledgehammer a game feature out of existence.
Even the changes I can agree with are just mindless, parroted talking points, because these changes are inconsequential. People want to nerf it just for the sake of feeling momentarily better and outrage will start again.
People are frustrated not because of the perk's specifics, but because it is preventing them from using their preferred strategy. These people don't want to slug. They don't want to spend less than a minute chasing someone else. They want their usual, easy kill.
No one has answered this so far: What compelling reason is there for BHVR to nerf something that is neither overpowered or overused?
You want to know why I don’t like to slug? Because I find it stupid and cheesy. I’d rather chase than slug because it is challenging and it gives the person another, earned chance to escape than DS or slugging would provide. I also don’t use the methods that I find aggravating when I’m playing as survivor. I want the kill to be challenging but the survivor still has to earn that escape, whether because they out played or I made the error and not because of some perk. It’s pushing me to play by the survivor’s rules, so yeah that’s frustrating when I find enjoyment in playing my way. Excuse me for wanting to have fun as well.
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The problem is that people are categorizing it as an anti-tunnel perk. For me, it’s more of the argument being made just being flawed. That and it’s annoying to just have to eat it when someone just yolo’s at me just to get awarded with bp for stupid plays.
@ad19970 said:
Even if DS sometimes helps even against non tunneling killers, what's the problem? Right now it seems like a fairly powerful perk without being op.
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@Gorgonia said:
https://forum.deadbydaylight.com/en/discussion/comment/536760#Comment_536760
I named thanatophia because I just got it with Ghostface and it was the first thing that came to my mind haha
Ahhhhh okay. I was just so confused to see that. xD
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@weirdkid5 said:
https://forum.deadbydaylight.com/en/discussion/comment/536800#Comment_536800
I mean, I'm a survivor main and I acknowledge that Killers have it super rough.
Does that make me a Killer main?
Same friend. I actually like most of your posts.
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@GrootDude said:
This whole thread is just showing the survivor vs killer mentality. Why can’t people see things from both sides?
Because when you do you get ######### on. You advocate for both and it’s like you’re an “entitled x main” because you have to nerf one side to help buff the other.
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@yeet said:
https://forum.deadbydaylight.com/en/discussion/comment/536788#Comment_536788
idk why they still try to pull the old "killer mains should be happy we're forcing them to eat dry dog turds instead of rancid diarrhea we used to"
They enjoy their little power trip too much. Just because it’s better than before doesn’t mean it’s good.
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@Gorgonia said:
https://forum.deadbydaylight.com/en/discussion/comment/536692#Comment_536692
You have to balance things. If you remove DS, what will you have removed from the killer's side? And don't come and say you want some crappy perk removed. Give me something killers actually abuse to their benefit. BBQ? NOED? I don't know, Tanatophobia?
NOED since it’s apparently so hard for survivors to deal with. Lol the fact that you have thana in your argument and it’s not that useful compared to something like DS. So I would pick NOED since it’s a killer crutch. I would be fine when playing Killer to not have because I don’t use it. Only new killers do. So stop bullying new killers and you won’t see it.
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I would love it to never have been in game. But they went and did it and now we keep having discussions on how to fix this mess.
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Getting tunneled? Bring an insta or play with someone who has BT.
Like we have ways to play around tunneling if that’s what the killer chooses to do. Now we get points for being the diversion. DS users force tunnels so they can just use it. The blame is on both parties for “tunneling”.
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This whole thread seems like an existential crisis.
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Legion.
I started to play them during the whole infinite mend thing and I couldn't quite get how people played like that. Now I love the stalling play style, though I still struggle with the power.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/535823#Comment_535823
so my point still stands, remember who you hook & slug.
It's such a weak ass perk now, slugging is very viable, chase other people.
Deal with it, it's weak enough now.
So weak it's still meta. Mkay. Nice cherry picking by the way, especially since you ignored about most of what I said. Since you're clearly done and set in your ways, I say good-day and maybe we can have another discussion in the future. 😁
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@Thatbrownmonster Is it bad that I already stole one and brought it home? I mean, please don't punish me BHVR. They're just so pretty and fun. xD
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/535803#Comment_535803
ITS 60 SECONDS.
Just remember who you hook, I've had the ds thing happen to me multiple times, am I here crying it needs to be nerfed AGAIN, NO, because I allowed it to happen by not remembering, it's my fault.
Ones the bad killers realise some times things are their fault they'll get over themselves and become better players.
I love how you just assume my issue is the time. I never said my stance and yet you just love to put words in my mouth.
My issue, since you so politely asked, is that I can hook someone else and still get DSed. Then I see people arguing it's an anti-tunnel perk. By definition, this is false. Survivors are being rewarded for bad plays even when you try and go for the other person. I play for trades. I should be able to do this without being punished.
Also love how you assume this conversation is me crying. I wonder what gave you that impression. Please tell me. I am honestly confused since I haven't attacked you personally like you seem to be doing.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/535790#Comment_535790
"sometimes slugging isn't always the play"
But complaining on the forums about a perk and then ignoring slugging is the play? What?
Slug & find someone else, people usually come off gens to heal.
do any of you even play this game?
Can you at least quote correctly? I'm complaining as a survivor and killer, because god forbid someone can be both on this forum. If you can't see the alternative plays that can be made by survivors or how risky slugging can become, then have you played? Or do you enjoy playing with/against potatoes?
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/535758#Comment_535758
If you've just hooked someone, and then suddenly that same person is sprinting at you, hit them, down them & slug them.
What's the issue? lmao, make the timer any shorter and it'll be useless.
Because slugging isn't always the play to make. Let me just sit in this one area while others do gens. Once I finally leave or hook them I'm down gens or someone had the balls to pick the person up. I've been on both sides of this. It's frustrating and stupid for the killer. I've been that ######### that picks people up from the ground as survivor or gen-rush punish.
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@DeadByTunnelight said:
https://forum.deadbydaylight.com/en/discussion/comment/535697#Comment_535697
As the killer I had many matches with bad survivor team, but sometimes in this team there is one good looper who deserves to escape because his team ######### something up. And you know what? I am letting this person go because I am not a ######### tryhard. It's not hard :>
Then that's how you play. Most will go for that 4k because sacrificing is the main category. I am guilty of letting people go if their team ######### them over, but I usually know I've pipped by then so it's win-win. If they're good at looping, then they should be more helpful to their team and take your attention or do gens. There's multiple components to this game that you're overlooking.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/535717#Comment_535717
Why do killers always do that "I'm bad and I went down etc" bs.
You know full well 95% of the time DS procs because of a tunnel, some hooks, like the basement are heavily tunneled "just get to a pallet 4Head". Sometimes you can't, you're injured there's literally nothing you can do.
If your memory ain't great stop staring at a computer screen for 30 minutes, it's no ones fault your memory is bad and I pray that you get your issue sorted but ######### shouldn't be nerfed because some people can't remember the last person they hooked.
If you're tunneling, you're trash, if you're close enough to the hook to tunnel, you're usually close enough to get two hits on the unhooker and not have to worry about it.
If you hook someone, and see an injured survivor on the BBQ and chilli and someones just been unhooked maybe slug them a little. The game isn't hard.
Because you did something stupid to go down again that soon. Just put on another crutch or play with people who you know will block for you. Or don't go down near the basement. As someone who plays legion, I can't tell if its an unhooked or someone not healing/just mended. Oh, and I'm mostly a survivor player (because apparently this is important in arguing here) since I spent more time with them. Wanna talk about a bug? I can aim for the unhooker and hit the hooked/just unhooked person.
DS procs from abuse. I play with someone who purposely goes down to hit the killer with DS.
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@Jack11803 I thought that was what the tea-bagging was for? xD
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@DeadByTunnelight said:
https://forum.deadbydaylight.com/en/discussion/comment/535663#Comment_535663
Why survivor should be punished if his team is bad? Of course with team is always better but with randoms? They don't think. They only think about their own asses.
Because it's still a team game at its base. There's a difference between not thinking and thinking about yourself. Sometimes it's tactical to sacrifice a teammate. Happens in pretty much every game where there's a team component. Don't like it? Play for yourself or join a swf.
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@katoptris said:
I haven't even got down by him plus hooked survivor can reveal him in case you didn't know
Shhh that's my favorite mechanic. Or when I'm downed and he looks around in confusion as I break him out of his power. xD
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He looks so derpy peeking around corners.
Most of the time I can break him before exposed, but sometimes I don't know if it's lag or latency but I'll get the angle and it doesn't break him. Like full out in the open and run into him so that we both notice each other at the same time (and he doesn't have those add-ons). I still think he's pretty easy to face, not fun but not annoying.
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I'm already back to red as survivor and I played against 19/20 killers last night....
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I just want it to not cut out completely mid-chase or to keep going when someone else is in chase across the map.
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@Larcz said:
Why we dont have advenced options in game after 3 years ? This is still beta or somthing???
It's actually alpha. xD
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I've been deceived by sounds for a while now on ps4. Things cutting in and out or just being too loud in comparison. It is especially bad when the heartbeat comes from the right when the killer is actually to my left. Or the heartbeat just cuts out completely when i'm 4 meters away and they don't have M&A or anything to lower it (even then there should be something). Only consistent things I can hear is breathing/footsteps.
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Or let us be able to toggle it to our standard. Everyone has a different sense of hearing.
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@Ihatelife said:
I think we should have at least have a choice to choose if the hotfix update should go at live version. Like come on, we are not allowed to do something with this?
Depends. Is this a democracy?
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@Croquedead said:
« We heard the flashlight blind was physically hurting killer players. So we changed it. As a consistency change, pallet stuns now physically hurt you. You tried to play killer and you must be punished »
God forbid you have epilepsy. At least come with a warning.
Flashlights still hurt. Why does it have to be that weird bright white/veiny thing? I'd prefer a better transition or to just look at the ground. Currently trying my damnedest to play around it (it's more than eyestrain for me). So I won't be touching GF since I've learned to try and hit through pallets. And I was willing to at least try him.
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@Leatherbilly said:
https://forum.deadbydaylight.com/en/discussion/comment/533363#Comment_533363
They were, but loops aren't the only issue, as a ton of maps just need to be smaller than they are. Map size exasperates the disparity between the haves and the have-nots; don't have mobility? Chases take longer and patrols take longer.
Then because Hillbilly exists and negates map size, BHVR has to throw in a ton of loops to make Hillbilly not overpowered on that map, which doubly screws the non-mobile cast of killers, which is the majority of them.
Not to mention an overwhelming number of maps need loop changes, and the pace at which they're reworked is rather slow because BHVR isn't prioritizing this issue.
That leads me to this thread; people see GF, correctly identify that he isn't viable, but then they reach the conclusion that GHOSTFACE has the problem; he does not, it's the game itself that is the operative factor in his non-viability.
I cannot agree with you more. Though the other problem I would add that concerns Ghostface is that this game is based around chasing, not being stealthy. Stealth needs to be looked at when they redisign maps or get rid of it.
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@Leatherbilly said:
https://forum.deadbydaylight.com/en/discussion/comment/533363#Comment_533363
They were, but loops aren't the only issue, as a ton of maps just need to be smaller than they are. Map size exasperates the disparity between the haves and the have-nots; don't have mobility? Chases take longer and patrols take longer.
Then because Hillbilly exists and negates map size, BHVR has to throw in a ton of loops to make Hillbilly not overpowered on that map, which doubly screws the non-mobile cast of killers, which is the majority of them.
Not to mention an overwhelming number of maps need loop changes, and the pace at which they're reworked is rather slow because BHVR isn't prioritizing this issue.
That leads me to this thread; people see GF, correctly identify that he isn't viable, but then they reach the conclusion that GHOSTFACE has the problem; he does not, it's the game itself that is the operative factor in his non-viability.
I cannot agree with you more. Though the other problem I would add that concerns Ghostface is that this game is based around chasing, not being stealthy. Stealth needs to be looked at when they redisign maps or get rid of it.
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@Leatherbilly said:
https://forum.deadbydaylight.com/en/discussion/comment/533363#Comment_533363
They were, but loops aren't the only issue, as a ton of maps just need to be smaller than they are. Map size exasperates the disparity between the haves and the have-nots; don't have mobility? Chases take longer and patrols take longer.
Then because Hillbilly exists and negates map size, BHVR has to throw in a ton of loops to make Hillbilly not overpowered on that map, which doubly screws the non-mobile cast of killers, which is the majority of them.
Not to mention an overwhelming number of maps need loop changes, and the pace at which they're reworked is rather slow because BHVR isn't prioritizing this issue.
That leads me to this thread; people see GF, correctly identify that he isn't viable, but then they reach the conclusion that GHOSTFACE has the problem; he does not, it's the game itself that is the operative factor in his non-viability.
I cannot agree with you more. Though the other problem I would add that concerns Ghostface is that this game is based around chasing, not being stealthy. Stealth needs to be looked at when they redisign maps or just get rid of it entirely.
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@Leatherbilly said:
https://forum.deadbydaylight.com/en/discussion/comment/533363#Comment_533363
They were, but loops aren't the only issue, as a ton of maps just need to be smaller than they are. Map size exasperates the disparity between the haves and the have-nots; don't have mobility? Chases take longer and patrols take longer.
Then because Hillbilly exists and negates map size, BHVR has to throw in a ton of loops to make Hillbilly not overpowered on that map, which doubly screws the non-mobile cast of killers, which is the majority of them.
Not to mention an overwhelming number of maps need loop changes, and the pace at which they're reworked is rather slow because BHVR isn't prioritizing this issue.
That leads me to this thread; people see GF, correctly identify that he isn't viable, but then they reach the conclusion that GHOSTFACE has the problem; he does not, it's the game itself that is the operative factor in his non-viability.
I cannot agree with you more. Though the other problem I would add that concerns Ghostface is that this game is based around chasing, not being stealthy. Stealth needs to be looked at when they redisign maps or they should just take it out.
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@Leatherbilly said:
https://forum.deadbydaylight.com/en/discussion/comment/533363#Comment_533363
They were, but loops aren't the only issue, as a ton of maps just need to be smaller than they are. Map size exasperates the disparity between the haves and the have-nots; don't have mobility? Chases take longer and patrols take longer.
Then because Hillbilly exists and negates map size, BHVR has to throw in a ton of loops to make Hillbilly not overpowered on that map, which doubly screws the non-mobile cast of killers, which is the majority of them.
Not to mention an overwhelming number of maps need loop changes, and the pace at which they're reworked is rather slow because BHVR isn't prioritizing this issue.
That leads me to this thread; people see GF, correctly identify that he isn't viable, but then they reach the conclusion that GHOSTFACE has the problem; he does not, it's the game itself that is the operative factor in his non-viability.
I cannot agree with you more. Though the other problem I would add that concerns Ghostface is that this game is based around chasing, not being stealthy. Stealth needs to be looked at when they redisign maps or get rid of it.
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@Leatherbilly said:
https://forum.deadbydaylight.com/en/discussion/comment/533363#Comment_533363
They were, but loops aren't the only issue, as a ton of maps just need to be smaller than they are. Map size exasperates the disparity between the haves and the have-nots; don't have mobility? Chases take longer and patrols take longer.
Then because Hillbilly exists and negates map size, BHVR has to throw in a ton of loops to make Hillbilly not overpowered on that map, which doubly screws the non-mobile cast of killers, which is the majority of them.
Not to mention an overwhelming number of maps need loop changes, and the pace at which they're reworked is rather slow because BHVR isn't prioritizing this issue.
That leads me to this thread; people see GF, correctly identify that he isn't viable, but then they reach the conclusion that GHOSTFACE has the problem; he does not, it's the game itself that is the operative factor in his non-viability.
I cannot agree with you more. Though the other problem I would add that concerns Ghostface is that this game is based around chasing, not being stealthy. Stealth needs to be looked at when they redisign maps or get rid of it.
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@Leatherbilly said:
https://forum.deadbydaylight.com/en/discussion/comment/533363#Comment_533363
They were, but loops aren't the only issue, as a ton of maps just need to be smaller than they are. Map size exasperates the disparity between the haves and the have-nots; don't have mobility? Chases take longer and patrols take longer.
Then because Hillbilly exists and negates map size, BHVR has to throw in a ton of loops to make Hillbilly not overpowered on that map, which doubly screws the non-mobile cast of killers, which is the majority of them.
Not to mention an overwhelming number of maps need loop changes, and the pace at which they're reworked is rather slow because BHVR isn't prioritizing this issue.
That leads me to this thread; people see GF, correctly identify that he isn't viable, but then they reach the conclusion that GHOSTFACE has the problem; he does not, it's the game itself that is the operative factor in his non-viability.
I cannot agree with you more. Though the other problem I would add that concerns Ghostface is that this game is based around chasing, not being stealthy. Stealth needs to be looked at when they redisign maps or just get rid of it entirely.
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@Leatherbilly said:
https://forum.deadbydaylight.com/en/discussion/comment/533363#Comment_533363
They were, but loops aren't the only issue, as a ton of maps just need to be smaller than they are. Map size exasperates the disparity between the haves and the have-nots; don't have mobility? Chases take longer and patrols take longer.
Then because Hillbilly exists and negates map size, BHVR has to throw in a ton of loops to make Hillbilly not overpowered on that map, which doubly screws the non-mobile cast of killers, which is the majority of them.
Not to mention an overwhelming number of maps need loop changes, and the pace at which they're reworked is rather slow because BHVR isn't prioritizing this issue.
That leads me to this thread; people see GF, correctly identify that he isn't viable, but then they reach the conclusion that GHOSTFACE has the problem; he does not, it's the game itself that is the operative factor in his non-viability.
I cannot agree with you more. Though the other problem I would add that concerns Ghostface is that this game is based around chasing, not being stealthy. Stealth needs to be looked at when they redisign maps or they should just take it out.
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@Mr_Digi said:
https://forum.deadbydaylight.com/en/discussion/comment/533626#Comment_533626
its 15 sec, if you go away from the hook, the timer will run out before he can find you... But if you stay close, ofc it can be used like that. So basiclly just dont tunnel
They're saying that people abuse every loophole they can find. I'm going to stick close to the killer if I have DS so they can down me and eat ######### (especially since it awards a nice amount of bp).
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I'd like to see actual stats then just your experience, with a full report on how data was collected and the perimeters that were set.
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Or a solo survivor can still bully since it doesn't rely on teamwork. Add that 'stopped time' with BT and you'll lose people to play against.
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This is the real travesty. Why isn't anyone else saying anything about it?
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@Mr_Digi said:
The entity blocks windows after 3 vaults... you have a perk that blocks it if you vault... They are reqorking the maps to make loops smaller... and now they break fast vaults.
Its the right direction to take if they want to kill their game. With a vault change noone asked for, they nerfed something that didnt need nerfing
Blockers have recently been bugged. Bamboozle is a waste of a perk slot when killers need other things to compensate for that particular killer's weakness. The whole angling thing is going to suck for me on ps4. Some people actually needed it to be generous because of other reasons.
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@Condorloco_26 said:
https://forum.deadbydaylight.com/en/discussion/comment/533568#Comment_533568
This. You tunnel everyone to take it out as early as possible.
And then watch as survivors complain even more about scummy tactics when it's the devs perpetuating it by providing no counter-play for killers.
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You don't.
You'll have to eat it early.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/532038#Comment_532038
@ShrekIsHot Wait that's a buff. Deep Wounds injures you and so they would have to mend AND heal. With exposed they aren't making any sound and just have to avoid you for 45 seconds.
AND since you have no TR it would actually tick down immediately.
AND they would still be a 1 hit down because DW implies injured.
DW is a step between injuring a Survivor and an instadown.
Exposed is a step below injuring a survivor.
Or in otherwords Expose < Injured/broken < DW < Instadown
Oh my god. Deep wounds is actually better than something.
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@Leatherbilly said:
That isn't exactly what I was saying. I was saying that killers shouldn't need to be as strong as these two to be viable, but right now they do because of other problems in the game, and it's precisely those problems that I think we should collectively complain about.
https://forum.deadbydaylight.com/en/discussion/comment/533276#Comment_533276
This. The core problems already exist in the game itself. Killers are just the by-product that we can clearly see. Tweaking killers is just another band-aid 'fix'.
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@MasonMyers69 said:
https://forum.deadbydaylight.com/en/discussion/comment/533273#Comment_533273
I had an ebony mori, I struggled to kill 3 of them with it, I couldn't get close.
Did you think they would make it fun for you?
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@Andreyu44 said:
Wait a few weeks and no one will use OoO again.
(Also,there were 3 OoO,the first guy had Kindred)
Not quite true. I'll run it when I get bored or want to practice looping. Also use it to make call outs for my friends.
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@Rotison said:
Come on guys, all of you know that infinite insta-down doesnt sound any good.
I am main killer but even myself can see that you shouldnt keep stalking someone to keep the insta down for ever.
Micheal..... *shivers*