PokemonGOPlayer
PokemonGOPlayer
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- PokemonGOPlayer
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I honestly have to agree, maybe it's that most people do not understand how to play him yet but wherever I play against him I feel like every single pallet is super safe since the chain breaks very easily and I can run off with just a deep wound while he is wasting a lot of time with the flashy power of his.
The only thing that makes him scary to me is his low TR with Monitor that could catch me off guard.
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I'm happy to see that many people on the forum, just like the Devs, only care about the result and not about the process, this 3K will do just fine in the Kill rate stats for Deathslinger because that's all it matters, right?
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You need Brutal Strenght or you will get schooled, you need to break down those walls as fast as possible because every loop is too safe with the wall and becomes too unsafe without it.
Also, there is too much empty space near the corners in my opinion.
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With a toolbox you can remove a Gen from the equation very quickly meaning that a smart TB can prevent 3Gen situations and a TB in general will put a lot of pressure on low mobility Killers.
It's also a soft buff to Keys as the Hatch may be able to spawn sooner now.
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Damn right, I stopped playing Ghostface because people could reveal me through walls, I hope he will get fixed soon too.
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The thing is, you now borderline have to run Agitation because Survivors could have the intention of sabotaging hooks, it's another possibility you have to play around or be heavily punished.
It's also another way to bully newer players since the tutorial does not explain slugging.
I truly do not understand how people are happy that now Killers have one more reason to slug and run slugging perks such has Knockout. I just wish I had that unlocked because I feel like I would like it in this period of time.
I'm just waiting for patch notes, they said 2.5s might have been too fast IIRC, but I'm still very scared.
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@Lavos99z said:
https://forum.deadbydaylight.com/en/discussion/comment/1143320#Comment_1143320
I don't have DS. Not everyone is able to buy every DLC. Don't assume this lol. If it appears in the shrine, I may consider getting it, but use of this perk is kind of a crutch. I only ever see sweatlords use it on the survivor side. Once more, I also play killer and fully understand killer struggles. I play Clown and Plague enough to know how rough it is out there (some games are really fun and everyone is just playing for fun, not some competitive nonsense).
It's nice how you wrote 3 lines and a half to address 3 words of my post. I got it on the Shrine myself and I think that any given solo has no reason not to run it other than not having it.
If you are not running DS your only counterplay to tunneling is to open your eyes when on hook and know where to run after getting unhooked. That and learning how to run loops.
I'm sorry to burst you bubble but in a 5-player lobby, if only one of them sees the game as a non-competitive party game (which is fair) they will get schooled regardless.
I understand you would like for everyone's mentality to change but I'm afraid that's not gonna happen. When you put multiple people against each other in a videogame many of them are going to get competitive about it as they will have fun winning, not necessarely playing.
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Run DS, remind your teammates how important is BT in lobby chat, learn how to run loops.
How would you solve the issue? This game gives you a lot of freedom regarding how you approach many things. Would the first solution you can come up with be abusable by an experienced Survivor/SWF?
I'm sorry about your experience but I'm afraid this game does not have an easy solution for this kind of problems. It's the nature of asymmetrical games that grant a giant playground to players with simple rules.
EDIT to address your TL;DR: If you hit Emblems you will still get tunneled by derankers/people who don't care about rank, if you hit BPs many people will be upset as there is nothing else that hits BPs and it's hard to make the game truly understand if the Killer is actually camping.
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@Reborn2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1142634#Comment_1142634
Where are you getting those "SWF is not a problem " " SWF has 0% win rate" ? Clearly from other thread. Stay on topic.
What's the topic? "SWF does not win 100% of the times because everybody has some bad games"? "Look at me, I won against 3 SWF with a tag in the Steam name"?
I'm sorry but I think this whole thread is pointless, I'm happy you had a good game but that's it.
One match we cannot even watch does not make any point so this is pure masturbation in my book, not a discussion.
No input in OP, nothing, just some sarcasm about the "Surivors' mistakes" thing. Simply a terrible thread, borderline bait.
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With this 1 game sample size we can conclude that SWF has a 0% win rate and it's not a problem.
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@PeenutsButt3r said:
https://forum.deadbydaylight.com/en/discussion/comment/1141604#Comment_1141604
I was the killer!
Doesn't change the fact that the counter to that play is to do Gens.
A struggling person on first hook will take 2mins to die, a single Survivor completes a Gen in 1:20mins, two Survivors need 44s IIRC, you do the math.
Camping is a terrible strategy, in order to ruin the match for a single Survivor you are probably going to ruin it for yourself too as you will be a lot behind if they know what they are doing.
Don't even get me started on what would happen if the hooked guy had Kindred.
Putting cooldowns on every Killer ability and/or Perk in general will not improve this game.
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Do Gens.
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Easy solution is to remove self unhook by default, allowing it only by Deliverance, and force people to learn how to play this game with three randos :)
I've been playing a lot of solo Survivor recently and most matches are straight up ruined by the first guy caught in a chase suiciding on first hook because he does not want to play against Spirit or some dumb reason like that.
"No killer plays by the rules unlike me where I make it fair" makes me think this is a bait post but I want to give you the benefit of the doubt today, Mr. New Account.
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Classic eye for an eye I see, very nice line of reasoning.
But it's your right to abuse the busted stuff in the game, it's its fault after all, as a Spike myself I think you should do whatever you think it takes in order to "win"; I just dislike the fact that instead of trying to have a competitive attitude you are dressing this style like a petty revenge.
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@toxcitynacl said:
https://forum.deadbydaylight.com/en/discussion/comment/1128441#Comment_1128441
I don't typically run any second chance perks--no DS (I did run it all the time before it got broken often with comic results...like being downed right inside the gate and BOOM DS and away I went...hilarious), no BT, no adrenaline. I run fixated (formerly ran UE), Inner strength+detective's hunch (over self-care), and BT. Plenty of overpowered perks that give killers an advantage too--BBQ, NOED, Devour Hope. In my games (Purple Rank) I rarely see a match where we all leave. The game is only slanted toward survivors if you think killers should get a 4k every time and if you a killer main you probably do believe that. "Oh no someone escaped...the game is so unbalanced."
"I don't run any second chance Perk-- no DS, no BT"
"I run [...] BT"
:thinking:
Also I like how in the same list as NOED there is a Perk mainly used for bonus BPs and a Hex Perk that goes down in a single totem cleanse and requires a lot of work before doing much.
May I ask what is your opinion on Pop Goes the Weasel? Does it belong in that list?
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Run DS, run BT, if you don't you are being an active hindrance to your team. It's a team game for Survivors, you lost mostly because of other players, it's part of the game and it's part of a lot of multiplayer games, get over it.
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I agree that Killer perks should not be trumped by Survivor perks because of the asymmetrical nature of the game, Knock Out just like I'm All Ears and others.
I would not buff it any other way to be honest, it's a decent perk for slugging and buffing anything that punishes solos will only make the gap between solos and SWF harder to close.
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The new matchmaking system is already online, you know the double Killer matches? If the game thinks you are that bad at Killer because of your extra low MMR it will send you backup, it's working :D
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Result is the only thing that matters because that's what get put into the stats and we know how they love their stats :)
Thank you Otz for de facto proving the opposite of the point you were trying to make, time to put Speed Limiter base kit in the next Chainsaw Killers rework :)
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It's in the contract they signed for the Stranger Things chapter, all Demo's Perks must be utter garbage or close to it, there's a 1.000.000$ penalty if they don't abide by it.
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What's up with the sheer ammount of new accounts that make this kind of bait posts recently?
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I disagree, most things you said are not linked to DC penalties in my opinion, just the new Survivor general gameplay (faster games mean people are now accustomed to fast wins and are willing to take a fast loss in order to jump in a new potential fast win game) and mob mentality (natural thing in an asymmetrical game, sadly).
People who let themself die on first hook are the same player who would DC without penalty. The general situation has improved a little bit in my experience.
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Iri Heads;
Farm Maps pallet spawns/tile distribution;
Insane windows in specific maps;
Moris and Keys;
Exhaustion perks in general, I find it mental that having one is mandatory if you want a strong build;
Special mention for Head On's hitboxes and priority mechanics.
I don't want to include Toolboxes because I want to wait and see how the new change plays out even if I, for one, don't like it.
Nothing new, nothing surprising.
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Survivors have a lot of room for mistakes compared to the Killer, if they know how to abuse this the game is quite unbalanced, currently it is balanced around them not knowing much hence the problems at high ranks.
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Stats reflect that he's possibly the easiest Killer to play, that alone does not make him too strong in my opinion.
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Low B, you don't get rewarded for hitting a shot as you should, I only had the chance to play two games as him and five games against him but the reeling feels bad and Deep Wound looks like a consolation prize.
I wish he had less counterplay when hitting a shot, the stun makes me sad since your time is more valuable than the time of the target you hit.
I don't think he in the current state is even remotely good at high ranks but I'm not at high rank so what do I know.
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Not only they won't punish people for playing with their friends despite the advantage, they probably won't hand out free stuff either because it hinders player retention, the grind is the only thing that keeps some people from dropping the game, there are players who live it as an addiction.
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They don't want to increase Gen times due to it being boring for Survivors, yet every alternative solution seems to have some kind of issue.
They aren't the fastest team in the west so they won't be able to set up PTBs to test things out, expect no changes until they come up with something they think they can implement without causing bugs all over the place.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/1075070#Comment_1075070
Yes they do. They can drastically reduce the generator progress. What if the final generator is at 99% when it gets broken with Pop Goes The Weasel. It's then regressed massively and the killer then has a huge opportunity to win the match still. It's most certainly a second-chance perk.
There's more too:
- Hex: No One Escapes Death
- Bitter Murmur
- Barbecue and Chilli
- Blood Warden
- Corrupt Intervention
- Discordance
- Enduring + Spirit Fury
- Franklin's Demise
- Hex: Ruin
- Rancor
- Surveillance
- Whispers
- Hawkin's Underground Complex, Gideon Meat Plant and Lery's Memorial Institute are all statistically more killer-sided.
- Add-ons like Iridescent Head massively increase the strength and utility of the killer's power.
- etc.
I'm not saying I'm against any of these perks, maps or add-ons. I'm just pointing out that saying that the game only has survivor-sided things isn't necessarily a true statement.
I'm having a hard time understanding your definition of "Second chance perk" after this list.
I could only agree with Blood Warden and NOED, maybe Enduring+Spirit Fury.
And even among these three, two of them require you to play in a different way in order to make them work well.
On the Survivor side you just run the perks (DS/BT/Unbreakable/Adrenaline) and you play normally, doing Gens, getting hooked and rescuing are the main requirements and they are core of the normal progress of a match, not something you need to go out of your way for.
The only one that requires reactions is Dead Hard but that's quite hard to say right now with the Dedicated issues; even then most good players use it to make distance and reach a window or a pallet, not to dodge.
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I think all she could possibly need is faster crouching w/o Add-ons and 28m Terror radius.
I dislike Rule Set N2 in general so I would prefer for it not to be base.
Maybe rework most of her add-ons since, in my opinion, most are good just for the +1 Trap and the rest is either bad, Combat Straps or Amanda's Letter which is a nice gimmick.
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I replied in my first line, he asked why one side should care for the other and I said it should not unless they want to play to lose.
Then I replied to what I think about the abuse of said Perks, infinites should not even be discussed and Gen rushing is a topic I'm tired to read.
You didn't reply to the question too, I see.
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Killing Survivors is the Killer's objective, any way of doing so is decent and caring about the other side should come after that.
You can't know if you are against a sweaty Killer/Team before the match so right now at Reds you have to assume what you can; playing to lose should not be a viable option for the average player unless there is a challenge in the way.
I personally dislike locker meta w/ DS and bodyblock meta w/ BT, but for the most part they are okay, just the strongest Perks you can run right now.
There will always be Perks stronger than others and Survivors being only skins doesn't help that sadly.
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Yes but as a buisness they can't sacrifice player retention and the incredible grind is important in that context.
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I think they said something similiar to "Sound is linked to a lot of things like animations" so we don't know what exactly, even then we can theorize something was changed but wasn't written in patch notes or is a consequence of a bug fix, what we know is that due to this kind of coding we can expect sound problems every major update and most minor updates as well.
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Ruin rework was needed but the game has a lot of problems aside from Killer Perks.
I would not call any of the recent changes to the game "brilliant".
I laughed hard at your "Want Red rank? Sweat for it" when I have to use all my attention on any given Killer match to get a PIP, struggling a lot in low Purples because of the matchmaking and me not being very good while on Survivor I'm at Reds without even realizing until today being possibly the worst survivor on planet Earth.
Your "SC Grandmaster" thing would only worsen the already terrible matchmaking/queue times and I'm simply stunned on how you would not notice this kind of problem.
This is a glorified party game, with the exception of being able to start with tools so powerful at your disposal (NOED, old Ruin, DS, DH, BT, Toolboxes, extremely overtuned add-ons) that sometimes you'll need very little decision making ability. Please do not compare this game or its ranking system to a RTS, I think it hinders your thought process.
Have a nice day.
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They said on the stream that it is tied to a lot of other things like animations so it won't be ever totally ok unless they reprogram the game from scratch in a different way.
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You can't stop people from playing with friends, I just wish there was some kind of limitation on perks or something similiar.
They could test a multiplier on MMR for SWF groups, I don't know honestly.
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He wasted a lot of time to reach BL3 and probably lost the game as a result, I fail to see your point, sounds kinda selfish to me.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1041798#Comment_1041798
Right, so all he actually said was that ranks hadn't been removed from the tally screen. He very intentionally didn't say that they would not be removing them, since that would have been a lie.
They were left without answers because he's probably contractually bound not to reveal changes before they're officially announced, and if he had said that they weren't going to hide ranks, he would have been lying. So what else would you have expected him to do?
I know everyone wants to convince themselves that the devs are deceptive monsters, but if anything I would take that as proof of Peanits doing his best to avoid being dishonest with the community, in spite of all the accusations to the contrary.
Didn't mean to put it that way, I guess the "I don't blame them" was too much, I was just trying to help finding the comment because I, too, remembered something similiar, even if essentially different after a recent read. I don't believe the Devs are "monsters", I know there are decisions to be made from a buinsness standpoint, I know they can't tell us everything right away.
I'm on the side of the community that finds most of their decisons to be questionable but I have no insight and I'm no buinsnessman.
Anyway, I'm going off topic for the third time in a row so I guess I'll stop writing in this thread.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1041798#Comment_1041798
Actually, if I remember correctly, someone posted a screenshot of a mod on Discord or something answering a question saying they decided not to remove ranks. However, I do not have the screenshot, and I'm recounting this from memory, so it's just hearsay. But I'm pretty sure that someone official actually did respond somewhere other than the forums saying they changed their minds about doing it. Of course, they could've just meant they decided not to do it during the newest patch.
Oh, I'm very sorry, didn't know about the screenshot and I'm not very active on Discord in general so I couldn't know about said original source.
Again, sorry for assuming.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1041735#Comment_1041735
I'm about 99% sure he never said that. Can you provide a quote?
I believe he's refering to this:
https://forum.deadbydaylight.com/en/discussion/comment/976390#Comment_976390
Someone right after asked the direct question but looks like there was no answer. Most people assume the worst when left without answers and I can't blame them, honestly.
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The thing is, I feel like you can't lose a single chase without being so far behind you will have to sweat to even have a chance to come back, unless you are leaving somebody and even then it could be too late.
You either keep up all game or you lose.
Balancing around two kills is a very frail way to do it in a snowbally game like this, I would understand if they implied you are tunneling down one.
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It's not the build if it's unbeatable, it's the player. And even then "unbeatable" is very exagerate.
I would love to read examples from the people who voted Yes.
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I'm astonished by how few people felt insulted by that "Go watch better Killers than you on Twitch to learn something, some of them are FogWhisperers :)".
Ignore Devs stream and play the game while it lasts, no point in getting angry as there's no way to solve anything.
The secondary objective is now totems since NOED is much more popular.
A true secondary objective would be too time consuming givent he current state of the game, probably.
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If the lower point of view is a problem for you I advise against getting Hag, I don't know which Killers you enjoy so I'm unable to give other suggestions.
If you like Pig for the Stealth aspect you could try Ghostface.
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Depends on how many people are doing challenges rather than Gens, they stay near the downed guy like vultures to get that safe hook rescue and waste a lot of time, I honestly believe this kind of thread is pointless as many players are not playing normally.
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I mean, the easy way to reach said goal is to put a limit so that a given action cannot take more than X seconds; for example Sloppy and Thana may be affected by this so that the 3rd stack of Thana does not slow down healing since that lower cap has already been reached.
But that's madness as is a way to brute force "variety" in Killer builds while the other side only has Ex. Perks to keep in mind, right? :)
Right?
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@Aura_babyy said:
Why do people keep saying, omg no you need to use 2 perks.
Spirit fury and Enduring 4heads?
Hello? Do synergies not exist in the transcended killer mind?
One being a Hex is a big part of the problem, considering how quick lit totem get cleansed at Green ranks and above.
Spirit Fury + Enduring is also a gimmick since you are using two Perks to waste a lot of time early just to get the chance to not respect a pallet later and get a single hit. It makes me laugh tho, I use it more than I should.
EDIT: I said it's a gimmick because it will work once, maybe twice every match as Survivors will just drop pallets early after they got the information; also for someone Enduring means Spirit Fury so seeing the quicker animation is enough to make said decision e slam every pallet during the chase.
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@Waffleyumboy said:
I don't remember them saying that.
Didn't they say that they won't slowdown perks not to work well when paired with each other? I don't expect changes in the near future but I wouldn't be surprised to see Sloppy nerfed, for example.
@TWiXT said:
On the plus side... Iron Will being used in 76% of games? DS in 80%? Dead Hard in 67%? BT in 90%?... Gotta nerf those bad boys too!
At least if they are nerfing based on hard usage statistics instead of bias towards any 1 side, then that's what we can expect in the future... otherwise, the dev's would be shooting themselves in the foot by alienating one side over the other, and in a game that doesn't work unless players actually want to play either side against each-other, that would be a death sentence.
So unless they want this game to die on purpose... they'll have to play the neutral party when it comes to nerfs and buffs. This time around, it was more 1 sided than it has been in the past 4 updates, but I guess I have faith that the only reason they nerfed Ruin was because they needed to remove it as a factor in determining how strong survivors actually are, without its influence, in order to get accurate data. If not, and they only did it based upon its popularity, then... #########! ! That's so "incomprehensibly stupid" of a reason to make the change that it wouldn't be wrong for anyone to feel they did it on purpose just so that this game can die, allowing them to move onto their next project. For God's Sake, they just promoted the game HARD with the Stranger Things DLC release, which netted them a ton of new players, so there's LITERALLY no reason for them to do that! Any other reason would be a "Terminate-able" offense... In that whoever decided to go through with it/suggested it should be "Fired" on the spot!
I want to give the devs the benefit of the doubt here, and believe that they aren't in any way, THAT STUPID. They've given up on updating or supporting Death Garden: Blood Harvest, and Dead By Daylight is the only other current project we know about... Their "Golden Goose" if you will. It would take a special kind of charismatic moron to convince them to KILL their "Golden Goose" without a solid backup plan. Being that their other project fell through... That's highly unlikely.
Yeah, its gonna be a rough few weeks/months while they collect their data on gen speeds, and the reason so many killers defaulted to using old Ruin as a counter, but in the end... I'm hoping that it will prove to them that the killer mains were right, and make decisions to help balance the game for the better.
They said the only Survivor perk with high usage is Self Care which is ridicolous and proves they cover all ranks, not just the people that know how to play.
Usage based bans are not the right approach to this game since data is tainted by the fact that ranking is not incentivized, hence there are few spikes who only play what's good in order to win.
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I tried it once or twice and it feels like the Totem is now linked to two perks ahahah
Not that good in my opinion.