Pulsar
Pulsar
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- Pulsar
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Comments
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Legion is perhaps the most unfun Killer to face. Only one even close is Pinhead. Which is sad because he's very fun to play.
Sucks cuz he's weak too. Just an immensely poor design that should've been reworked.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3262228#Comment_3262228
It has counter-play. its called finishing generator and being successful at the chase. The perk requires the killer to kick a generator and it awards 10% regression and refunds their time spent walking+kicking a generator. Its like survivor want to go down in 30 seconds chases and still escape every trial.
https://forum.deadbydaylight.com/en/discussion/comment/3262281#Comment_3262281
your suggestion is similar to what i suggested on the perk which is AoE incapacitation so swf cannot rob the killer off their perk value. your not suppose to be able to avoid the incapacitation.
Oh yes, of course.
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@DashMonsta008XV said:
https://forum.deadbydaylight.com/en/discussion/comment/3262639#Comment_3262639
Hi Pulsar hope your day is going great 😃
Hey MardiGras, I also hope your day is going well
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@AverageAshEnjoyer said:
https://forum.deadbydaylight.com/en/discussion/comment/3262678#Comment_3262678
nah hes better than freddy and dredge. arguably on par with wesker
He's not even close to Wesker.
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He's bland and outdated at this point.
He's been replaced by other Killers who do everything he does better.
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Probably because it got nerfed straight out of the gate.
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@DashMonsta008XV said:
You should try it out and see if it's actually fun 😊
Sitting in one place isn't fun for me.
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@Cyber_Atlas said:
https://forum.deadbydaylight.com/en/discussion/comment/3262488#Comment_3262488
1 killer perk should be as strong/stronger 1x4 survivor perks.
Compare to surv meta: ex. Dead Hard.
How is 1 Eruption stronger than 4 Dead Hard ? It is not.
-> It is balanced.
Incapacitated 3 times x trial for a total of 75 seconds (around the max you get in worst scenarios) is not a huge deal. Just rotate the hooks.
It IS a strong perk for a killer, one of the best gen regressing/control perk. But it can be said the same about many surv perks. None should be nerfed. Gens are literally flying :)
Gens aren't going very fast in my games. Might just be you
You have an interesting idea of balance.
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@Cyber_Atlas said:
You need to commit kicking a generator, or you play with one perk less. It is balanced
It isn't.
You put in the bare minimum of effort and get far too much of a reward.
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I agree that there should be more prestige rewards, I just think there are more important things to focus on.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3262357#Comment_3262357
Imagine if there was a survivor perk that punished killers for using their lunge attack, or some of their killer powers, on injured survivors. Oh wait, it's called dead hard, and I'm still constantly dealing with it, and I'm still being punished for using lunges or certain killer powers.
Whataboutism
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Assuming no delay, November 22nd
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@tippy2k2 said:
https://forum.deadbydaylight.com/en/discussion/comment/3262305#Comment_3262305
I can only speak for myself but I very rarely see that kind of thing happen. The vast majority of time as survivor when I go up against someone running Eruption is they chase you off the gen, kick it, then patrol the gens again. They basically just keep wandering to each gen to kick them until a survivor gets bored or greedy that they can easily take down, which then causes Eruption to go off and hamstring anyone trying to get the gen done.
Yup, that's what I see too.
Basically just setting up gen traps.
Pair that with Overcharge (which most people can't hit) and you've got a pretty oppressive build.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3262228#Comment_3262228
I feel like things that one side has to put effort and work into, do not necessarily need counterplay. In fact, a lot of times that's brutally unfair for the person putting in the energy.
Eruption requires gen kicks, it needs someone to come back to a gen you already kicked it, then they have to be on said gen at the MOMENT of a chase down. That's a lot of steps and working parts compared to perks that work "just cause".
We are literally in the gen kick meta.
Call of Brine, Overcharge and Eruption are all meta for a reason.
It would be one thing if Eruption only stopped gen progress for 25 seconds but it stops Survivors from doing ANYTHING.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3262220#Comment_3262220
Not everything needs "counterplay". The idea that EVERYTHING must have some way to weasel out of or around it is a weird notion in this game's community.
It stops you from doing anything for 25 seconds.
It kinda needs to have some sort of counterplay for having such a powerful ability,
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3262164#Comment_3262164
Or, you could just... not be on the gen when it blows and avoid its effects COMPLETELY.
That's not realistic counterplay.
Same vein as "just wait out DH 4head"
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@KSzerker said:
Did an eceleb make a rant video about Eruption recently or something? Past week there's been tons of threads screeching about it.
I've been calling it a problem since it went live.
It's REALLY badly designed.
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/3261701#Comment_3261701
I don't doubt that people would do it for that reason, but I don't know how effective it would be. With tens (or hundreds) of thousands of players out there at any given time, for almost everyone there are going to be so many that are better that trying to reduce that pool one at a time would be like bailing out a sinking ship with a thimble.
Can't speak for everyone but it used to be on Xbox that I'd play against the same 30-ish people on rotation.
It might not make a difference for Survivors but you could really wrack up blocks as Killer
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Not OP, just unintuituive.
Basically just means you can't play T-L's, jungle gyms or shack.
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@FreddyVoorhees said:
https://forum.deadbydaylight.com/en/discussion/comment/3261701#Comment_3261701
Do you know how many players they will need to first play against and then block to actually affect their playerbase ? DBD has over 200k players and MMR is very very loose. There is a video on this. The skill gap is massive according to datamined numbers. You would have to block thousands of players before you start to even notice any effects. And even in order to do that you would have to first play against them. And by the time you do that , new players will enter the mmr range and negate it all.
But if toxic players are blocked by most who the play against , they will be shunned by the player base. A good effect.
It won't be toxic players and DBD has 200K players, not 200K Killers.
Play Nurse? Blocked.
Blight? No thanks.
Pinhead? Nice try.
Legion? No way.
You get the idea. This is a bad idea.
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@FreddyVoorhees said:
https://forum.deadbydaylight.com/en/discussion/comment/3261692#Comment_3261692
And how will that help ? How is that an issue ? If they block better players then they will simply have smaller player base to be matched with. They shoot themselves in the foot. Which again is pointless since over 200k people play the game. Even if they block 1000 players the effect will do nothing , even to themselves.
But not adding the button to block toxic players will only enable the same ones ending up and ruining more of your games in the future.
If someone is toxic they will get blocked by many and thus have harder time getting matches. And harder time spreading their toxicity. Harder time creating other toxic players.
Good players will not block people for no reason so their player base will always be healthy. Only the bad actors will suffer from this.
Yes they will.
Players will absolutely absolutely abuse that to force themselves into easy matches.
It even used to exist in the form of an external program WAY back in the day
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As long as it isn't FNAF, I'm probably cool with a video game chapter.
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@Emeal said:
Flat disagree, Show us a loop or a part of a map and then give us your arguments for why its poorly designed?
At least then BHVR has a chance of picking your brain on this and solving the issue if they agreed.
Jungle gym into Shack window on Father Campbell's Chapel.
The entire Fractured Cowshed map
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He could've had Chatterer's Tooth which let's him see the Box.
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Idk.
Seems like an oversight, there's no way it should still be in the game if locker saves are being removed.
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There's SBMM?
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@Tsukah said:
https://forum.deadbydaylight.com/en/discussion/comment/3245128#Comment_3245128
No, every Playstation player runs Self Care, even at high MMR
It's a bad perk that wastes everyone's time
Pretty sure that's just not true.
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@Little_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/3259443#Comment_3259443
"(...) their build clearly meant they had a "no fun allowed" (...)"
What build are you talking about ?
4 slowdowns plus recharge add-ons on the absolute strongest killer in dbd
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"Just use counterplay 4head"
/s
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@DashMonsta008XV said:
I'd say Nemesis,he needs to be completely rework and take his original kit from 1999 and then, implemented to this game.
I was excited to learn that we were getting a resident evil chapter,but then I saw the reveal and I instantly became disappointed then ,it was released and I saw the comments and backlash and played the chapter myself.All I can say is that's not The Pursuer.
Yeah because the chapter is based off of R3make
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3258890#Comment_3258890
They do decimate but my point is that after you substantially pass the mean of experience in DbD you decimate on most of your games on Killer. The inverse is not necessarily true if you play Solo and, in my opinion, that's one of the sources of complaints because you might have been able to get an easy 4E if everyone were at your skill level but your teammates can doom you.
I'm not saying there should not ever be changes to Nurse. My position is that we do not have the data to say Nurse is an issue. We only have anecdotal evidence and any validity there is often obfuscated by the hyperbole surrounding discussions around Nurse.
If Nurse is an issue, then BHVR has the data and will act on it. If not, the constant hyperbole about Nurse is only opinions which would be a lot less tiresome if the hyperbole wasn't presented as fact. There is a huge difference between saying, for example, there is no counterplay and saying I don't think there's sufficient counterplay. One is demonstrably false and the other is an opinion that may or may not be true.
So all your saying is that you just have to hope the Nurse is bad?
It took BHVR what, 5 years to nerf DH?
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3258869#Comment_3258869
That's a fair statement but, to be honest, although I'm sure you're a good player you lost about 20 times in a row as Nurse. I suspect most of your issues come about from playing on PS4 and hardware issues and not your ability but you also know Nurse isn't a play 10 games, win 99% of the time Killer as commonly portrayed.
@ScottJund is an even better player than either of us but that is exactly the reason why outliers shouldn't be used for balancing. @ScottJund , Otz, JRM, etc are all outliers as they're much better than most players will be either due to time spent, inherent ability, or both.
If DbD was set up so the majority of participation was from watching people play, sure, do it. For a game where you participate in it it's important to consider everyone for balancing.
Actually, I think it was almost forty. Likewise, Xbox One, not PS4.
Also, she makes me extremely motion sick and I can't focus while playing her. If I wasn't handicapped in those ways, I've no doubt that I could win most of my games as Nurse.
On Killers that aren't Nurse I have gone up against some very good players. Not consistently, but you can tell when you're getting put against fair opponents. I've pushed Killers like Blight and Nemesis as far as I can given my hardware limitations and I'm happy with being able to compete with people like Yerv and Tofu, I don't know what my MMR is, but I figure if I can hang in with them, I must be at least competent. All this to say, I know how to play Killer.
Nurse is absolutely too good for this current era of DBD. Maybe she made sense in 2017 or 2018 when I started playing, but it's been a long time since then. Those .01% Nurses? They aren't going against people with 10K hours consistently. If they did, they'd have 30 minute queues. No, they're playing against people with sub-2K hours who they completely decimate.
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Myers comes to mind.
He is really clearly a relic of a bygone Era in DBD
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3258862#Comment_3258862
No, there's more than enough counterplay out there already described. As your job is literally streaming DbD and you would be facing the top 0.1% of Nurses the issues you would face are not representative of the majority of the player base nor should Db balance around the top 0.1%.
The odds that the poster I replied to is in the top 0.1% of players is also extremely small and I'm tired of seeing threads from people who won't try against Nurse when she's not an issue for the majority of the player base which is where the game balance should be decided.
I'm actually surprised, by the way, you're in here coming across as trolling a thread that wasn't related to you or your videos as you're normally more professional than that. It's kind of disappointing to see.
It's funny that you think MMR is that consistent.
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@Ayodam said:
The pallet near the downed helicopter isn’t a god pallet; it almost boxes/traps the survivor there. The AC unit isn’t long/wide enough to really stop the killer from mindgaming, and going into that hallway right of the pallet isn’t good because it’s blocked off by debris now.
Main hall/lobby pallet—yes, that is one of the god pallets.
Safe room. It can be a good pallet yes; I’m not sure I’d call it a god pallet though. Before the wall was broken, it kind of was though.
Library. Not a god pallet; can be mindgamed and leads to a dead zone. It’s strong if you stun the killer and use Balanced Landing after escaping through the home in the floor, though.
Flooded bathroom. What makes this a god pallet to you?
Not the one on the AC unit. There's one inside of the hallway to the left of the crash.
If you get mindgamed at the safe room pallet idk what to tell you.
I'm not talking about the pallet in the library, I'm talking about the one in the hallway outside of it.
@ 4:06 of this video, there is now a pallet at this table. If the Survivor drops it, you HAVE to break it.
https://www.youtube.com/watch?v=E-Zn7WtdgHE&ab_channel=AbsolvedLIVE -
Probably Wesker or Blight without add-ons.
High skill ceiling, not super hard to use at first, good movement, high but interesting anti-loop.
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3258525#Comment_3258525
There are only two god pallets, Pulsar. And one of them is right beside the LOS 3-Gen—which is very easy to patrol. In fact, I’d offer that any killer just not bother with anything but maintaining that 3-Gen. You’ll win.
God pallet by the helicopter crash hallway to the left of the Jill @ 4:47. Only spawns on East Wing.
God pallet in the main hall @ 3:45. This will always spawn.
God pallet in this office @ 1:33. This will always spawn.
God pallet in the safe room @ 1:09. This will always spawn.
God pallet by the entrance to library on the 2nd floor @ 3:12. Only spawns on West Wing.
God pallet in the back hallways near the flooded bathroom @ 5:48. Only spawns on East Wing.
The video I'm going to link is from the PTB and some things have changed from the PTB to Live, but those are all the god pallet locations for both versions of RPD.
Here's a video:
https://www.youtube.com/watch?v=i5HFx16oGAgAlso, on the subject of the main hall 3-gen area... You have LoS on Survivors. They have LoS on you. They can start running very early and unless you're running some hefty gen slowdown, you lose that exchange.
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3258523#Comment_3258523
A balanced solo queue load out should probably include at least one aura-reading perk, an exhaustion perk, a perk that helps with healing or unhooking, and a wildcard perk (preferably something that enhances efficiency). Items can take the place of the healing or wildcard perk.
You probably need OTR and an Exhaustion perk.
You probably want Reassurance.
Probably want CoH.
Probably want aura-reading.
Not much build variety there.
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3258475#Comment_3258475
Most of the pallets on RPD are unsafe; in fact I can think of only three safe pallets across both East and West Wings. Also because the devs opened up a lot of rooms & halls they pretty much broke up all of the god loops. And both variants are now smaller than Red Forest, Eyrie of Crows, and the Coldwind Maps. Also the map always has a 3-Gen every time it spawns.
The map is also two stories which makes it bigger, the three gen has long site lines and is easy to break and I can think of several god pallets on that map
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@Ayodam said:
People will tell you that if solo queue survivors just had more information, they’d perform similarly to a SWF. But like, that isn’t true. SoloQ players can run a plethora of aura-reading perks (Kindred, Bond, Empathy, Alert, Dark Sense, and more) and will still play subotimally. Because it’s not really about information; it’s matchmaking that creates dysfunctional survivor teams.
If you're running aura-reading perks, you're sacrificing other perks
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@Rudjohns said:
I don't understand how this map is survivor sided. To me its one of the most killer sided maps in the game
Very safe pallets, extremely large map and a lot of Killer powers are nigh unusable on RPD.
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I'll buff them right now, sorry I forgot
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Now there's a Feng skin for Trickster.
Most annoying Survivor on one of the most annoying Killers, sigma move.
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Dread it, run from it, Feng skins still arrive.
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Any RPD is too much RPD.
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I don't/can't smoke so, idk, I'd chill with Steve or Nancy?
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@Rudjohns said:
https://forum.deadbydaylight.com/en/discussion/comment/3257163#Comment_3257163
I don't think giving BP is necessary
Just keep all BP that you have collected in the match and protect all items, add-ons and offerings. And make sure to not lose a level pip
If the Survivors, as a team, decide to forfeit because it's a Nurse, the Killer should get a consolation prize.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3257542#Comment_3257542
Don’t perma-ban them. Just have the rage quitters matched with each other.
I mean, enjoy your 30 minute queues for a sweaty af game IG
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3257531#Comment_3257531
In my experience, they do quit at the same rate that Survivors do.
Likewise, I'd argue that MOST DBD matches are unfun for someone. Someone usually ends up being camped, tunneled, slugged or Gen rushed in almost all of my matches.
If someone gets unlucky and has that happen 3 or 4 times in a row, I can't blame them for wanting out.
Okay, so kill the game by perma-banning them.