Reinami
Reinami
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- Reinami
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@Yui_TheBeauty said:
Improve your map pressure and run better generator regression perks, don't stay in one chase 24/7 and do nothing that involves not hunting the survivors, your fault for failing to do that.
That doesn't work in high level play. The second you stop chasing someone they are on a gen and/or healing. Watch any pro/tournament game, killers slug and tunnel and camp for a reason.
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@missW said:
https://forum.deadbydaylight.com/en/discussion/comment/2509035#Comment_2509035
If you are a 4.4 speed killer and have been secretly changed to 25 boards, you can imagine the game experience
I'm guessing by "board" you mean pallet?
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@SunderMun said:
Holy ######### I've never seen so many back to back games where a killer facecamps a minute into a game. This is ridiculous and just proves the point: devs' lack of willingness to bother fixing this, rather than being lazy and letting it destroy games is out of hand now.
At higher MMR, it's pretty much all you see now. It's not fun, it's not fair, and it's making the game incredibly difficult to swallow. Either SBMM needs to be turned off, or this ######### needs dealing with.
Welcome to SBMM.
If the devs want me to play with high MMR/comp survivors, you need to expect me to play like a high MMR/comp killer. Go watch a tournament sometime. It's basically all tunneling, camping and NOED. Because this game is horribly balanced in favor of survivors so killers have no choice to play like this if they want to get a kill or 2.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2508712#Comment_2508712
At that point you are just searching for a ‚reason‘ to camp. You don’t need that. Camping is a valid strategy. Just do it if you want to.
You obviously see camping in a negative light. I don't, of course i'm searching for a reason to camp, just as i'm searching for a reason to not camp, or go to a gen, or mindgame a survivor, or break a pallet. Every move i make in the game is calculated based on the information i have. You are correct in that "I'm looking for an excuse" because i will do the thing i think is the most effective strategy at that time. And if i see nothing on BBQ, that is a good indication that i should hang around the hook and lightly patrol.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2508619#Comment_2508619
uhm. None of the things say they are not on a gen. In two cases they are VERY likely on a gen actually. And even when hiding in a locker they probably have a gen nearby.
Right, but what is more likely? That a survivor is waiting around to unhook, or that every other player is hiding their aura from BBQ? Chances are that at least one survivor is nearby.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2508583#Comment_2508583
Or someone is hiding in a locker or behind a gen. Or running a perk like distortion.
camp if you want to. But that’s not an excuse.
Right, but if they are doing those things they aren't on a gen. So why would i leave the hook? The problem is camping is usually the result of survivors not pressuring the killer to leave the hook.
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@UnknownKiller said:
Use bbq and chili and still camp why?
Wonder why should I move to the other side of the map to stop a gen I wont stop even on my sweetest dreams or chase others at 500km.I prefer you to come here.
Well, let's say i'm using BBQ. And i don't see an auras. Why would i leave the hook? That tells me that most likely at least one of you is hanging around.
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@WexlerWendigo said:
They’ve had years to make her more balanced and fun, and have done next to nothing. I’m tired of loading into a match, only to go against someone who has 10 hours in the game, because they’re playing a killer that takes zero skill. It’s just easy mode, which should not be in a competitive game.
Let us have fun please, instead of forcing us to go against this garbage!
Deal, but only if i can opt out of playing against SWF.
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@wxnickxw said:
https://forum.deadbydaylight.com/en/discussion/comment/2506697#Comment_2506697
He's warning people so the thread doesn't get deleted. It's not his fault it's against forum rules to discuss how sbmm is currently designed
Which rule is that? The rules that were linked don't say anything even remotely tied to that.
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@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/2508075#Comment_2508075
Keep in mind that a certain developer, you probably know who, said THIS killer was OP while Clown was underrated because people haven't been properly using him or something.
The same developer also made it clear that, and i quote: "We don't know why freddy is overperforming, just that he is when you look at the numbers"
So they nerf him, without actually nerfing the thing that makes him strong (not OP) because they literally didn't know why he was strong.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2508059#Comment_2508059
But why would the licence holders of a very lucrative and sexual-based franchise have the licence pulled over people making jokes about nutting?
Because it is still a horror franchise and it could have been something they didn't like with people making jokes. Regardless of the exact reasons, it is likely related to the license holder not liking something, otherwise BHVR would just tell us. Instead they are being extremely cryptic about it.
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@Dr_Loomis said:
I've mentioned this too. It is a possibility that the inclusions of Chatterer and other Cenobites influenced the removal of the Pinhead voice lines.
Personally, I am not at all fussed by the loss of the quote, and I am a big Hellraiser fan. Hopefully we will see the Butterball and Female Cenobites. I would also be happy to see Dr Channard and Angelique, but those are real long shots.
Let's say hypothetically that is the case.
Why can't they just say that? The only answer we have been given is "They were removed, and we can't talk about it" they are being extremely cryptic. If the reason was because of the other ones, and they just didn't have the ability to add in that skins change the sounds just yet and that it will come in a future patch, why can't they just say that?
It is more likely that the license holder got wind of the fact that everyone was making the "HE CAME" jokes constantly, and told BHVR to pull the voice lines which they were allowed to do due to however their contract was written.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2502887#Comment_2502887
Boot the killer from the game if they are consistently getting 200+ ping. Either they are VPNing or they have ungodly internet which in that case they shouldn't be playing the game either.
That's not a good solution. That basically punishes people who are poor and cant afford good internet.
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What exactly would you have the devs do? It isn't possible to block VPNs because that is literally their purpose, to make it so you can't see where the person is coming from and to make it seem like they are coming from somewhere else.
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Right, but the way VPNs work is that they make the server/service you are connecting to think you are somewhere else. So they use a VPN to make it seem like they are in the U.S. Now what should the devs do?
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@MigrantTheGreat said:
You can't get rid of the tombstone addons because of the Evil Incarnate achievement.
I personally think Mikey needs a add on pass and to just get rid of T1 and he'll be fine.
These are dumb excuses every single time and are used for keys too.
ACHIEVEMENTS CAN BE CHANGED. The only problem is that consoles (specifically Sony i believe) don't like it and per their policy they only allow you to change achievements if it is no longer possible to obtain them. When people talk about achievements being unchangable, they are talking about the incident with the huntress one. The achievement was for this one: https://www.trueachievements.com/a238800/skilled-huntress-achievement Which requires you to down a survivor with a hatched more than 24 meters away.
The original achievement required 100 downs but on steam it was changed to be much lower. It was a pain in the ass but eventually it got reduced on console too, but it was extremely difficult because sony/microsoft don't like it when you change achievements if they are still possible to do, regardless of how ridiculous the requirement is.
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@D3spair said:
Title says it all.
How to reach Rank 1/ Iridescent 1 if you have a job?
Pre SBMM I can reach Rank 1 in like 4 Hours with my main boy Billy. I have like 2 hours to play DBD per day due to my Job. With them putting everyone to Rank 20 with SBMM ON, How does a guy with societal obligation get to Rank 1? I don't ever see me getting to Rank 1.
So much for the dream of getting 500K BPs per month.
I mean, i also have a job where i work 10-12 hour days 5 days a week. I manage to already get to gold, and i can really only play about 2 hours or so a night.
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@skylerbound said:
Had 2 matches today, both with an uncleanseable totem spot, both with devour and one clearly knew about it as they used the offering. Can we please disable this?
Come on now. You are telling me a killer "knew about the bug" so they took devour, burned the map offering and just KNEW that the totems would spawn in that exact spot/configuration AND that the devour would be lit on that exact totem spot?
You are being ridiculous.
Not saying it shouldn't be fixed, but don't start blaming people for things that are obviously not in their control.
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@razberrypizza said:
In all honesty i thought id never see the day.
It's pretty funny TBH. On one hand they cry about Ruin+Undying+tinkerer, but everytime a killer is able to make use out of a perk that isn't stacking gen slowdown perks or using one of the other 5 good perks, all hell breaks lose. It's a shame that a killer can finally make use of an offmeta and generally terrible perk.
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@Ghostyboii said:
I believe they said they are working on a new bloodweb system in an interview recently. they said it ws in very early develpment though
At the very least they should do something in the meantime, like double bloodpoints, or remove perk tiers or something.
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@Mysterynovus said:
Since the introduction of SBMM, I've been encountering NOED waaaaay more often than I used to. Before, I'd see it 1 in every 5 matches. Now, I've come across it 10 times in a row. It's a weird trend considering MMR doesn't mean much and has a cap to it.
At high levels, gen speeds are too damn fast and stacking 4 gen slowdown perks doesn't cut it anymore. Best bet is to play an endgame build with NOEd and hope for the best.
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@Clubs said:
First time using the forums in a while, but I wanted to bring attention to the devs a new way of playing Pinhead that was used against me and my friends. Keep in mind that while we aren't diehard survivor mains, we all probably come out to around 500 hours on survivor each, so we're not shabby.
The idea of the build is for Pinhead to run Hoarder and Franklin's Demise, along with addons that make the Lament Configuration take longer to solve. He plays the game like normal until he finds the survivor with the box using hoarder, then interrupts them from solving it using his addons and possessed chains. He will NOT teleport to it, which would cause the box to disappear. After interrupting the survivor, he hits them with franklin's, making them drop the box and allowing him to pick it up. He forcibly starts a chain hunt, then downs the survivor. The newly-started chain hunt FORCES the other players into picking up the box. Pinhead then goes to that survivor and begins the process anew. For good measure, he can also bring ruin and undying.
The problem with this build is that once pinhead gets a chain hunt going, survivors can no longer solve the box. Once they pick it up, chains will interrupt the solving process, giving Pinhead plenty of time to come over. Then he can just force survivors into multiple chain hunts over and over, until the game ends. I normally wouldn't post about a build that bothered me, but this felt like a special case. Usually when I lose to a gimmicky build as survivor, I understand that it was our fault for misplaying the situation. However, this build felt OPPRESSIVELY good; like, to the point where there was genuinely nothing we could do.
We couldn't do gens, we couldn't do totems, we couldn't heal. The chain hunts only ended when another survivor picked up the box, which would only last about 20 seconds before Pinhead was on top of them ready to start another hunt. I don't know how the devs could tweak this, but this build is something that should potentially be looked at. Maybe we just didn't have the right tools, or maybe it was a bad map for us (it wasn't, it was Crotus Prenn Asylum, which would've made him walk FAR to stop the box), but it was the first time a game of DBD has felt genuinely unwinnable. And mind you I have over 1200 hours so I've seen my fair share of bad situations.
Yeah, it's a real shame that a killer finally gets some use from some off meta perks rather than being ruin + undying + tinkerer + BBq every game right? Really wish they would nerf it so that way everyone has to stick to the same meta.
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@Ludicris said:
The issue they face now is that if they balance generator speed/regression to not require gen regression perks. Then you have a handful of perks that will absolutely break the game.
They put themselves into a hole.
I mean, ideally they buff base regression/increase gen speeds/whatever else so that generators take 50% longer of the time that gen regression perks normally give, then they nerf all of the gen regression perks by 50% (maybe even make it so they can't stack). That way if you run the perks you effectively reduce things down the same amount.
Another idea i had was that they should just massively buff every gen regression perk (with the exception of maybe ruin), but then make them like exhaustion perks, where you can only get 1. And they all do something unique.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2497268#Comment_2497268
Well the way I see it, it is physically impossible to defend 5 gens if the survivors play well. The first few gens typically go quickly because survivors have all their resources available, they are far away from you and you can only chase 1 person at a time
The topic of gen speeds is a conflicting one because it's never going to change the fact that, for the most part, most killers cannot pressure all 4 survivors at once without certain killers, playstyles or perks.
So what's the solution? Make gens take longer? 80 seconds for a solo survivor is long if you ask me. You could make the gens 160 seconds each but if the killer can't catch anyone/still has to chase 1 person at at time they are still going to lose gens.
I think they have gens backwards. Right now there is a penalty if survivors do gens together. I think that solo gens should take an extremely long time, like 160-200 seconds. But no penalty for doing them together, this would make it so that survivors now can't split up easily and do gens, and it is more efficient for them to stay together. This makes it so the killer can pressure multiple survivors at once. Perhaps this effect can lessen as there are less survivors in the match, or maybe as gens get done.
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@Kurisataru said:
Camping at rank 1 is literally meme'd as a trash console playstyle that doesn't work vs decent survivors. But lately....
I am seeing a lot of Rank 1 Plaything X Undying X Ruin X Pop or Deadlock gamers out here playing any type of killer(Mostly Nemesis, Pinhead, Huntress, Deathslinger, *killers with ranged attacks*) just camping like it's baby season.
Watch a tournament sometime. Camping is the only way to win at high levels.
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@Mandy said:
The hotfix is largely for bugfixes, if any balance changes need to be made then they will be made in a later update.
How about that lunge bug?
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2496505#Comment_2496505
I highly doubt youre going against SWF death squads every game man, and if you are go buy yourself a lottery ticket
I also never said anything about not balancing towards the highest level, Im all for that since it would probably be for the best
SBMM is doing its job and matching me with top tier survivors every game. It's not a lottery.
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@Purgatorian said:
This is not another 'I'm quitting the game' post, although I am close, I'm just wondering how to have fun with the current state of the game.
As killer - No matter how many heavy losses I take I'm still getting extremely difficult survivors. Then after 3 hooks, 5 gens finished, they don't think 'oh, the killer had a bad game, let's just leave'. They stand there rubbing it in your face or, if you move away from the doors, try to get in viewing distance but a safe distance away to do so. If not they basically take the game hostage for most the egc, refusing to leave until the counter has almost ended. It is extremely demoralising to lose so badly match after match over and over again, against extremely strong survivors and gen speeds without all the crap at the end. There are lots more I could go on about but this post will be too long as it is less said about swf the better.
As survivor - Either you get the top tier killers who can end the game in minutes with 5 gens left or tunnelling, camping, slugging killers. Most of my survivors games have been like this and I'm back with the people scared of gens and hooks.
Both sides has grown extremely frustrating, heavily overshadowing all enjoymentof the game. Bugs remain in the game for ages and badly implemented sbmm introduced even though they refuse to properly balance the game. I was always an advocate of sbmm and for one day I was getting balanced games, not sure what went wrong.
So what's happened? How are we now supposed to have fun? I know a lot will say 'take a break' but unfortunately I fear the game will still be in the same state for months, if not until the end of the games life. I used to love this game and don't want to shelve it for eternity but it feels like I'm being pushed away, like the devs are purely bothered about money only and not player satisfaction anymore.
Read both of your statements there.
Killers HAVE to play as top tier killers or slug, camp, tunnel or they are won't stand a chance. There are only 2 viable killers at top tier play (arguably 3).
Remember when Ruin + Undying before it was nerfed? Remember the complaints in the forums? Remember how it was everyone complaining about ruin + undying. All of the camping/tunneling complaints went away. Because killers generally stopped doing that. Because finally the game lasted long enough for us to not play like an #########. Then they took that away. And look at the complaints again. It's threads about how Spirit/Blight is OP, camping/tunneling complaints etc.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2496446#Comment_2496446
"Heavily survivor sided"
Damn didnt know you were a tourney player
I am now apparently since SBMM is live. Every game is SWF sweat squads with 4 meta perks. You need to stop thinking that just because good players are rare that we shouldn't balance the game for them.
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@milwaukee354 said:
I have games where I'll get chased two hooks in and mostly all the pallets would be gone, should resources last until like the second or last gen, the game would be two hooks in and mostly all the pallets would be gone, am I the only one who has this problem?
No, this game is already heavily survivor sided, why make it worse? This is a problem of your team not playing like a team and just wasting pallets.
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@NightWolfsFury said:
https://forum.deadbydaylight.com/en/discussion/comment/2496234#Comment_2496234
The only problem with this is if you balance gens more, tunneling is MORE effective because the killer is no longer punished for pushing out 1 or 2 survivors the whole match, and you know people would continue to abuse this, AND it would be an even better strat.
Matches won't get more fair. They'll just be even worse for the survivors.
There isn't really a way to fix this unless they need gen regression perks as a whole as a side effect, but even then, that ALSO encourages tunneling more because gen regression is less effective and gens are slower.
The only way to fix this is to punish killers for choosing to tunnel by reducing their scores/MMR for doing so, which I don't think is really fair either, as it is an effective strat and is also trying to force the players into a certain play style.
It's almost like it would be healthy for the game to, i dunno, fix both? Imagine a world where tunneling and/or camping weren't effective strategies (not a bloodpoint reduction, not an xp punishment, not an mmr punishment, but systemically a bad choice to win the game), and killers didn't lose 3 gens in 2 minutes every game.
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@Plu said:
https://forum.deadbydaylight.com/en/discussion/comment/2496246#Comment_2496246
I said more BP as an exemple, it could also be XP boost/ free shards / Rift bonus . ( which i stated in the OP minus the rift part)
Maybe even all three at once , why not ?
I know it won't fix the issue, that's not really the point, but it probably would incite people to be more creative and make them feel less bad about taking L's to the face because they would get rewarded for playing differently.
It doesn't help, because people still want to use meta stuff. The way to fix these is to stop making bad perks. Both sides have maybe 10-15 good perks to choose from. The rest are useless trash.
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@Plu said:
Since the new hot thing seems to be blaming MMR for bringing the worst in people ( Which is true to some extent but really isn't new, it happened regardless of MMR).
I just tought, why not create a system that rewards players for using off meta perks/builds/killers?
Using the data the devs have about perk usage and killer pick rate, why not use that data in a meaningful way and reward players for being creative and original ?
It could be as simple as a BP gain boost for that game/XP boost/shard rewards.
It could help alot when leveling new characters as well as lessening how grindy this game is overall BP wise.
Make it a thing kinda like how the shrine works, a weekly rotation or something similar.
I know it won't "fix" the meta, but you could at least be rewarded for running different creative builds while lessening how frustrating taking L's to Meta builds is.
Any toughts on that ?
The problem is this won't do anything. The people like me who have thousands of hours and are at the top of the MMR curve already have everything unlocked. More BP isn't going to do anything when you already have every perk on every character.
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@latinfla4 said:
As a survivor I understand why killers do it (1 in chase and 3 on gen means the killer usually loses even more with low mobility killers).
As a killer (when I get matches...some days I dont feel like waiting 15+ minutes) I will injure all of you as much as possible and tunnel the weak link as quickly as possible to make it a longer and fairer match.
What are your opinions? Do you see it more in both roles?
The reality of SBMM means that i'm playing against top tier survivors. If BHVR wants me to play against top tier survivors, i'm going to play like they do in tournaments. I'm going to tunnel, camp, use NOED and otherwise play scummy. The reality is, if i don't play like that, i don't stand a chance.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2495170#Comment_2495170
What does whispers have to do with that?
Let's put it this way. Discordance is 128 meters. Which is the equivalent of "Map wide"
Make your choice is 32 meters. That is 1/4th of the map. How exactly is it "proxy camping" when you literally have to be a full quarter of a map away?
Better yet, let's put it this way. If the survivor is 32 meters away to trigger MYC (which lasts 60 seconds). And all they do is hold shift + w and run in the opposite direction. It will take the killer 54 seconds to catch up to them. Almost the same duration of make your choice.
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@Steel_Eyed said:
There is an absolute excess of hackers in the game right now. It's been insane how many I've been running into. I wonder how many of yall are writing it off as unbalanced when it's literally cheating.
Watch a tournament sometime. It's not cheating that is causing the problem.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2494493#Comment_2494493
Not quite. The survivor's job isn't to do generators, the survivor's job is to escape. To survive. That's it. The generators are a means to an end.
The killer's job isn't to sacrifice survivors, it's to prevent their escape. You could argue these two things are too closely linked to make a real distinguishment but there is a difference there (look at Pyramid Head or Moris, for example).
Stealth is a valid tactic to escape (hiding in a bush, for example), however it's when they do nothing that it becomes a hostage situation. These survivors were still acting and, again, it can be assumed that if the killer had chased one the others would have began generator repairs. Which is why I don't think it is a hostage situation- as the game can still progress easily. By the killer going for a survivor.
Except the devs literally stated in the screenshots from OP that actively not repairing generators is bannable.
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@Lenox said:
For those of you that play killer, how many are you actively focusing / maining? There are 24 killers, excluding Ceno. I own 21, play them all based on daily rituals and challenges, but really plan on focusing on 5 specific ones.
For those of you that play survivor, how many are you actively focusing / maining? There are 27 survivors. I own 19 and am pumping the bloodweb on 5 of them past 50. I am currently aiming to have 3-4 full pages of purple perks on them.
Also, how many is too many to focus / main? Feel free to define focus or main however you wish.
Just curious how everyone else plays. Happy Wednesday.
For killer, i play all of them, generally what i feel like at the moment. My favorites are:
- Nurse
- Leatherface
- Wraith
- Pig
- Pinhead (Once they fix him, he is still fun to play at least)
For killers i have every killer unlocked with every perk unlocked on every killer. With the exception of pinhead and his perks as i'm still leveling him, but just got done P3ing him and have probably 1/4th of the perks unlocked on him at this point.
For survivors i play Cheryl or sometimes Kate and have all perks unlocked on them. Survivors are just a skin so i level them all to 40 to get their perks, and then get them on Cheryl or Kate.
In terms of focusing, if a new killer/chapter comes out, i focus on P3ing the killer, saving the bloodpoints from the tome to get them to P3 before i play too many matches (in between prestige i'll use up the +100% bloodpoints offerings.) After that, if there is a survivor i'll level them to 40, and get the survivor perks on my main surivors, then i'll switch to killers to give them the new killer perks starting with nurse and working my way down the list. Once i have that, i just spend bloodpoints on whoever is short of addon i use.
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@ukenicky said:
https://forum.deadbydaylight.com/en/discussion/comment/2494162#Comment_2494162
You can't do gens while being chain hunted. You can't really do anything while being perpetually interrupted by chains. If Chain Hunt starts and he refreshes the Chain Hunt by getting the box from the person holding it everyone across the map is effectively paused from doing things or massively hindered in doing so.
https://forum.deadbydaylight.com/en/discussion/comment/2494125#Comment_2494125
By all means generalize everyone. I play both sides and I'm simply making an observation that using Franklin's to keep chaining Chain Hunts is nutty because it is. Survivors can't really do anything except find and solve the box while being chain hunted and if Pinhead keeps going straight to them and interrupting them before they can solve it and resetting chain hunts, how is that fair exactly?
What's the play here? Hold the box hostage like Victor? Please give constructive feedback instead of jumping to accusing my concerns to me being a "potato" because it's insulting. I don't want Pinhead to be nerfed or weak I just think this play style is potentially very problematic. Had I known everyone would be so rude I wouldn't have made this thread, goodness.
Right, almost like how his power was designed? The point of it, is that you want to prevent the chain hunts. In order to take this build, this pinhead likely isn't stacking gen slowdown perks. They are taking 2 perks to use a combo that synergizes with their power. This combo IS their gen slowdown. And for once we have a killer that isn't using ruin/undying/tinkerer to do it.
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@Apollos said:
It's just silly game mechanics. It's technically considered an item since you have to drop your item to pick it up.
Kind of like how No Mither still spawns blood orbs with Oni on a weird technicality.
How is that a weird technicality? No Mither makes you injured and broken. Oni's power literally makes survivors who are injured drop blood orbs.
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@ukenicky said:
https://forum.deadbydaylight.com/en/discussion/comment/2494162#Comment_2494162
You can't do gens while being chain hunted. You can't really do anything while being perpetually interrupted by chains. If Chain Hunt starts and he refreshes the Chain Hunt by getting the box from the person holding it everyone across the map is effectively paused from doing things or massively hindered in doing so.
https://forum.deadbydaylight.com/en/discussion/comment/2494125#Comment_2494125
By all means generalize everyone. I play both sides and I'm simply making an observation that using Franklin's to keep chaining Chain Hunts is nutty because it is. Survivors can't really do anything except find and solve the box while being chain hunted and if Pinhead keeps going straight to them and interrupting them before they can solve it and resetting chain hunts, how is that fair exactly?
What's the play here? Hold the box hostage like Victor? Please give constructive feedback instead of jumping to accusing my concerns to me being a "potato" because it's insulting. I don't want Pinhead to be nerfed or weak I just think this play style is potentially very problematic. Had I known everyone would be so rude I wouldn't have made this thread, goodness.
Except that, in the current iteration of Pinhead. His base power is bad. The only time he IS good, is with chain hunts. So, people are finding out how to build around actually using chain hunts.
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@ukenicky said:
I've seen a lot of videos on this combination on Pinhead and I'm honestly starting to wonder if the interaction between Franklin's and Lament Configuration is intentional?
I get it, it makes sense as LC is an item you can pick up and carry around with you and solve at your leisure, yes but I know a lot of perks specifically won't interact with a killer's power eg. Pig with Unnerving Presence + her Jigsaw search box skill checks.
But what I've seen in these videos.. Utilizing Hoarder and Franklin's together the survivors can't even solve the LC until late in match. Chaining Chain Hunts together multiple times is just disgusting. I'm dreading eventually going up against this myself in my matches and now I really am considering getting Twins to get Hoarder (Though I think Franklin's is plenty enough). The ability to teleport to them and still knock the cube from their hands with Franklin's is just nutty. You don't even have to keep chasing them, as long as you just pick up the cube and reset it you maintain immense 4v1 pressure with the map-wide Chain Hunt.
I come here asking you all, and mods/devs as well I guess, is this interaction intended? Do you think it's OK? I can understand if Pinhead downs the person holding the box but Franklin's makes all of this seem way too easy. He already gets notified when someone is solving the box, can teleport to it and interrupt them and add-ons that slow the solving of this just make that even more feasible. I just don't know how to feel about it since it's such an oppressive effect for a passive ability. Come to think of it you really don't need Hoarder if you use the slow solve add on freeing up a valuable perk slot for something like Ruin to pair with nigh-eternal Chain Hunts.
Idk, I'd rather see the more active parts of his kit be improved in ways like him breaking his own chains for example or making the LC have a certain range survivors need to be in to see it until Chain Hunt begins. Idk there's so many positive changes that could be made to improve him in less, oppressive ways I think.
Pretty sure teleporting to them makes it so they can't steal the box, it like "solves" the box or something.
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@GrimoireWeiss said:
I'm just going to say a survivor running from the corner of the map to another benefits the killer. Not seeing the aura would make survivors stay more on gens and, even when Chain Hunt activates, chances are you'd have lost a couple of gens. It's kind of like when people suggest that Jigsaw Boxes from Pig shouldn't be visible until the trap is active, they don't realize they're shooting themselves on the foot.
This.
What i think would work better is that the killer can always see the aura of the box (even when a survivor is holding it, maybe even just show their aura as more of a downside) But take away the ability to pick it up before a survivor touches it. This way, you know where it is, but can't mess with it until a survivor does.
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@20_Henry said:
Every. Single. Game. It's just blight and spirit with ruin and the strongest add-ons they have. It is so ######### boring. Can people who actually want mmr have their own queue or something?
I'm not sure what you expect. In top tier, the only viable killers are nurse and spirit (now that she is fixed) and arguably blight.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2480389#Comment_2480389
Going to completely refute this one due to the wording you used! Patch Notes were out at 10.30am EST, the Chapter came out at 12pm EST - so there was plenty of time to make yourself aware of the the removal of the voice lines. So please choose your words carefully and do not make accusations of theft or fraud again.
The way it is worded though implies it is a technical issue, not necessarily that they are never coming back. Come on, you know this. This game is constantly getting silly bugs with each release. As far as we knew, you discovered some bug with the voice lines and removed them for the time being. If there is some other issue why they are gone, it should have stated that they have permanently been removed, or that they are unlikely to return.
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@BabuDweet said:
https://forum.deadbydaylight.com/en/discussion/comment/2488317#Comment_2488317
Bro for real stop putting words in my mouth, I didn't say that.
I'm saying it is more rare than solo, far more rare.
At the end of the day I'm not a crybaby like you are clearly talking about swfs and how imbalanced the game is.
I GET ON WITH IT, that's that.
I'm not even replying again cause you're just putting words in my mouth and not even seeing my points.
Why does the rarity matter. I'm saying it is a problem that will eventually kill this game, top tier survivors will get tired of playing against nurse every game, and killers are going to start protesting and quitting. It needs to be fixed. And someone said it should be fixed, and then you come in and say "but it's rare" so what, why does that matter?
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@BabuDweet said:
https://forum.deadbydaylight.com/en/discussion/comment/2488229#Comment_2488229
Yes, FOR YOU.
Not every optimal team is a swf, which I think most people mistake that for.
My mmr is extremely high for my huntress and I've been getting optimal teams and very good swfs.
It still is rare but agree to disagree cause you clearly don't see my point.
So because it's rare for you, it shouldn't be addressed because it doesn't affect you? This game is extremely survivor sided at high level, only nurse is viable and arguably maybe spirit (when she isn't bugged) and blight (map dependent). And even those killers have an uphill battle at the top level.
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@BabuDweet said:
https://forum.deadbydaylight.com/en/discussion/comment/2488180#Comment_2488180
Did I say it was fair? Because I don't recall saying that. But to complain about something that is rare for most people is just dumb.
Most people go against alright swfs and don't play well against them so then they think and assume they're going against like a top 1% swf which is more than likely just not the case lol.
They don't need completely nerfed, but they can't be worked around or else it will create even more problems in the game. So all I'm saying is people need to get on with it, people shouldn't be punished for playing with their mates even if it is a hassle to deal with for the killer.
I dunno why you created that whole scenario whenever i literally just said it's rare, never said it wasn't unfair but unlike most people I can just get on with it and not come to complain about swfs on the forums lol.
SBMM has made it not rare. It's almost every game for me now. So this argument really doesn't bode well. My MMR is clearly in the top, given my time, the caliber of survivors i am going against, and the fact that my queue times are ridiculous now. It's easily 5-10 minutes between each game in queue before it gives me a team. And i don't say this as a brag, it's just what has been happening to me.
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@BabuDweet said:
If you struggle to play against swfs then accept the loss or play more dirty and focus 1 or 2 more specifically.
I assume people who makes these posts struggle against optimal swfs.
Extremely good swfs are rare so I don't get the constant 'let's nerf them' yeah swfs would require more balance but this is not the route to take with it.
Just because something is rare, doesn't mean it is fair, or shouldn't be changed. imagine we had a hypothetical killer offering called like "The Entities Blessing" That did the following:
- All survivors are permanently exposed
- The killer's movement speed is increased by 100% permanently
- The aura of all survivors can be seen by the killer permanently
- The killer automatically maxes out bloodpoints in every category at the end of the game.
- The killer can mori every survivor without any hooks.
Now imagine that offering had a 0.1% chance to be in the bloodweb. This would mean the offering would appear once out of every 1000 games. Is that offering fair because it is rare?