Rivyn
Rivyn
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- Rivyn
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You apparently think maps are balanced if bloodlust isn't needed.
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@ComaDarkvale said:
There's always bugs. I have no concerns. I'm excited for the new killer
Sure, bugs are just a staple in games. Nobody disputes that. What is questioned, however, is blatant flaws that cripple characters. Obvious things, like locker tech, should have been seen after one or two playtests.
I like the idea of the new killer myself, but she has glaring issues that should have been spotted early on.
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I noticed it as Huntress and Plague today. My aim with Huntress was shot, so I was going more for M1, and oof, I felt that. Plague as well, but it was due to being on Haddonfield. Those walls made it every chase feel like it lasted days, and since they didn't cleanse for a good long while, I was forced to M1.
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1) No. But then, I didn't think it would be game ending. I have felt it, though. A few times I knew I would have had a down with bloodlust that I didn't get. Then there were the times when they simply slammed DH and extended the chase a few more times. That was annoying.|
2) No, because the game hasn't changed enough to justify it's removal. You still have a map full of pallets, chainable loops, and heck, they brought back god loops.
3) I haven't really thought about removing bloodlust as it is, so this may not be thought out. But, off the top of my head, I'd give the entity blocker to pallets. Jump it three times, it breaks. Without bloodlust, more loops now become safe, simply because a dropped pallet increases it's length. Once it's dropped, if the danger of overusing it exists, it would force survivors to find another loop.
4) Exhausting. Picked up a new job, it's left me little time to actually do anything else. Have to reorganize my schedule.
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I hate to be that guy, but your examples aren't that great. While I agree that bloodlust should still be a thing, these clips are player error, not so much the removal of bloodlust.
The first loop around the car really shouldn't be mindgamed. It can't, especially with Demo. It's better to force the pallet drop. Though, it was a good example of how powerful Dead Hard is.
The second chase around that wall, you had at least three opportunities to land Shred. You even lost him at one point, which would have broken bloodlust, if it had activated.
In the third chase, Steve was doing an excellent job chaining loops together. Bloodlust wouldn't have saved you there, since he would have just gone to the basement pallet one loop shorter.
In that final chase, you made a good call in leaving that loop. Too much time wasted.
Again, I agree that bloodlust should be a thing. At the very least, this vid shows how tiles can be chained, and DH used, to elongate chases.
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I do, yes. Love her to pieces. So, I do know from experience when bloodlust is beneficial on her. Mainly on teams that refuse to cleanse, which makes her an M1 killer. Sure, they're exposed when infected, but you still need to actually catch them. Her height plays against her on a lot of loops there.
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Just goes to show what skill level the devs that playtest, or at least balance killers just out of the workshop, are playing at. At least, with this killer in particular.
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Here's a tip. Don't use streamers as a measuring stick. They are the exception, not the norm. Just like 4 man tac squads aren't the norm for SWF, just the exceptions.
While I agree that bloodlust isn't a regular occurrence, it comes in handy for the slower killers. Huntress, for instance. Especially on difficult maps like Haddonfield.
This isn't supposed to be 'decent killer vs potato survivors.' There are a lot of cases where bloodlust is a good thing against good loopers, especially on maps like Ormond where it's simply one safe loop after another. The fact that there are methods to break it, and survivors STILL complain about it as if it's a constant, boggles me. It's like NOED. Method to disable it, still not enough.
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I was actually going to make a thread similar to this. This killer's issues are pretty plain to see. Heck, PTB players figured them out within hours. How long as the killer been in the devs hands? Few months, at least? How could they not see the problems? All this does it cement my impression that the devs either A) Don't playtest themselves and/or B) really are lower ranked in terms of skill and don't/can't play at the higher end. So, I agree with ya on that.
Remember the match Cote had against the SWF as Hag, and he was decimated? They sure made changes to Hag after that, as well as flashlights. While it was brutal, I honestly feel the devs that balance, or playtest, should hold matches like that regularly.
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Where are the patch notes? I can't seem to find them.
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Trapper is better than Clown, as he can protect areas with some setup. Lock down a three gen, they can't do much. While Clown can anti loop, he has zero pressure outside his area. At the very least, survivors have to slow down and keep an eye out for traps.
Between Plague and Legion, Plague is better. I may be biased, being a Plague main, but she shuts down healing, spreads infection, has radar like abilities, and ranged T3 Myers. Legion beats her in map pressure, but she plays the long game and can snowball, he can't.
Of the four, from best to worst (my opinion),
Plague
Legion
Trapper
Clown
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So, you need to sweat more on what's supposed to be a game? That's what it sounds like.
I do agree with the stance that SWF makes one better. It's nice to have a challenge. I just don't like how the game slants heavily in survivor favor when it's a 4man. I want to play a game and enjoy myself, not have my Clown gen rushed on Ormond and teabagged out the exit, as that was their intentions.
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Even if that's true, do you realize how long it will take them to actually do anything about those 'glaring' issues? Sure, if it helps them see problems, go for it. But actually implementing changes? We already know just how slow these devs are to do almost anything in this game. Unless it's spamming skins. Then they do that.
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@Wesker said:
https://forum.deadbydaylight.com/en/discussion/comment/1760874#Comment_1760874
So that plague affecting her and the others was from the Entity?
No. Just some crazy plague that popped up during her time, and started killing people. Lasted for what seems decades, two at the least.
Adiris was left at the local temple. Family couldn't take another mouth. As she grew up, she believed the gods had a plan for her, so everything that happened, from the plague, to her movement in status, becoming high priestess, to even contracting the plague itself and leaving the city, was all a part of the plan. It wasn't hard for the Entity to come upon her in her final moments and manipulate her into viewing it as a god.
The plague was just a natural event, but it did give the Entity a priestess.
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She's a religious fanatic. The Entity used that. Inserted itself into her belief, using the plague ravaging her and her people as a sign. Wasn't hard for Adiris to have her belief adjusted. I think she's one of the few killers that actually joined the Entity of her own free will, abit some manipulation.
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It's probably because the map is set in daylight. Gives it another feel.
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Baby Nurse that camped hooks because I couldn't land blinks.
I remember picking Bill, but I don't recall the match. I swapped to Claudette, because I like to heal things.
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Personally, I'd have it so survivors had to actually build the walls, not have them pre built. That would give them something else to do, and give them some interaction on the map.
But I agree. Currently, they took the lazy route on this. Just filling doorways that were empty before with this mechanic shows little effort on their part.
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Seeing how much counterplay the Twins have against them, makes me wonder how the devs test the character out before PTB. Surely they have a trial period, right? Or do they just finish creation, then immediately send out to the PTB.
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I had a match against a baby console nurse the other day. It was rough. Gens were blitzed, she only managed a few hits, kept trying to loop, and the Nea/Adam wouldn't stop teabagging/clicky clicky. I assumed it was a three man, because the Blendette went to join in after the gens popped. But the Nurse kept trying. I let her kill me after a few times around killer shack. Apologized for my teams behavior after.
It just comes down to empathy. You can use that for survivors as well. Anybody that seems out of place, or having a rough time, could use some of it. This game would be in better shape, community wise, if more people looked out for each other.
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He's not bad, but he's not good, either. The fact that he broadcasts every action he's taking, most which are globally, and how sub par his addons are, keep him from being where he could be.
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From the streams I've watched, it 'looks' smaller, but that's about it. Most of the loops are unmingamable. And there still seems to be an awful lot of pallets arounds.
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No. Just have it so it doesn't work with extra hatchet addons, and you're golden.
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I haven't had a 'Mori' name yet, but I have had variations of 'Tunnel me.' So i do. It's amusing.
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Clown. Big guy, but just a guy that can be overpowered. Amanda, so long as you don't give her prep time. Wraith, maybe, if they can keep him from bing bonging. Hag, again, without any prep. Legion, if they get them alone. Ghostface. MAYBE Plague, though it depends on the flavor of bile she's spewing. Deathslinger, IF they can get into range. Maybe Blight? Possibly Bubba, if they get him to lose the chainsaw. I think Hillbilly is too unpredictable to be taken down, by that's a toss up for me.
It also depends on the survivors we're talking about. David and Ash, for instance, have the fitness for it. But Claudette or Kate? Nah.
I personally don't see any combo of four survivors beating down Trapper. The dude is a tank. Same with Huntress, Myers, and PH. Doc would fry anybody around him, Oni is a mountain, Demo is a monster. Freddy exists in dreams, and Spirit and Nurse are undead,
Nea could probably solo everybody, though, seeing as she's the entity.
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@Mandy said:
The option to "Leave Game" needs to be there for actual legitimate reasons for leaving a match - stuck due to a bug, irl emergency etc.
Yet you're punished for using it. 200 IQ logic right there. There at least needs to be a certain amount of strikes against a player that leaves a match prematurely before the ban timer kicks in, which resets weekly.
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You put that much time to do what you claim you did, yet still need fun/meme builds?
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Just noticed a mod brought a sledgehammer to this topic. Why, exactly?
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Mmm. . . survivor? Maybe a 5 out of 10? I know loops, and how to chain certain tiles together, but I'm often too greedy when I have no need to be, I still make incorrect reads more than I know I should, and I'm terrible against Trapper on most outdoor maps.
As killer, I'll put myself as a seven. Some days, it comes together and I'll give myself an eight. Though, there are teams out there that get a few over me in a row, and I know I get tilted far too easily. On those matches, I'll put myself at a 6.
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Tried to have fun with Nurse. I laughed at myself for attempting that.
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You opened the thread for debate, yet failed to give your reasoning.
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I mean, you don't have to play like a complete dick, but when opportunities fall into your lap, such as an unhooked survivor running right into you at a different tile, you take it.
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@Begraero said:
https://forum.deadbydaylight.com/en/discussion/comment/1728408#Comment_1728408
This is kind of an ignorant statement. I play both sides very equally. I completely understand why some survivors use unbreakable ds, and why some killers run tinkerer undying ruin. Some people just want to win, some survivors don't wanna die in the game within the first 4 minutes or due to bad teammates, and some killers don't want the gens to be completed within the first 90 seconds of the game. I run different perks all the time as survivor and killer, but I also understand the people that run the same meta builds every game.
I used the same logic you used about killers. You claim boring killers are those that repeat the same actions at every chase, or near every chase, due to their power. That no real interaction takes place because it's simply rinse and repeat. That same can be applied to survivors. While survivors don't have powers of their own, they do have the same builds, and they play the same nearly every match. They'll run the same loops, run the same 'pop on a gen after being unhooked because DS/Unbreakable,' use the same comms, etc. Not all, but a fair few.
That's just the state of the game. The game has little in the way of innovation, and until that changes, you'll get killers like PH and perks like Soul Guard.
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Survivors are boring because they run the same builds, with little in the way of variety.
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Sounds like you just wanna be toxic and are disgruntled that you aren't getting your ego fed.
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A rework. But the same dev that thinks Clown has hidden potential players aren't seeing is the same dev responsible for current Legion. So, it may never happen. They only go off of 'stats,' remember?
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Pull out Silent Bell Wraith or Infinite T3 Myers.
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@GoodBoyKaru said:
My favourite part is when I see them breaking pallets, thanks to your tip I never do and it wins me so many games lol. Even better when they try and lay trails at doors or gens too.
What's wrong with breaking pallets? There are some you really do need to break. God pallets, for one, or pallets that create infinites. Not all pallets, sure, but breaking none? I don't see it happening.
And to OP? You see PH? I haven't for two days.
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Edit your post to tell us what you have already, what kind of killer you're looking for, who interests you, and your playstyle.
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@Rosieah said:
https://forum.deadbydaylight.com/en/discussion/comment/1723476#Comment_1723476
Misunderstanding my point a lil bit here? Yes people use it to be toxic (I'd argue that teasing the killer with a bit of bouncing doesnt really fit that description) but how about we change the mentality here? Maybe don't take it personally, they did good and yeah its petty of them if the intent is to rub it in but if it had been me that wouldn't be the point.
I mean, taunting is generally meant to be taken personally? That's the whole point of taunting.
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My issue is how the walls themselves are just pre dropped pallets. Some, you don't need to worry about. Others, they create infinites, and you have to take time to break them. Killer is already a time crunch, this just makes it worse. Deaddog is a good example. For the majority of killers, you NEED to break three of the five walls in the saloon, otherwise that only place becomes an infinite. That's bad design.
Personally, I would rework walls into the survivors hands. Since killers need to play on the survivors time clock, then give them more things to spend time on. Let them construct the walls, instead of them already being there. They can shape loops, so the killer has to break anything they built. This gives interaction, instead of the same ole, same ole.
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I still think Ruin should be base kit, at a reduced level, of course. That's just my opinion, though.
But I do agree with your premise. Buff the regression basic kicks do, as it's a waste of time right now. Remove gen tapping as well.
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@Zarr0ch said:
Or...dont tunnel? Really its not that hard.
DS used to work after being downed, THE FIRST DOWN, nothing to do with hooks. It was ALREADY NERFED. Stop moaning for once. Stop tunneling and you want experience it. Simple.
If you think it's a tunneling issue, then you haven't seen how it's used in high ranks. Especially when you pair it with Unbreakable. It's 60 seconds of hook immunity, you can do a lot in that amount of time, and the killer can only slug. Which is negated with Unbreakable.
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Probably not. They 'may' issue an 'we're sorry' blog, and then do even worse next year. Or just sweep it under the rug as they continue to do, and claim it was a success during the anniversary event.
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I mean, it really steams me when I go to slap a survivor whose neck I'm breathing down, only to have a mysterious force grab my arm and slap it down on the nearby truck. . .
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Because it's a killer problem, and killer problems take years to fix. God loops and soundless survivors, right?
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Six, seven months, maybe? It took awhile before I found a sweet spot with a main. I played a lot of Trapper, then Hag. Huntress for awhile. Stayed away from stealth killers till later this year. It wasn't until I found the glory that was Plague that really let me get into my grove. She taught me a lot. It was when I fell into her that I started watching streamers, such as Tru3 and Otz. They really help up my game, and spread out to other killers.
I currently have over 700 hours clocked in, and I'm still learning. It's never set in stone. So, take your time. Don't rush it, find a streamer that you click with, and don't be afraid to spend matches with a goal in mind (land three hatches or hit all four in one feral lunge) and call it a day. Heck, if you need to take a break, do so. I've gone a week or two without touching the game, and it gave me a clearer head.
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Every three, maybe four games, somebody pulls a good ole tunnel out. I'm talking about the hard core tunneling, not the 'Jake pulled an unsafe hook and sprint burst away, leaving the poor sap alone in a dead zone,' or 'the Blendette that was unhooked 45 seconds ago ran into the killer on the other side of the map.'
I was face camped once yesterday by a Deathslinger. Two days before, a Bubba. The Deathslinger amused me, the Bubba annoyed me, because my team gave him a 4k by trying to save me.
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Just remove Nurse's silly cooldown, rework her addons to be actually useful. Have Spirit's white noise while phasing play over her terror radius, so long as she's near her husk, so you know she's actually phasing.