Ryuhi
Ryuhi
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2801559#Comment_2801559
Bubba is not a M1 killer at all. Are you just using that as a universal term for a killer without a ranged attack?
He is in the sense that he is a 115%, unlike most non-M1 killers. Would have been more accurate to say he's a 115 but the idea is that he can be played as an M1 without having their usual drawbacks.
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@fulltonon said:
The difference between doctor situation and usual 3gen is capability, if they are constantly harassed by doctor for eternity and kept madness 3, they can't do gen, and since doctor won't try to kill them, they can't die, results in holding the game hostage.
usual 3genning is much different, killers will kill them if they don't get farther, and survivors can finish gen if they don't scare dying.
Using nuance in your logic? we don't do that here, unfortunately.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2801537#Comment_2801537
I understood what they mean but is this fixes issue? No? So then we have issue here and need to be addressed.
Actually they should just remove RPD, i don't think anyone will miss it.
oh of course it doesn't fix the issue. but its something the player has control over, at least.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2801572#Comment_2801572
You have to show that you are making an effor to DOWN Survivors. :P
Thats the same as saying survivors need to make an effort to PROGRESS gens and not just stopping them from regressing.
hit = gen tap
down = progress
kill = gen done
This isn't difficult to grasp.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2801529#Comment_2801529
You don't have to be committing; you only have to be showing that you are making an effort to do the gens, even if the Killer is not letting you. If the Killer is leaving you be after you run away, they are the ones who are not committing.
You don't have to be committing, you only have to be showing that you are making an effort to hit survivors, even if they are not letting you. If the survivors are leaving the gens after you run toward them, they are the ones who are not committing.
again, you're just completely ignoring the hypocrisy in your own argument. An attrition battle in a 3 gen scenario is neither side's fault as long as they're actually trying.
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@Pizzaman said:
Just for the record (because this comments title seems to mix up hit detection and hit validation):
Hit detection is still killer sided, unless the killers ping is absolutely bad (see this: https://forum.deadbydaylight.com/en/discussion/185864 and scroll down to the last sentence). There's just this band-aid validation for pallet drops and dead hard.
Thats how its supposed to work. Since survivors have zero way of seeing the killer's ping, its almost impossible to confirm its happening that way in a match, unfortunately. I still think that even if it doesn't show the killer's name/id/whatever, it should still show their ping in the esc/start menu for this exact reason.... not showing it is kinda just a system holdout from when the killer was host all those years ago.
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basically as others have said, he's an m1 killer who has decent-ish antiloop with his power, but mostly he has the options to insta-down or camp depending on the situation. When people said CoH was unhealthy for the game, this is what they meant.
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I think a big part of it is that people need to stop memeing questions for the Q&A sections. Its a really nice outlet for transparency with the community to address a lot of valid issues with the game, but half of what gets voted up are either pointless questions that get asked repeatedly, cute animal pictures(?), or questions that can't really be answered. More interaction with thought out posts on the forums would be one thing (especially when they get banished to the feedback graveyard) but its just as much on us as a community as it is on them at times.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2801245#Comment_2801245
You can not choose where you will down. Killer will chase you, you will try your best and then you will down. So survivor down and they need to die now because klller is blocking way and no way to save. If you are saying this is not issue, i have not words for you.
I think they're saying "don't route your chase to the library." Which is fairly accurate. Just like how you don't want to route a chase to the killer shack if basement is there and bubba is hot on your heels.
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Bloodhound is basically just an accessibility option hidden behind a perk slot. Kinda wish there were less of those and more actual accessibility options, but hey.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2801500#Comment_2801500
If you are not leaving the gens unless a Survivor is approaching the gens and then furthermore pushing Survivors away when they try to get close to the gens, you are explictly going out of your way to not bring the game to a close and you are explicitly dragging the game on, which is explicitly the definition of holding the game hostage.
If you are not committing to gens unless a killer leaves it than furthermore drawing the killer away from another gen that is being worked on by another survivor, you are explicitly going out of your way to not bring the game to a close and you are explicitly dragging the game on. which is explicitly the definition of holding the game hostage.
...see how silly that sounds?
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there are survivors who honestly believe an attrition defense is holding the game hostage now? 9/10 with a 3 gen the killer is looking for the survivors to make a mistake and outposition bad enough to get the down before they can escape. Thats still doing their objective just fine, saying they should be forced to overcommit and lose for it is the same as saying survivors should be forced to overcommit to a gen and get downed rather than running away to heal. Neither side is holding the game hostage unless its something specific like that Peanits post was talking about (shock spamming to prevent being able to interact with gens, with zero attempt to follow up with hits or downs)
The point of a 3 gen defense as killer is to catch survivors getting sloppy, and punish them for it. You're literally looking for an opening to shift the dynamic.
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If CoH is in play, 3 gens are almost always a loss for killer, even with just solos (assuming they're decent) UNLESS the killer has an instadown.
Regression speeds arent enough for survivors to take a hit, run away and heal, and come back on the 2 outermost gens in the cluster. even with only 3 people its still completely doable.
Without CoH? its more killer sided, but still doable. especially if survivors kinda silently designate a "healing zone" away from the gens to keep running to.
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I still say I absolutely love how RPD and Midwich look from a lore adaptation perspective, and think they were amazingly done in that regard, but they're both horrendously bad maps from a gameplay perspective. Fixing an exploit creating another exploit for the opposite side is pretty much a testament to that fact.
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@ObservantOfTime said:
https://forum.deadbydaylight.com/en/discussion/comment/2800483#Comment_2800483
The best method to achieve this ballance would not be via procedural generation and RNG, but to have static maps that are specifically tuned to those requirements. Maybe there could be a few hand-made variations of the same map so it's still kind of random which one you get, but the layout was created by a human who understands these elements better than some procedural generation code does. Seems like a better idea than leaving it up to some algorithm with dozens of constraints placed on it, and hoping for the best (it's BHVR we're talking about here).
The maps using procedural generation is kinda their thing. Each map tends to have a few static structures (with each alternate version of said map being a variation of them,) with most of the other tiles being rng with some set specifications. If everything were entirely static, things would be a bit too predictable and lore wise neither the survivors nor the killers are supposed to remember each trial (so it creates a bit of a deja vu effect.) That said, the procedural generation rules are a bit too simplistic, which is what creates deadzones for either side so often. They've taken babysteps to fixing this over the years, with stuff like making sure pallets/windows/hooks/etc have set thresholds that are required to spawn in, while also making sure they have minimum distances from each other (but only really of the same type.)
For example, an L/T tile is generally considered pretty fair for both sides, with the killer gaining advantage over time but still having mindgame potential: Since there is no pallet, the longer the killer commits, the survivor can't really force them to reset bloodlust and the entity blocker can activate if the loop isn't run properly. However, some maps can have multiple of these loops spawn back to back, allowing the survivor to both gain more distance while preventing the entity blocker from activating, extending the chase substantially without using any actual resources (pallets or breakable doors.) If one of those LT's is connected to a jungle gym, or close to a god pallet, they can even then force the killer to reset bloodlust and start over from scratch without anything to show for it.
Likewise, survivors can get an area of the map with a perfect 3 gen setup and zero safe loops, making it near impossible to break through if the killer decides to protect it well enough. Both of these situations heavily favor one side over the other, and players who are able to take advantage of the imbalance can pretty much guarantee a win because of it. Of course all of this is going off of baseline mechanics (killers with no antiloop, survivors with no perks to directly counter 3 gens) but thats what you have to design for. If you design specifically for bandage fixes, you make said fixes mandatory... which is why the meta gets so damn stale in terms of loadouts and people resort to unfun tactics.
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@ObservantOfTime said:
Is this the new thing we're complaining about now? Yeah, I would much prefer if maps didn't have pallets or windows at all. That would make my job so much simpler. Reduce the height of every wall to that of the Haddonfield fences too, since they block line of sight and prevent me from quickly dispatching those pesky survivors! On that though, just remove obstacles altogether. Maps should either be flat spheres or squares, oh, and don't forget to make generators and hooks translucent, otherwise a survivor might try and hide behind one.
Seesh, it's okay for survivors to have some safety. What's next? Complaining about shack pallet? Survivor could throw it, forcing me to break it! Now that's inconvenient and prevents me from quickly killing that person, I say we do away with them. Shack is annoying enough as is.
its not that god loops exist, its that they are not static. Having like 1 or 2 in set positions on each map is fine, but there are procedural loops that can become god loops due to RNG, especially in regards to breakable doors. When the concept was announced everyone expected some badass koolaid man crap where the killer could just bust through and continue the chase, but in reality they just sealed doors either making either dead ends or god windows.
Then there's tiles that don't respect other tiles. You can have a very strong pallet line up perfectly with the window from killer shack, effectively making it so the shack can be chained unless both pallets are broken. And since they're pallets and not doors, the killer can't do it preemptively and has to either waste the time, or consider the entire area a dead zone due to the amount of time it wastes. Obviously some anti-loop killers can either force the pallets to be used early or circumvent the loop altogether, but for M1 killers thats game losing RNG in a single area of the map.
I remember Tru saying that he thinks the procedural generation in the game needs some type of points system to make sure maps don't end up either too strong or too weak for survivors, and I agree. Instead of just making it based on pallet and hook counts and distances, there should be an even distribution of safe and unsafe loops, with a fairly even distribution between maps. The goal should be to have less X sided maps and more maps where either side doesn't feel completely helpless.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2800124#Comment_2800124
I play killer too and prefer regular looping, mate.
People have different opinions.
You must like losing as killer then because god loops buy entire gens worth of time for almost no effort.
Loops aren't inherently bad, but they should allow mindgames. Its more engaging for both sides and less rote smearing your face against the wall to get as many laps as you can.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2800085#Comment_2800085
"Half of the entire killer roster don't even care about pallets"
That is something I really dislike. I am from a time, and I believe you are too, when the absolute majority of the killer roster could be looped in the regular manner.
And I would've liked if it had stayed that way.
yeah, playing scooby doo simulator is always a blast as killer. Might as well change the chase music to yackety sax while we're at it.
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@Pirate said:
https://forum.deadbydaylight.com/en/discussion/comment/2799316#Comment_2799316
So nothing stops them right? Because such system that works on numbers and math would detect a speed anomaly or a teleport! that would detect every hack but "wallhack"
Im saying it likely isn't just a simple small file, which is why they generally ask for video evidence in support tickets when possible.
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@tenoresax said:
https://forum.deadbydaylight.com/en/discussion/comment/2799295#Comment_2799295
Clearly you've never even seen console dbd, let alone played it.
Even when it comes to performance issues, people try to turn it into us vs them. :/
Since the event stopped, I've had multiple times where getting hit or an event scoring has caused the game to stop to a complete standstill for an extended period of time. Literally all I have above console players is a higher supposed framerate
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@Pirate said:
EDIT: Blizzards "Heroes of the Storm" has also this replay feature that records everything ingame in a few kb file! SO its not even that high technology! Please give it to us!
If it works how I think it does, it's using the same archetype going all the way back to games like doom: RNG isn't actually truely random, and follows a preset sequence. Thats how "demos" in games like doom worked, it was basically like playing a piano reel and would always get the same result by just saving the inputs and letting the timings do the rest. If a game does not have a set rng pattern, then it requires more info to be saved to recreate.
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@GoodBoyKaru said:
Lag isn't a killer only issue it's an entire console issue stemming from the game being far too CPU intensive man
its not even just console, it affects PC players as well
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ever since the event ended, i'm getting them on most scoring events. Pretty annoying when taking a hit as survivor and not being able to move until after the sprint ends.
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I've spawned inside a bubba's LoS and the TR started the moment I was able to move. It was on Eirie of Crows of all places. took an M1 pretty damn fast from it.
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@Satelit said:
Sometimes Bubba's chainsaw is completely silent if I'm not looking directly at him so it might just be an audio bug.
This and dying survivors making no noise on the ground are my two most hated sound bugs
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While its quite weak, No Way Out pretty much already does what you want it to be. Funny enough, you can combine the two if you can manage to get a hook in between, which makes it pretty sp00ky for endgame builds.
...shame you have to sacrifice half your precious perks to even try it, but the post game hook trades can be good for a laugh if it works i guess.
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report, and provide video evidence if possible in a support ticket. Deliberately working with the killer is a reportable offense. As for the match itself, just gotta play it out unfortunately.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2795172#Comment_2795172
That's not an excuse to make it so she can hit you through walls.
she literally can't. you got hit before you got around the corner. Actually not only that, but the throw needed to be far enough from the corner to not actually hit it and get blocked in the first place. Play killer some time and you'll see people "teleport" on the ground a few feet after being downed almost every time. There's even a step by step diagram like 3 posts up showing how it happens.
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@Nickeleye said:
We shouldn't hold games back for last gen. I went out and got a PS5 because Rust was awful on ps4. If your staying on console you have to go next Gen. That's the truth. Out with the old in with new.
Its not even just last gen consoles. Low to mid range PCs that have been playing the game for years suffer a lot of performance issues as well due to the horrible optimization. Stutter when "events" happen (especially hits, or power/hex procs) is still something that happens on many machines even while running a consistent framerate. Well, as consistent as it can be with this game on most machines to begin with.
If you're continually upgrading a game, its crucial that you maintain support for machines that have been playing it since its early days. Forced Obsolescence is extremely customer unfriendly, and the only reason anyone gets away with it is because they hide their right to it in service agreements that people skim through and just accept.
That said, I can completely understand and sympathize how it can be hard to not push the needle upward while continuously updating a game over years. Most games do this by actually having decent resource management options (i.e. advanced graphics settings, "toaster mode", etc) but the bottom line is that reducing resource footprints is the most universal solution. Unfortunately it actually takes effort instead of just saying "good enough" when something works.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2795048#Comment_2795048
That sounds more like a technical issue on the devs part than the fact that good hitboxes just don't work. That doesn't make any sense.
not trying to be rude, but do you even understand how hitboxes work? This post makes it seem like you don't. Hell, if the hitboxes are too big, it hits the environment instead far more easily, which is why trickster and deathslinger can make much more narrow (albeit less damaging 1 for 1) shots through gaps in walls and such. Huntress hatchets have a travel time, the player has no crosshair or anything similar, and they need to be possible to actually hit when using a controller.
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PR is popular because it attempts to address three underlying issues: Gens are too fast, kicking them baseline isn't even worth doing most times, and it often takes too much time to get to a gen to kick. Various killers get hurt by those three to different degrees, but PR fixes it at least somewhat for all of them.
...Assuming your hooks don't all spawn in a cluster in a deadzone corner of the map.
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@Seanzu said:
Ahhh yes, everything survivors do that you don't like is an exploit :)
There are lockers where it is impossible to pull someone out of them without opening yourself up to a flashlight blind. If you've never seen it in action, its pretty bad.
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@FrenziedRoach said:
https://forum.deadbydaylight.com/en/discussion/comment/2793772#Comment_2793772
Just because sports and the game itself rely on separate mechanics and rules does not invalidate the central point. MMR only cares about the final result and it's doing just that in the judgement of the devs who have never made it a secret that they look at kills and escapes in the half a decade this game has been active.
The point stands because like MMR, advancement in the above sports only cares about the final result - not how well you played.
It absolutely does, because its not comparing the same thing. In sports its structured around both teams having completely equal opportunity against one another, while asymetrical gameplay does not have that. Sports also don't account for fixed advantages like perks and addons, and even maps contribute more to outcomes than locations do in sports. DBD does not have equal chances of win/lose, so its an extremely flawed argument on that alone.
Not only THAT, but individual players contribution to teams is treated differently in itself. Benchwarmers get the "win," but good players get better drafting deals, better salaries, more fame and recognition, and are generally considered better athletes in general. Even when they lose, they are considered more "skilled" (see why that word is important?) than a benchwarmer on a winning team.
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@Barbarossa2020 said:
I use BBQ for the knowledge it gives me. The bp is just a bonus.
on some killers, yeah. The info is good on people like Huntress, Billy, Blight, etc. A lot of other killers benefit from other perks much more, especially with how limiting the current meta is.
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@fulltonon said:
Soooo... do we need to nerf BBQ? Rofl.
Funny enough, I can almost guarantee BBQ would be used less if the grind was reduced. Its just hands down the best BP perk in the game, and WGLF doesn't even come close on survivor side.
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@FrenziedRoach said:
You can run an entire race brilliantly, but stumble in the last lap and end up not finishing and losing the race.
You can pitch a brilliant game, then give up a grand slam and lose the game for your team.
Your team can have control of the ball the entire game, but one or two bad fumbles and you've lost.
Why is the fact that you can play well the entire game but still lose at the end such a hard concept for DBD players to accept? Patrick was 100% right - you people just can't accept it.
1.) Its asymmetrical, not 1v1, 2v2, 5v5, etc.
2.) Category limits exist, both in emblems and points.
3.) Situations aren't supposed to be under your control 100% of the time. RNG and luck are both massive factors in multiple aspects of the game, down to even simple concepts like tile generation.
4.) Literally every single sports comparison I have seen is a false equivalence. Apples and Oranges are both fruit, but they're empirically different things.
5.) None of this would matter without the word "skill." It was an extremely bad choice as it has both positive and negative connotations behind it. It adds insult to injury, and coddles people who win primarily on luck.
6.) None of it matters anyway, because of how absolutely bad the matchmaking system even is. Theoretically its fairly accurate, but backfill issues and timer priority systems make it pointless and arguably worse than the old system.
This all applies to both killer and survivor in terms of MMR. #5 in particular has been a big part of why its become such a community schism: Players already get taunted enough by other players, and a lot of people reacted poorly enough to "ENTITY DISPLEASED" when playing killer. This whole thing just added another layer of salt in the wound, and made it apply to both sides to boot.
This tends to make people even more angry when they do everything right, but the game tells them they played bad. This leads to people playing safer and being unwilling to take risks, which has made the game more miserable for both killer and solo survivor alike.
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@dallasmedicbag said:
https://forum.deadbydaylight.com/en/discussion/308984/see-killers-perks-after-scrifice
it's pretty easy to guess the killer's perks mid game. if you can't identify the last perk, its probably noed.
I'm honestly surprised more people don't do this. Whenever I play killer, i have to keep track of everyones exhaustion perks, hook states, whether they have spine chill, DS, BT, or any other situational perks they might be running, and completely guessing at what information perks they have (or comms, technically.)
I do the same as survivor. If i see gens blocked at the start, i know one perk is corrupt, meaning they can only have 3 others. I see ruin, we're down to 2. Its similar mental notes that need to be taken, but only for 1 player instead of 4.
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@Fuzzels said:
https://forum.deadbydaylight.com/en/discussion/comment/2791897#Comment_2791897
I mean you can say the evader did nothing but obviously they did if they got more points than you. Unless you magically saw them evading around while also running the killer, which is horribly unlikely.
I'm not saying it's right, I'm just saying clearly the dude with evasion progressed the game
Survivng is 5k points alone, in a category you have few opportunities to get points in otherwise. Meanwhile if someone gets tunneled the whole game, they probably only got their 8k boldness and maybe a handful in other categories at most.
Its not necessarily that they did literally nothing, but they don't need to contribute much to get more points.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2793532#Comment_2793532
Some one doesn't know how to look at a wall properly
Being able to blind the killer from an angle not actually in their minuscule FoV has been a thing for a while. There are also some walls that survivors can blind through due to cracks/gaps (think the boarded window in killer shack)
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As much as I hate blind times, I think certain addons are more the issue. The duration can get quite long, especially if survivors chain two together because you're too blind to see you're being blinded a second time. Some people can power through that stuff on sound alone but for some players its so intense all you can do is move your mouse so you're looking straight up or down and wait it out.
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Impatience is apparently more important than exploits. Survivors want to learn "why they lost" while being unwilling to spectate other players who are vsing the same killer and learn from their gameplay. In most genres, watching other people play and learning from what they do/don't do is the actual thing you do to learn the sacred art of gitting gud. While you're staring at the endscreen bored, if its taking a while another survivor is probably busy looping the hell out of the killer :)
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Def submit it through a support ticket, I've seen streamers go vs hackers and have similar stuff happen when they "activate" certain cheats. Usually the offerings start getting weird with killers having survivor ones, or vice versa.
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@jesterkind said:
I would assume that the Urban Evader also didn't get a good score on the emblem system, if they were hiding for the majority of the game, so I don't think you really did come below them.
Also you don't see another player's emblem score so I'm not sure what you're basing this on?
If they escaped, they're guaranteed at least gold in one category. Survival has always been an awful category both for points and for emblems.
In terms of measuring vs the other person, i'm guessing they spectated after dying and saw a whole lot of nothing. Probably paired with a whole lot of nothing while on the hook, and maybe a dash of empathy/bond/etc showing an aura squatting down in the doing nothing factory.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/2790263#Comment_2790263
Same as boil over. You can’t hook someone, find other survivors or do anything else
The fact you even consider that the same means you flat out refuse to look at it objectively.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2790235#Comment_2790235
45 seconds is a long time not to be able to do the objective. While some are debilated for 45 seconds the killer is free to down others. Other perks being strong or stronger doesn't make this one OK. Killer perks are having power creep.
There are 7 gens on the map. it doesn't block all of them for 45 seconds. It doesn't even refresh its duration unless its expired when the person is hooked.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2790236#Comment_2790236
The whole point of this thread from the beginning was working under an assumption that Artist plus Dead Man's Switch is broken. Under than assumption, one way to fix it would be to remove that gimmicky long range damage because it would have minimal impact on Artist's who don't use Dead Man's Switch, would leave DMS unchanged for other killers, but would still address what potentially makes Artist+DMS broken in the first place.
Its not a problem at all though, and multiple counterplays have been provided. You know how to fix it? survivors let go of the damn gen and do literally anything else (including another gen) for 45 seconds or less. What a horrifying concept.
Actually, you know what? lets remove Legion's iri pin, and Spirits Prayer Beads as well. Survivors might think the killer is nearby and let go of the gen which would be the end of the world apparently.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2790231#Comment_2790231
You're completely confusing what I'm saying. To reiterate
- I have no opinion one way or another if she's broken in combination with Dead Man's Switch. I said that, FOR ARGUMENT'S SAKE, if it actually it broken then one way to fix it without significantly nerfing Artist overall would be to tweak Artist so she doesn't do damage at extreme range.
- I said multiple times that her doing damage at very, very long range is the weakest part of her kit. Her time is much better spent using long range crows for detection and then using crows in chase for zoning and aura tracking running survivors.
- I'm not saying "get rid of it" for no reason. I'm saying IF that combo is actually overpowered then getting rid of her very long range damage is a minimal change that eliminates the broken part of the combo while still leaving everything else intact for Artist and still leaving Dead Man's Switch untouched for other killers.
Also you mentioned Clown, but Artist is more like Doctor. Clown only has chase, that's it. Artist and Doctor have both anti-loop and solid tracking. She's basically on par with Doctor. She has potentially longer range tracking but has to more actively manage it, and her auras in chases are a bit better than Doctor's passive hallucinations and periodic screams. Doctor's anti-loop doesn't cause damage directly but is still effective at blocking survivors at vaults and dropped pallets. However his Madness has some innate slowdown which is useful to give him a bit more time in the match.
Finally I'm not sure why you think a survivor who just ignores the crows at long range is "doing so safely". If you don't remove the crows they never go away so Artist knows where you are the entire time and can come after you whenever you likes. Even without extreme range damage all she has to do is get within about normal terror radius and launch a crow and you can get hit. Survivors still are going to be taking a risk if they never remove crows, even if Artist is out of range, because sooner rather than later she'll be in range since she knows you're there.
If you honestly think her anti-loop is on par with doctor's primary ability use, who also has his static shock as a secondary power entirely, you're losing your own point from the onset. The reason I mention Clown is because his power suffers horribly from map pressure while being good in loop specifically because survivors ignore it outside of chase since it they have zero reason to respect it. They hear a jake screaming multiple times elsewhere in the map? cool, that means they're 100% safe from the killer until they're downed or the clown disengages and comes your way. Same with Demo shouts from a mile away while someone else is being chased. The Artist is in a situation where, even those situations, if youre sitting there ignoring a swarm of snuggly boiz in your face, she can punish you for not respecting her power. That alone gives her map pressure, something most killers (including those with strong antiloop) desperately need. It IS the weakest part of her kit, but removing it singlehandedly allows survivors to outright ignore her power, which is a bad change.
Just because something is easy to counterplay, doesn't mean it shouldn't exist. especially if its entire reason for existing is to punish people who ignore it. Freddy's powers are worthless against people who are awake, should we just remove snares and fake pallets simply because survivors can just use alarm clocks anyway?
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If you hit rank Iri 1, you stop getting (or losing) pips?
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2790212#Comment_2790212
What are you talking about that I don't understand how the power works in a simple loop? Her crows are very strong at zoning survivors out of loops and away from vaults and pallets.
And where have I ever "complained about Artist"? I'm a killer main, I think Artist is a fun killer. I'm not "refusing to use a counterplay against her ability".
And why are you pretending that her ability to hypothetically do damage at very long range is anything but a gimmick? You're on the one hand agreeing with me that it's extremely easy to counter taking damage at very long range but then on the other hand saying that if that aspect of her ability set was removed it would be a significant nerf. It can't be both.
They can zone survivors out of being able to take advantage of a loop because she slows herself down to place them, which creates a mindgame vs the survivor just leaving the loop (hint on how to mindgame her btw.) As for complaing about her, you're directly trying to justify a both unnecessary and unrational nerf to her for literally no reason. You might not have directly said she's op plz nerf, but you're asking her map pressure to be gutted with little to no justification.
It IS extremely easy to counter her long range damage potential, and your argument is "well then get rid of it" instead of "maybe survivors should rub two brain cells together and hold A or D for a moment"
The entire point of her power at long ranges is to both get information, and punish survivors for not taking her seriously. The clown is a beast in chase, yet his map pressure is awful specifically because people ignore him if that purple fluff aint in their faces.
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@ActualPainedFrog said:
It's just annoying in solo queue when DMS always activates on my gen because I'm the only one doing gens, but Pain Resonance is pretty simple to counter and DMS can actually help you spread out gen progress to make up for your ######### teammates.
this hurts ya, but all you gotta do is alternate with another gen. just remember, DMS means there's an extremely high chance they're not running pop, let alone them being able to use it on said gen. The gen that gets "suddenly blocked" is like a free misdirect at that point.