Shirokinukatsukami
Shirokinukatsukami
About
- Username
- Shirokinukatsukami
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@Yords said:
I think it is obvious to everyone that this map is survivor sided to say the least. The map is such a detriment to play on as killer, especially when survivors run BL and the map offerings for it.
I was reminded how bad this map was when playing p head on it. Not complaining about the match, but it reminded me how bad that map was. Are the devs aware of how unbalanced this map is?
BL hasn't been an issue for like a year now. More I think.
Haddonfield is just a strong survivor-sided map. I too am surprised that it hasn't been reworked yet. But at the same time Shelter Woods hasn't been reworked either.
Of course the devs are aware of the problems on the map. That's why they nerfed Balanced Landing in the first place. They are clearly just dragging their foot reworking it because it's hard to do.
-
@Liqhtninq said:
Ruin Undying Tinkerer even worse. Would rather be up against an iri head huntress. Any tips?
Just run when the blood starts gushing.
Freddy is one of those killers where you just have to play really well to beat him. He is just a solid killer all throughout. Tinkerer is good on him but not broken; at least he can't ambush you with it because the blood gushing gives him away. There is no silver bullet to beating Freddy you just have to play solid throughout the game.
Freddy playing slowdown builds is really strong and you have to be really good to beat him, or the Freddy has to be really bad (which isn't often).
I personally find Tinkerer more problematic on instadown killers like Leatherface than on Freddy. There is nothing more horrifying than a Leatherface stealthily sneaking up to you while you are doing a gen. You are way out of position and it's instadown time.
I don't see why how you can possible find Tinker Freddy to be more oppressive than Pink Huntress. Pink Huntress is the most broken thing in the entire game. A good Huntress with a pink axe can kill 5 good survivors in SWF without a single gen going off.
-
@HarlowXRaven said:
https://forum.deadbydaylight.com/en/discussion/comment/1866009#Comment_1866009
I agree lol I went against this tbagging Ghostface who was tunneling and would mori everyone lol. He was having the time of his life. We have been hit hard recently I play the SWF side more nowadays but when I play solo I mostly stealth the fact that most killers cant realize we have been nerfed a lot kinda irritates me. It reminds me of those survivors on the forums who always call for killer perks to being nerfed it's really annoying like not everything needs to be nerfed all the time but I agree sometimes things need to be nerfed.
Yeah. I'm not saying that killers don't deserve buffs, that killers don't get heavy handed nerfs, or that survivors shouldn't get nerfed or whatever.
I'm just saying it goes both ways. And for the most part the changes are good for the game. God loops with a long wall and a window don't belong in the game. They are 100% unfair to the killer. Palette vacuum wasn't good either. And other things I forgot about in the first post like Exhaustion running down during the chase. That was completely unfair and needed to go. There's been a whole mountain of nerfs.
But there are things on the killer side that aren't good for the game either. All of these needed to be changed for the betterment of the game.
Survivor has been nerfed. And hard. There is no need to pretend they haven't. That's just people who want to think that BHVR is survivor-sided (they're not) as an excuse for why they are having a hard time in the game.
-
@NeonFlowerPower said:
I am not talking about Killer here so please do not transform this into a whataboutthis forum. This has nothing to do with killer.
Exhaustion perks are extremely broken, specifically sprint burst and dead hard. These two perks are the sole reason for the majority of my losses as killer. Not DS, not unbreakable, not BT, Sprint Burst and Dead Hard are easily the most busted perks for survivor. Sprint Burst and Dead Hard have zero requirements aside from pressing a button.
The least you can do for sprint burst is lower the burst of speed from 3 seconds to 2 seconds. Dead Hard should prevent survivors from being able to vault a window or drop a pallet after use.
I don't particularly like Lithe and Balanced Landing either, but it is much easier to counter those because there are environmental requirements to even activate these two. I personally would still recommend nerfing Balanced Landing to 2 seconds. Lithe is fine as is.
This is not about exhaustion perks, this is about you not being good enough to beat survivors who run Sprint Burst and Dead Hard.
Exhaustion perks have been nerfed hard over the years. Thank your lucky stars you weren't playing when Exhaustion regenerated during chase. You could literally run a killer the entire game with old Exhaustion mechanics.
Balanced Landing is a joke today compared to how it used to be. I could run you forever with old Balanced Landing on the right map even after the game-wide Exhaustion nerf. Killers would DC if you burned a Haddonfield offering and then used Balanced Landing on the first chase. Today it is just a mere speed boost to gain distance one time and is inferior to Lithe in almost every way. I find it crazy that you think Lithe is fine but Balanced Landing is not.
Sprint Burst is giving you fits? It can't even be controlled. You have to use it at the start of a chase. It is the weakest of the three haste exhaustion perks (well actually BL is weaker now after nerf). And it forces you to waste time walking around instead of running if you want to conserve its use. If you guard your gens Sprint Burst is a lot less effective. Sprint Burst is only usually usable when a survivor is doing a gen for 40 seconds and you interrupt him at that point (or after being unhooked). Get to gens faster and its usefulness is nullified.
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1865173#Comment_1865173
You mean back when killers could dribble a survivor to the hook and thus avoid DS?
Or when Ruin actually slowed gens down?
Or when Moris could be used on first down?
Yeah, survivors have been really hit hard since then...
Survivor HAS been hit hard. Much harder than killers.
Toolboxes and all their add-ons aren't even useful anymore. They are junk. Lunar Offerings were removed. Self Care is a joke. Balanced Landing was gutted. Mettle of Man was destroyed.
Maps have been totally reworked to have no more infinites, almost no safe palettes, and shorter loops in general. Totems are well-hidden. And ever map is as bright as high noon. Windows auto-close don't even need Bamboozle, palette vacuum is gone, EGC was introduced, sabotage is 99% irrelevant.
That's not even talking about direct buffs to killer baseline like bloodlust, or the dizzying array of detection perks that make stealth impossible. Speaking of stealth, killers are now better at hiding in this game than survivors are! And some killers can instadown from stealth!
Most of these were changes that needed to happen, and they are mostly for the good of the game. Same as the Mori, Old Ruin and Undying/Ruin nerfs, three things which absolutely did not belong in the game. But come on let's not pretend that survivor-side hasn't been hit hard.
-
@YamiTheFurry said:
I've played for maybe 4 years now somewhere in there. And I think killer is at peak levels of being unfun. I don't really feel like giving a long list of reasons why as it should be apparent. Mainly extremely quick gens, more lack luster perks, stronger surviors perks, good killer perks getting the shaft. I want to play more than a few killers at high ranks to have an enjoyable time but rarely does that happen.
If it's any consolation, survivor is also the least fun it's ever been.
Also, what are these "stronger survivor perks" you speak of. The only meta perks are the same ones that have been there for the last 3 years -- DS, Unbreakable, Dead Hard.
-
The problem with nurse is server latency.
It wasn't the rework per se that made her problematic. It was switching to dedicated servers. When I used to host games as Nurse it was easy to blink around. But because I don't have good internet here in my country ever since Dedicated Servers the timing for nurse blinks got smaller with the rework and it's next to impossible to get it right.
So I just stopped playing nurse. You need a good connection with low latency to use Nurse.
-
@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1865472#Comment_1865472
I'm interested in trying it with Devour and 0 slowdown but I'm sure people will still be in destroy all totems mode for a while. Huntress is a perk I've never been fond of.
Lullaby is really annoying though. Especially when used by Doctors running Unnerving and Distressing. But even if it's not doctor, Lullaby + Unnerving is pretty annoying and can cost survivors a lot of gen progress. The sound alert matters a lot and when it's gone coupled with the smaller area it is very easy to miss the check. It also doesn't come up often enough to get used to it, like how old Ruin was.
-
@[Deleted User] said:
It's not; it is slightly more useful with devour hope and some niche perks but overall it's going to be fairly bad.
It's going the mettle of man route.
I think a nerf was needed and the 2 totems part would be okay; if it still let you know when someone was on it so you had one chance at defending the first totem at least.
This is nothing like the Mettle of Man route.
First off Mettle of Man was nerfed in 2 weeks. Undying's been around for 3 months now. Second, Mettle of Man is right now almost completely useless and you have to play suboptimally to get it to even just get it work, and the benefit of doing so is negligible after sacrificing yourself 3 times to do it.
Undying at least works 100% of the time each time you bring it to the match and it does what it is supposed to do, and it's a very tangible and powerful effect. Then you get free aura reading on top of it. Killers like to downplay the importance of Aura Reading a lot as if it didn't matter, but Aura Reading is always good. DBD is a game that thrives on information. Knowing where to go and what to do at the right time is what separates newbs from good players in this game.
-
Not exactly a buff, but its a rework that makes it better at something else.
I've long said that Undying is still going to be terrible when combine with Devour Hope. Lullaby is another obvious candidate and Haunted Ground might also work we don't know. What's worse than one Haunted Ground? Two Haunted Grounds. And then you mix in NoEd because after the first Haunted Ground they won't want to break other totems, so you can mindgame the NoEd and it goes off free at endgame.
A lot of killers are complaining because they lose the crutch Undying Ruin combo, but you get a lot in return.
-
The only reason you'd want no TR during a chase, is to surprise another survivor working on a gen mid-chase, or if the one you are chasing manages to get some distance, and mistakenly thinks you dropped the chase, so you can ambush him when he stops to selfcare or something.
Other than that there's no benefit to losing the TR during chase.
-
Per account, have one bloodweb for just perks, same size bloodweb as we currently have, filled with nothing but killer and survivor perks you don't have yet for all your killers and survivors.
Then have another bloodweb for all the other junk that survivors don't even need (survivor items junk and offerings). All your junk is shared between all your survivors.
Then finally have one last blood web which has all the stuff killers need (killer add-ons, moris, etc.). Everything goes into one killer inventory for all killers, except killer specific add-ons which only appear in that killer's inventory when you do your loadout.
-
Q&Q doesn't work as well with Deception anymore, ever since they nerfed it.
-
@Pepsidot said:
Well I wouldn't be surprised if this game does die in 3 years. Not because I want it to, but because it will be 8 years old by then. I hope this game stays active for a long time... it's the most addicting game I've ever played despite all of its downfalls and disappointments.
I'm sure the Devs themselves never expected the game would be successful enough to last even a few years. But look at it now... it's thriving.
Counterstrike 1.6 is still played today. That's a game that is over 20 years old. And that's with stiff competition. And it has more players than a lot of other multiplayer games. It has more people playing than Killing Floor 2, Deep Rock Galactic, or Left 4 Dead.
DBD isn't going away just because it's 8 years old, or even 10 years old. It's the only game of its kind that is still alive with any kind of decent playerbase. Even if competition tried to come up they won't amount to much -- there are like a dozen games that tried but all failed.
-
@smart212 said:
Same with his brother, Deathgarden, all starting from developer ignorance to community, imbalance perk and treatment between survivor and killer. Definitely this game on going in his destruction.
Nah.
-
@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/1862860#Comment_1862860
Not every perk is supposed to be completely like meta build and able to be paired with certain perks to give it 0 counterplay, but that's my only argument to that. I've personally gotten it to work with out ever using it with flip flop or both tenacity and flip flop.
Flip Flop + Power Struggle isn't even Meta. I have seen ZERO people run it in my games other than myself.
Power Struggle is a perk that requires you to devote your entire build to it. And it only works if you have all four perks. If one of them is missing none of it works. It isn't anywhere close to the meta because it is extremely situational and hard to get off without devoting your entire build to it. That's a huge sacrifice for something that will only even work once, if even that. There is no reason to run it over something like DS.
Power Struggle without Flip Flop would be on the level of Monstrous Shrine or Territorial Imperative. Actually not even those, at least those could conceivably have an effect on the game.
What killer passes by palettes in this game while carrying a survivor? None except the absolute newbs who don't know what they're doing. Power Struggle will never trigger without Flip Flop. I don't know how you did it except you were probably fighting against newb killers.
-
@ChurchofPig said:
The only bug with it is that the developers have said it is not supposed to work with flip flop and you've supposed to only use it after actually wiggling that amount.
Holy for real?
That would make it 100% useless, lol.
-
@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/1862801#Comment_1862801
Still, eating it twice from the same guy is absurd, Power Struggle needs the Killer going through a pallet, eating it once is ok (especially against a dedicated build) eating it twice from the same Survivor... I mean you know he has it and you know you cant get close a pallet. Its worse than falling twice for Deception.
Well VSchmitt obviously thought it only worked once, so he thought it was okay.
Still.... you practically have to go out of your way to get hit by it even once. Let alone twice.
-
@VSchmitt said:
Yeah but in the PTB said that it deactivates when used (the wiki says it too), so I figured it would work one time only
No it deactivates when used, but it activates when you are at 25% struggle.
-
Power Struggle works as long as you meet the requirements (25% struggle). Working as intended.
@BattleCast said:
Power Struggle always had infinite uses and it's intended. My question is how the hell did he get it off twice? I can't even get Power Struggle to work one time.
Unbreakable + Flipflop + Tenacity
You can get it to work reliably this way as long as the killer is the type that likes to slug you then leave you on the ground for a bit while they clean up the surrounding area.
But if the killer is the type who auto-pickups on down you just wasted 3 perk slots (Unbreakable may still come into play if you're third to die)
-
Sounds like a consistency buff for Undying. Doesn't sound like a bad idea -- but that's pretty much how the change to Undying is going to work anyway.
How else would Enchantment work? What other hex perks would have this kind of mechanic?
-
@Hexsn said:
I would like to get a decent running pc for a reasonable price and would like to know if there are any recommendations on what pc to get or what the system requirements are so that i can find one? thank you very much. :)
Now is not the time to build a computer. GPU prices are crazy right now.
That said you can still build a good PC using older parts and run this game fairly well. You can get around 80fps on 1080p Medium on just a GTX 1060. Try buying older parts you can put something together that will run this game fairly well. You do not need a powerful CPU either. A cheap Ryzen 3 or Intel i3 is more than enough. Get a motherboard with NVME so you can play on a fast SSD.
-
@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/1862708#Comment_1862708
Yes, they are TRYING at least 😉
https://forum.deadbydaylight.com/en/discussion/comment/1862710#Comment_1862710
well, that also holds true for everyone that reaches green ranks... there is still way too much difference even for red ranks regarding skill.
Red Rankers know how to play, but there's a huge gap in skill in the red ranks on both sides.
I'm a red rank survivor but I consider myself average at this game at best. I know what a real red ranker is capable of and they can run most killers around consistently over and over. I can do the same if I positioned myself properly, but positioning is the hardest thing in this game.
A real red rank killer is amazing. They know exactly where you're going intuitively and make it look easy. They listen for your footsteps and you're breathing and know where you are even if they never saw you. Yet I go up against a lot of red rank killers who don't even turn around while they patrol -- something so basic that a good killer should do, they can't even do it so it's super easy to juke and sneak around them. So many of them will miss you if you just walk slowly up to a doorway or hedge and crouch, they walk right past and never see you.
The real deal is several leagues above that.
-
@Rattman said:
Don't be so pessimistic about it. I have almost 2k hours and played Nurse last time... somewhere around 1,5k hours ago. I got bullied fast and then forgot about this killer. BUT NOW I will be placed with potatoes AND in 20-th rank, so adept Nurse should be ezpz xD Who knows, maybe I even learn how to play Nurse properly.
If that happened then the ranking system failed.
You are not supposed to get matched up with "EZPZ" games. You are supposed to match up with opponents of roughly the same winning ability as you.
I don't even know why BHVR has to make it so complicated. An extremely simple system similar to the old ranking system where you have a win/loss percentage score (where win for killer is 3-4 kills, loss is 0-2 kills and survivor is either escape or die) and the game using that as criteria for matching would be infinitely better and put people who are good at killing up against people who are good at surviving. Done.
Don't care if a lot of things go into how you kill or how you survive. It will fix itself. Those who keep surviving go up in ELO, those who keep killing go up in ELO. And those who can't go down, and fight against those who can't either. That's how just about every competitive sport in the world works. It makes so much simple sense but apparently it's too much sense for this game.
-
@WantToKnow said:
https://forum.deadbydaylight.com/en/discussion/comment/1861838#Comment_1861838
U dont want to win only with the new killer, u want to learn and master their unique power. And It feels like a punishment that u choose a new killer, even if u just want to do the daily ritual. The MMR should start at 0 Playtime with a killer with even 0 MMR. If u win then too easy the next games it should adjust it right. But now it feels like I play the same games or even worse with a new killer and that doesnt leads a player to try something new.
I'm not saying throw you to the wolves on your first time with a killer. But certainly you don't need to fight low ranks who are still urban evading in corners self-caring.
How'd you learn anything from that?
-
@GlamourousLeviathan said:
https://forum.deadbydaylight.com/en/discussion/comment/1857406#Comment_1857406
Not necessarily. Let's create an imaginary situation. Let's say that gens now take 3x longer to be completed but there are much more good mindgameable loops on the maps. Every survivor would have to learn how to loop effectively, since relying on only one teammate wouldn't be viable and also wasting the killer time would be essential so the other survivors can do gens. In this hypothetical world, once per game every survivor would be required to at least be chased by the killer once. Doing gens doesn't require any skill at all, and in this situation, what would be the requirement to escape would be looping which means that you are changing the required skill of the survivor role to be focused on something that actually require skills.
Just to be clear, I am not saying to gens to take 3x longer. This is simply an example to argue that is possible to make survivors rely more on skill without nerfing the overall role.
No, he is correct. If you make survivor harder killer does become easier. That is how it works.
Also your hypothetical situation actually exists right now in the sense that survivors do need looping skills to win. While it's certainly possible to get carried by one amazing teammate in this game, odds are that doesn't happen unless you're in a solid SWF. Survivor teams where 3 of the people can't loop lose pretty fast. And that's a lot more common than you seem to think. Right now, a survivor will get into a chase at least once with the killer in most games. It's exceedingly rare that one person carries the entire game for the other three survivors.
Making gens 3x longer doesn't change that.
Further, right now the game is going in the opposite direction you are proposing. The game used to have more leeway for survivors to win with stronger maps that are easier for them to win in. It's slowly been modified to the balance we have today where safe palettes are exceedingly scarce, god windows no longer exist and basically it's much fairer to the killer now compared to how it used to be. BHVR chose to rework the maps and adjust balance difficulty and make other things take longer instead of adjusting gen times. They are absolutely never going to adjust gen times.
-
@Weeb_H_Toast said:
https://forum.deadbydaylight.com/en/discussion/comment/1859343#Comment_1859343
See the problem is that there are 4x more survivors than there are killers, I remember when old Freddy was nerfed a week after release because of survivors complaining. Nothing remotely close to this has happened because of solely killer complaints, only when the survivors comparing about something, does anything get changed. This is a fact, observable through the entire change and update the history of the game.
I didn't have a bad match, I've only had easy ones, there are a few exceptions, but because of how this game is built. in favor of the survivor experience over the killer's experience, killers had to get good, whereas survivors relied on perks they know will never get changed. Any player with the salt of their tears knows this about Dead By Daylight.
@Weeb_H_Toast said:
https://forum.deadbydaylight.com/en/discussion/comment/1857611#Comment_1857611
I blame the side with more people playing it, and with more influnce over game direction.
https://forum.deadbydaylight.com/en/discussion/comment/1857810#Comment_1857810
It would if the game was built in favor of killers, some aspects of it defintly are, but a majority of matches would not be winnalbe for the killer if the survivors played to their best. As the killer winning more often then nots realies on captolizing on survivor error.
https://forum.deadbydaylight.com/en/discussion/comment/1858271#Comment_1858271
In this case, for this game, where the whole point of even having the killer playable at all, in a 1v1, 2v1, or 3v1 sitation, the killer should always win. A perfect aysmetrical game would have the power role (that's the side that needs to be beaten with coawrdination and teamwork,) should be powerfull.
Think about it like this, killer can't play the game whiel listening to music and still play at thier best. As evident by streamers, survivors can. The survivor role does not require as much focus to play, and as such, is without a doubt, easier.
There aren't 4x more survivors than killers. There are 4x more players playing survivor at any given time than they are playing killer. Big difference.
You are so quick to blame survivors as the reason why Developers are making the game "Survivor-sided" (which isn't even true, and this is objectively demonstrable) but if you want to see who's the most vocal on these forums it's the killers. This forum is a haven for killers complaining left and right about everything. Just looking at the front page right now you can see the topics.
Why chase status lost in moment when you chasing survivor
“To make sure Tea-bagging still feels satisfying to our players”
I just don't care anymore at this point.
"We don't actively seek to tear down perks just because they are used a lot"
That's taken from the front page right now. Not even half of it. Nothing but endless killer complaints. The most vocal people telling BHVR what to do are the killers by far. At least on this forum.
-
Well people started using tons of keys after the mori nerf. They figured it was coming so they got it out of their system and their inventory.
Me? I still have hundreds of keys stockpiled, probably never going to use them. The only keys I use are green keys and I just put weddign rings on them. Super annoying though because the killer will swap in Franklin's 50% of the time and tunnel me out of existence even though all I did was use an aura add-on.
-
@NITRAS42 said:
https://forum.deadbydaylight.com/en/discussion/comment/1862453#Comment_1862453
Make it so that the key only opens hatch after the killer has closed it.
It makes it about as useful as a Mori. See situationally useful, but largely useless. Just like the current Mori.
Actually that would be awesome for me. But would probably wreck the game.
I use a Left Behind build that does exactly this. Cheryl has this build on all the time. But it's a jerk build and if I really want to escape with it I basically throw the game. if everyone did it the game would tank lol.
-
@crixus006 said:
https://forum.deadbydaylight.com/en/discussion/comment/1862424#Comment_1862424
I have I have a question. Isn't it better to run haunted ground instead of undying? At least it gives you 60 precious seconds, undying what does it give you?
Haunted Ground isn't useful on all killers. It's best on high mobility, non-instadown killers like Spirit. For many killers they can't make the best use of it.
The nerfed Undying is not going to see much play, most likely. There's a reason why it's being nerfed, because the current Ruin/Undying combo is pretty oppressive.
Most likely we will see Undying/Devour Hope gain traction instead. Devour Hope is one of those perks both killers and survivors underestimate, but the players who use it can really put it to devastating effect. When it comes online Survivors tend to panic and nothing gets done and the killer just cleans house. Now imagine that with Undying saving it after it gets busted.
-
You bust totems because NoEd is everpresent.
Undying Ruin took the place of NoEd for now because it was so effective that many killers could run Undying and wouldn't even get to endgame. Now that that's been nerfed people will go back to NoEd as their fallback and it will still be smart to break totems.
Also lots of Nancy mains here who love Inner Strength.
It's pretty clear you haven't been playing Survivor for long if you don't see the threat of NoEd. NoEd wins games against the unprepared. Ruin/NoEd has been the go-to combo for killers for a long time. It's a super strong combo that really puts a ton of pressure on survivors. That should tell you how bad Undying was, because it managed to outdo Ruin/NoEd.
-
@GannTM said:
Had a game last night where I played Spirit and played against a Kate that seemed to know a few tricks to throw me off. I’m not exactly sure if it was because she mains Spirit like I do, but man was she tough to catch. She can tell I was phasing or not and all that stuff.
Now she did have iron will and I never run stridor but generally speaking, a lot of survivors tend to beeline and hold W even if they did have iron will. Those survivors are way too predictable and easy to catch. Even without iron will, it’s possible to throw the Spirit off if you play like an unpredictable maniac.
I did eventually catch on to the Kate’s tricks and 4k’d that match, but I gotta give it to her, she gave me a challenge that I love to go against. These type of survivors are what makes me love playing the game so much.
Yeah, that is actually the worst thing to do against spirit. If you're just gonna run straight might as well not run Iron Will. The only reason you run Iron Will against Spirit is so you have a much better chance of mindgaming when she phases.
-
@MrDardon said:
https://forum.deadbydaylight.com/en/discussion/comment/1862060#Comment_1862060
There is also a tech if you tap M2 2 times and time it right you can do an instashot basically. Tapping M2, letting go to cancel the animation, tapping again to start the charge and when the charge is full, the animation didn't even put the sword in the ground and you can already shoot.
Survivors become basically confused because you didn't even put down the sword properly and you can already shoot, giving them less reaction time. But it's easy to predict when the Killer does it always so I always switch between that instashot tech and normal trail-drawing into shot.
Ohhhh thank you for the tip. I'll look out for that. That actually explains a lot why I get hit by the groundfire so much these days. Damn animation cancels!
-
If you really want to escape, don't take anything the killer does for granted and always play as if you are about to die. If you let your guard up that's completely your fault.
-
@Rattman said:
https://forum.deadbydaylight.com/en/discussion/comment/1862364#Comment_1862364
Keys are more complicated.. how exactly? I'm a simple man. If you nerfed mori to the ground, so they became useless now, do the same with keys for the great justice.
Well knowing BHVR, when they nerf keys they will become completely useless. I mean look at Toolboxes.
-
As long as we get more wedding rings, I'm okay with whatever key nerf they do. And would be nice to bring a wedding ring and not get tunneled or Franklin'd for a change.
-
I don't like the idea of increasing FOV for killer -- stealth in the game has been penalized enough and it doesn't need to be beaten, dragged out and slaughtered any more than it already has.
-
They should just make it that killer can't see survivor.
Problem solved.
-
Your issue is one of matchmaking, where you are being matched up against obviously far better survivors.
If BHVR's proposed MMR update will finally fix the matchmaking, your problem should go away. But I have no confidence that they've finally figured out how to make the matchmaking work.
Here's to hoping.
-
@vacaman said:
https://forum.deadbydaylight.com/en/discussion/comment/1862113#Comment_1862113
In my experience it's the most bullshit map, the fact that tracks just don't show up makes me lose so many chases
IMO the hardest maps for killers are: Ormond, Lampkin Lane, Suffocation Pits. In roughly that order.
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1862113#Comment_1862113
I think the gen spread impacts more than the absolute size of the map on matches. Ormond has very spaced generators (especially when the middle one is gone) and the middle building is very accessible from anywhere in the map after you get hit. The same can be said about Groaning Storehouse (the worst gen spread for killers imo) and Disturbed Ward. Lampkin Lane and Badham also feel huge because of the excessive amount of fences and buildings, making them very unpleasant to patrol.
Just compare that to Azarov's Resting Place and Shelter Woods for example, which are arguably the most killer sided maps in DBD even though they are among the largest. Mother's Dwelling, being the largest map, isn't that complained about because it's actually easier to patrol.
JD is completely correct, what makes Ormond hard is a combination of factors, but its gen placement is tough because usually there are four gens at all four corners of the map. That's what makes it pretty hard. It's very easy for Survivors to get 3 gens spaced out in a large triangle.
Azarov's Rest right now for instance is a complete BS map for survivors, despite being one of the largest maps. Four gens tend to spawn in one end and pretty close to each other, and lol killer doesn't even need to leave that area. He just chills in that area all game and he wins almost automatically. If the survivors make the mistake of doing the two gens on the other end of the map it's practically an auto-loss no matter which killer is being used.
Shelter Woods is another large map, but it's very hard for survivors because there's little to work with in that map. It's a gigantic dead zone. In the past it used to have one saving grace in that MacMilan maps are very dark. Today the place is lit like a Christmas tree so that's not even the case anymore.
-
@OmegaXII said:
It was a mistake.. I played 3 matches as killer today, and I decided I had enough
1st game, blight at ormond. The map still big as hell, and I can’t even track survivors with scratch marks. I lose with only 4-5 hooks.
2nd game, clown at badham. Chase a guy that waits at safe pallet. By the time I hooked him, 3 gens popped. One guy DC when he missed DS (I’m not tunnelling btw, I hooked another guy across the map, and see 2 survivors healing him with BBQ, and he was literally hiding in plain sight while I dont see any other survivors). Another guy camped to death at end game. Overall it was a 5 to 6 mins match.
3rd game, clown in saloon. Met toxic bully squad. Showed no sympathy to clown player at all. At the end 2 died 2 escaped because of over altruistic, but I don’t feel good because I kept getting taunted during the match, and it was a draw.
all my opponents are red rank while I’m in green rank and just came back to see how this game is. I don’t even want to win. I just want to have a nice, balanced, non toxic game that is fun for everyone in the match. But apparently fun is not allowed in this game...
i know new patch is coming soon, but.. damn I still don’t feel good.
Isn't this just you being rusty at the game after not playing for a while, and having the misfortune of fighting survivors who are better than you are?
Lots of killers don't have the problem you have, at least not every game.
I get beatup in my games to, but not all the time. I win some, I lose some.
-
@Katie_met said:
https://forum.deadbydaylight.com/en/discussion/comment/1862014#Comment_1862014
Well they made it so the aura reading only applies to dull totems which is incredibly useless.
No, dull totem aura reading is useful, especially if the totem spawns near a strong loop. It's an incidental power that likely wasn't intended but is more than welcome for any killer.
If you think the aura reading is useless, you'd be fine with it being removed altogether, right? Please give this feedback to BHVR so they remove the aura reading.
Frankly I have more issues with the aura reading component of the perk than its hex protection ability. I dislike excessive aura reading capability for the killer in general. Having it in a chase like that is even worse and just bad. It takes away any mindgaming and juking potential from the survivor. And yes, it won't always work like that, but the times it will is what you'd call "completely unearned" especially when that's not even what the perk is about.
It's a completely unnecessary bonus that shouldn't even be in the perk.
-
I entireIy agree with Junylar, the entire bloodweb thing is dumb and far too bloated. It was made for a time when the game had 4 killer and 4 survivors.
Even when I first started playing 3 years ago it took me like 200 hours just to get all the perks I wanted on one survivor. That is too much.
-
@TangledNoodles said:
Why is everyone complaining about the UI? Sure it's new and things are not where they used to be but once you get used to it you'll get over it.
Also they even said that it is not the final version so why are so many people still bitching about it? There's people complaining about the hook counter like really? lol It's literally there to help you keep track of who got hooked x amount of times. Even if you don't care about it it's still a pro not a con.
Learning a new UI is a trivial matter. It's not even worth complaining about.
My issue is that I don't like having so much stuff scattered around the screen. I want to see the game, not the HUD. I know you can scale the elements down, but there is absolutely no reason to scatter the elements in 5 different parts of the screen. Keep everything in one corner at the bottom and that's perfect.
Those elements at the sides of the screen are going to be a ######### for killers because they will create blind spots where survivors might go unnoticed, even if you scale the UI down.
-
@danielmaster87 said:
It's pretty obvious. Survivors running away from strong loops, because they know you'd have set a trap there. Survivors moving left and right as you're trying to aim at them with a hatchet or a spear. Survivors running towards you as you're phasing or blinking. You'll know if they know how to play against your killer.
I've actually never played Deathslinger or Huntress (the killers I play are Hag, Spirit, Nurse and Myers) but I know that much. It's not hard to learn even just playing Survivor.
But I mostly played Spirit just to learn how to counter her (to see how her Spirit Walk works) because Spirit was all over the place 2-3 years ago. It was a must to learn how she plays because she was so oppressive at the time.
-
I don't play killer much, I don't have most of them unlocked but I know how to run a nurse and most of the killers and how to make the game hard for them.
@MrDardon said:
I recognize when someone understands Nurse by how they play. Maybe they even play Nurse themselves. But while my team goes down to a good Nurse, I manage to keep her quite busy during a chase. My most favourite Killer to go against.
I'd say the same about PH, but I realized that playing vs Pyramid Head isn't as hard as against Nurse even though I see when someone understands him.
PH mains have improved leaps and bounds since he first came out. It used to be easy to verse PH. nowadays I have trouble at loops because they are so good at switching between ground attack and M1 so I misjudge my palette distance and they catch me, because if I throw it down they can ground hit me if I don't throw they can slash me. I probably need to play more PH to get a grip on it.
-
@DBD78 said:
https://forum.deadbydaylight.com/en/discussion/comment/1862038#Comment_1862038
People play Clown becuase he is fun to play, it's not about who is weak or strong because then all would play Spirit and Nurse. That said Clown is probably a better killer than both Trapper and Wraith.
Two years ago it was exactly that -- almost everyone was playing Spirit and Nurse.
Today the most common killers I see are Deathslinger, Legion, Clown and Oni. Deathslinger is legit strong but he's also fun to play. There are still a lot of Freddie, Bubba and surprisingly a lot of Nurse players and others mixed in, but it's actually pretty telling that you see a ton of Legion and Clowns playing.
Like I said in my crackpot topic, we have survivor queues today (compared to two years ago) because killers are bored. So they play fun killers. Most of the try hards left the game to play Civ5 or something -- because Spirit is pretty are these days unlike 2 years ago when every other game you played was practically guaranteed to be Spirit. I think a lot of the killers have already left the game, what's left are the ones who actually love the game and want to play.
-
Funny thing.
People rag on about how Clown is a weak killer, but he is probably the second or third most common killer I see in my games. For some reason lots of people like to play Clown, and he isn't even a free killer. I see way more clowns than Trapper, Wraith, Nurse, Billy or even Huntress.
Either people just like a challenge, or Clown isn't actually that weak.
-
Even just removing the aura reading altogether would have been a big improvement. Should be noted that they didn't remove aura reading altogether.
I would actually prefer they keep Undying as is minus all the Aura Reading, rather than what we're getting.
-
@StibbityStabbity said:
I don't like the information being all over the screen. HUDs should take up as little real estate on the screen as possible in order to better let the player see the rest of the game. If a lot of information is needed, that information should be pushed to the periphery so it doesn't leech towards the center of the screen.
I like the one posted here already:
https://forum.deadbydaylight.com/en/discussion/comment/1860915#Comment_1860915
That's a good design that gets the information across, keeps everything minimized so the player can look at the action without the HUD getting in the way. Jumbling the screen with HUD elements hasn't been much of a thing outside of mobile gaming for years now and for good reason.
This really.
There is absolutely no reason to scatter HUD elements all around the screen. It doesn't matter if you can scale it or not. This just clutters the view. We are not Cyberpunk Cyborgs who have HUDs on our face in every direction. That kind of design went defunct back with System Shock 1 in the 90's.
Less HUD is better, keep it in one part of the screen, put all relevant info there, and it stays as unobtrusive as possible to the player.
Have you played Cyberpunk 2077? That game's interface is information overload like no other because of all the overlays over your vision, and it looks terrible. Really poor game design. Having so many elements on screen does exactly this, and that's exactly what the new HUD is.
I get that they're thinking, "Oh if you want to see survivor data you look upper left. If you want to see gen count look up. Etc. Nice idea but in practice one small HUD element with all that information at a glance is better than needing to look at multiple parts of the screen to get all the data.