Shirokinukatsukami
Shirokinukatsukami
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People need to stop spouting this Whataboutism nonsense.
Two wrongs don't make a right. They're still both wrong. They keep using Whataboutism as a shield to protect arguments they make that are wrong, as if claiming Whataboutism makes their argument immune to criticism. It doesn't.
People who argue another topic shouldn't stop there too, and put down the wrong argument as it deserves to be. And don't let anyone say Whataboutism to shut you up. It's a lazy argument that holds no merit.
Now moving on.
Both DS and Unbreakable were changed, though people weren't happy with the changes obviously. Also I think the change to Unbreakable was actually a buff. This upcoming update is going to be pretty survivor-sided, but I think the survivor side needs it more at this point in time, mostly because Undying really just has to go. It is just bad for the game as it is.
I personally don't think that keys and DS/Unbreakable are terribly gamebreaking the way a lot of other things are. I am assuming that the developers agree based on what they know of the game, which is why DS/Unbreakable is still in the game after two years.
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Fair enough. But I think there were far more people asking for a totem indicator, because it's one of the most common suggestions you see come up to help bridge the gap between Solo Q and SWF.
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@nursewannabe said:
Did I miss it? I'm looking at the new hud both on killer and survivor pov and i can't see the totem counter.
Where is it? Why is it not there?
It's useful information both for survivors and killer
You'd think it'd be there after everyone has continually asked for it for the past two or so years. Nobody asked for a hook state indicator but that's what made it in.
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Nurse is just a poorly-designed killer. She circumvents every mechanic everyone else has to deal with. In the right hand she is unstoppable no matter who the survivors are and what they do. (Yet the game is still survivor-sided according to people)
Yes, it takes a lot of practice, skill and dedication to get to that level but nurse is the main reason I don't accept the narrative that the game is survivor-sided.
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The HUD is terrible.
The hook indicator is nice. But they didn't need to redo the HUD design to do that.
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@MigrantTheGreat said:
https://forum.deadbydaylight.com/en/discussion/comment/1861864#Comment_1861864
Because the purpose of the dash is to avoid taking a hit. DH for distance isn't even remotely trying to avoid taking a hit.
The point of taking a hit is to get distance. It's built into the mechanics of the game. That's why when you're hit you get a speed burst. Avoiding a hit is meaningless if the killer can just hit you again right after.
If it were just avoiding taking a hit it wouldn't have a dash. The Dash is part of the effect. It needs to be, because when you get hit you gain distance from the killer.
And in terms of taking creating distance Dead Hard isn't even the best perk for it. Lithe is a much better perk for creating distance. The power of Dead Hard lies in the control you have over activating it. Since it works in dead zones its very easy to use. I am not denying it's a strong perk. It is.
But let's not pretend that Dead Hard isn't meant to create distance. It is.
Synergy and stacking an advantage is part of this game and it's what makes builds strong. That's why Undying Ruin is so powerful. It's also why Mettle of Man/Dead Hard/DS was also really, really powerful. To an extent these things need to be nerfed -- and they were. Now is DH/DS still too powerful?
I don't think so, and clearly the devs don't think so either. They probably have statistics backing that opinion up.
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@MigrantTheGreat said:
https://forum.deadbydaylight.com/en/discussion/comment/1861316#Comment_1861316
https://forum.deadbydaylight.com/en/discussion/comment/1861358#Comment_1861358
That is called "abusing the perk" simply because your using the perk to do something it was not intended for, like when Wake Up affected every single action survivors did.
The reason why DH for distance is problematic to killers is because it negates counterplay for such a strong perk that requires no skill or thought process.
If they made the perk more risky for distance users, than the perk wouldn't be problematic but we already know BHVR won't touch survuvirs precious second chance perks
What makes you think using Dead Hard to gain distance isn't part of the design of the perk?
The perk is literally designed to be a "second chance" perk. It's designed to be an extra health state for someone who doesn't have health (No Mither).
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@hardtimefun said:
https://forum.deadbydaylight.com/en/discussion/comment/1861230#Comment_1861230
that half the time you are talking about you are using it in the middle of a dead zone so work or not you are still going down.
the other half makes killers waste way too much time because of your E outplay
The maps have too many deadzones nowadays. The perk is fine. I don't even use the perk. I don't really mind if you nerf it but seriously it's fine.
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@WantToKnow said:
For me It doesnt work. Each Killer should have a own MMR, when u play a killer the first time It should pair u with yellows or greens (the only indicator we players got). I played first time Legion last days and I met like 75% of my games were against red ranks... Same thing with my main killer and I lose every match heavy against them 5 times in a row and I still get red ranks with thousands hour playtime...It feels like the MMR system doesnt adjust right. We will see
I don't think you should be paired to totally green players. Killer fundamentals are the same across all killers for the most part. A killer who has 1000 hour on Trapper will have a lot of skill transferred over the first time he plays Pyramid Head. You would easily decimate low rank survivors who aren't good at the game even just M1'ing your way through the entire match.
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It's definitely a survivor sided update, if for nothing else than Undying getting nerfed. That is the only real important update in this patch.
The buff to iron maiden isn't useless though. That makes it pretty strong. 30 seconds is a long time in this game.
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There are many bad mechanics that are in this game.
Skill checks are one of them. I hate anything that even remotely resembles QTE with a passion. I get why we need skill checks though to approximate the chance of goofing up, and many killer perks and abilities focus on messing up your skill checks.
But for DS this really didn't need to be the case. Struggling and wiggling is also ridiculous.
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People still upset about DS.
It's not enough of an issue that it requires BHVR to fix it. I've been upset about BBQ for a long time but BHVR never fixed it. It's fine. Lots of players can 4K teams with 4 DS. I see it happen all the time (well 3DS -- I don't run DS). Same as BBQ. Lots of survivors escape all four even if killer has BBQ. I'm usually the one who doesn't escape.
But that's fine. Don't lose sleep over it. If it makes you stop playing, go ahead. You can always play Civ5. And you should. Take a break from the game. And for goodness sake if something isn't fun for you don't do it.
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In my opinion they didn't go far enough. They should removed the aura reading altogether.
As for the two hex things... if you want to load up on hexes I don't think it's a problem The only thing is Undying only work once instead of multiple times.
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Fool me once, shame on you. Fool me twice, shame on me.
We heard this MMR nonsense before. BHVR has already demonstrated they aren't capable of executing it properly. Could they possibly get it right this time? Maybe. I ain't holding my breath.
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/1859576#Comment_1859576
Put aura reading on the hex perks. Is that so OP?
It is if the perk also does other, powerful things in addition to the aura reading. That's why the perk is being nerfed.
Aura reading should never have been part of Undying's ability, but for some reason they can't let it go.
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That buff is gonna hurt me hard. But Iron Maiden does need it. Surprisingly Iron Maiden is used by a lot of killers, usually Huntress and Legion. But it's more for detection I don't think I've ever been downed by Iron Maiden's exposure
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@bjorksnas said:
So lets finally get these broken survivor perks fixed
Ds should be disabled if you hook another survivor or the survivor works on gens (you shouldn't have time for gens if you are getting tunneled)
Iron will should actually only remove injured sounds and not ALL SURVIVOR SOUNDS like footsteps and breathing
Unbreakable should have lower recovery speed and or not pair well with ds because having a second chance perk as a back up for a second chance perk is stupidly overpowered
A few things:
- Many powerful survivor perks have been nerfed and reworked in the past.
- Many powerful killer perks and powers are still in the game.
- DS can be nerfed/reworked again I don't really care. DS is good but not overpowered. It only works once per game. 4 times per game if all 4 survivors were yucky enough to all use it. But I do agree it should be nerfed because I see it in every game.
- Iron Will doesn't get rid of survivor breathing. Or footsteps.
- Just nerf DS don't touch Unbreakable. It's barely a measure against sluggers.
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Probably too much info for survivors.
BHVR has consistently refused to give more information to survivors that would close the gap between Solo Q and SWF.
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You're not being punished for having an ultrawide.
You're just not allowed to use it for an advantage.
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The new HUD is a joke.
If you want a minimalist HUD like the devs claim they want, you don't ADD screen elements you lessen them. You make them smaller. And you shove them to one side.
You don't put them all over the screen literally in every direction. I mean what the ****.
Sorry, I don't usually call BHVR out for incompetence, in fact I defend BHVR every now and then for questionable and unpopular changes they make to the game. But the new HUD design is pure incompetence. It's that bad that I can't control myself. Just knowing the game I love to play is going to have that crap makes me sooooo angry.
Sorry BHVR. Put all the new info you want in the HUD but please put it all in the bottom left corner and don't spam it all over the screen.
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Some oolong tea please.
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@Ramxenoc445 said:
Not sure what rank you're in but it won't do you any good in red ranks assuming the survivors aren't dumb. Any rank lower than that you'll prob have a field day
This isn't true at all. I've been in many red rank games where the survivors got decimated by NoEd.
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Ranks are useless. It really should just be MMR.
And it doesn't matter if MMR is hidden or not. The fact of the matter is if you're in a game with a potato, it means your skill levels were roughly the same. So that means you're also a potato.
Hopefully this teaches survivors to stop looking down on their teammates.
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I doubt they will change Devour Hope. It's in a good place.
Even with Undying giving it a big boost it's not something that breaks the game. It's like Myers Tombstone only you can bust it.
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It's fine.
I am excited for Undying nerf and Fixated buff.
Everything else whatever.
I am going to lobby against that stupid HUD redesign. What a truly incompetent piece of work. I give BHVR a lot of leeway when it comes to working this game but that abomination cannot be allowed to stand.
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You are given free aura reading for the dull totems.
The killer has way too many tracking perks already this is just another one of them.
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Can we please drop the "new and improved" HUD.
I don't want clutter on the top of my game screen. I want to, you know, see the game.
If BHVR wants to minimize screen clutter the way to do it is to make the HUD elements smaller. Not scatter them all over the screen. Who the heck does the visual design on the team?!
Keep everything on the Bottom BHVR and make the elements smaller. Done.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/1858493#Comment_1858493
NOED: You lose all gens? Free insta-downs
Bloodwarden: Gates are open and you hook someone? No one can leave and they're probably [BAD WORD]
Yeah, I guess that's why NOED + Bloodwarden is meta now, killers use it as often as survivors use DS+unbreakable. NOED does not even guarantee you a kill: anyone hooked during endgame can be unhooked and gets a free escape if he has DS. Meanwhile, DS indeed guarantees you 60 seconds of god-mode. Moreover, NOED can easily be countered by survivors. Now tell me how to counter DS? Saying "just don't tunnel, lol" is almost the same as saying "just don't finish all the gens, lol" in this context.
Enduring: You get stunned? Don't worry, it hardly matters
Spirit Fury: You get stunned? Goodbye pallet
Nemesis: You get stunned? They're your obsession now, you see their aura, and they can't hear your terror radius
Getting stunned by a pallet is not a "mistake". You either get stunned or respect it: one way or another you waste some time. Enduring and spirit fury just give you the ability to finish loops earlier by never respecting and always eating the pallets.
Pop Goes the Weasel: Gen going too fast? Just [BAD WORD] remove a quarter of it
Yeah, but if you lose a gen - you lose it for good. PGTW does just that: makes the gens slower, just like a whole category of other gen perks. They make the objective slower to complete, but there is no way to truly undo a completed objective.
Undying: Totem gets cleansed early? No it didn't, it's already back
Undying is already dead now.
DS doesn't guarantee you an escape anymore than NoEd gaurantees you a kill. Please. DS can also be countered.
Let's talk about wasting time getting stunned or respecting palettes. Now let's talk about cleansin totems to counter noEd. Doing totems isn't a counter to NoEd. You are still wasting time one way or another.
See how that works?
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@Junylar said:
How come there are several "second chance perks" for survivors and none of such for killers?
For survivors we have:
- Dead Hard: whenever you screw up, just press E to instantly "unscrew" yourself and try again
- Unbreakable and DS: get one extra life for the trial: use it wisely
- Adrenaline: one extra life for completing all the gens
- Borrowed time: one extra life for baiting the killer or unhooking in his face
- They now even have a perk for restoring dropped pallets: even this kind of mistake can be fixed with a perk.
What about Killers? There are no perks to break already completed generators: once you lose a gen - you lose it for good. There are no perks to down a survivor if he escapes: once you lose a chase - you lose it for good. There are no perks to close opened gates: once you lose a gate - you lose it for good. There are no perks to restore cleansed totems: once you lose a totem - you lose it for good. There are no perks to actually fix or undo a mistake you made: all killer's mistakes stay there until the end of the game.
What do you think about adding some "second chance perks" for killers too, to make it fair?
NoEd, the mother of all second chance perks, would like to have a word with you.
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@immortalls96 said:
What you meant to say was this only applies to SURVIVOR perks..cause ds unbreakable which was legit unbalanced due to no real counterplay is once again left alone..but you reduced hex undying down to nothing..can't say you arnt biased when making such biased changes..talk about disappointing
Mettle of Man was nerfed in 2 weeks of its release.
Get over yourself.
Meanwhile BBQ is still going strong for like 3 years now.
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Lucky Break needed that buff a long time ago.
As always something so simple and hardly game-breaking is too hard to do.
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I didn't even know you got rewards for hitting Rank 1.
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@then4321 said:
https://forum.deadbydaylight.com/en/discussion/comment/1857171#Comment_1857171
Nope, everyone in the match was at 60 ping or lower, I checked.
That doesn't mean latency didn't happen.
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So one bad game in 3000 hours and all of a sudden it's a problem?
Did not watch the stream by the way.
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@Weeb_H_Toast said:
Be honest, you don't want to play a challenging asymmetrical horror game the requires teamwork, coordination, and skill to win.
You want a cheap power fantasy, where you get to beat the bad guy.
You want to be the hero, without the effort.
You want to win, without a chance to lose.
You want to bully the faceless monster because you don't have the strength of character to fight the real ones.
You are so scared of failure, that should something challenge to take away the tools you use to cheaply steal victory, you scream about it.
You are not the main character, you are not the only person playing, you are not entitled to win, no one else is either.
Dead By Daylight should be made much harder, no more aim dressing, no more second chance perks, you want to survive? Work together or die alone. Do you want to kill them all? Train your aim, learn set-ups, and speak up if the power role doesn't feel powerful.
The Killer Power role is a joke, with exceptions. If facing a killer by yourself is not daunting. something is wrong. In a proper asymmetrical game, the power role should be powerful, you should be wary of being near, knowing that getting seen a bad, and getting caught dangerous. It isn't, not to myself or any other truly experienced survivors.
I mean, I run Mettle of Mither, and can still escape without a Survive With Friend squad. That should tell you something is up.
You could say the same for killers. They don't want a challenging asymmetrical horror game. They just want a cheap power fantasy where they get to kill 4 helpless victims.
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@freddymybae said:
Many survivors say they love playing against Myers trapper wraith pig clown because they are bad killers but if they face a nurse spirit Freddy hag they are boring unfun unfair
And killers also hate going against Decisive Strike, Unbreakable and Dead Hard because it's boring unfun unfair.
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What? I love the basement. I get a guaranteed chest in the basement every time.
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Not cleansing gives a huge advantage to Plague.
You are screwed either way.
If you're so elite that you can play the entire game broken go ahead and be my guest. You should carry me because I can't play broken the entire game.
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Or I could be wrong and it really was % of players. I really don't know. It's old data as well so who knows what it looks like today.
All we know is BHVR refuses to release stats more than they have to, and they also refuse to remove SWF from the game.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/1857206#Comment_1857206
Thats actually a lie, I remember the stats they gave, Solos made around 50-55% of the players in all 3 platforms and SWF with 2 were around 30% or so, 3 and 4 people SWF would be the remaining %, while the stats are rather old, they were from May 2019 its the only accurate data we have.
So SWFs players are roughly ~45% of the player base, if you get rid of it you may be slashing half your players because some Killer mains get smashed by the SWATs from time to time.
The graph showed the composition of games, not the number of SOLO Q.
It was something like 55% Solo Q, 30% 2 Man, 10% 3-Man and 5% 4-Man.
Let's do some quick math. If there are 400 Survivor Players, that means that:
- 55 x 4 = 220 are Solo Q under the first bracket
- 30 x 2 are 2-man SWF under the 2nd, 60 are Solo Q
- 10 x 3 are 3-man SWF, 10 are Solo Q
- 5 x 4 = 20 are 4-Man Squads
So that's:
- Solo Q: 220 + 60 + 10
- 2-Man: 60
- 3-Man: 30
- 4-Man: 20
Meaning 290 / 400 are Solo Q, or 72.5%.
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LOL game will be fine if you remove SWF.
It won't be as big but it'll be fine. There are people who only play SWF but the vast majority of players in this game do not SWF.
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Like I said, goals are relative. To some killers anything less than a 4K is a loss.
People assign different values to different things.
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@GhostMaceNotCrusty said:
They should at least come with add ons when you plunder them. Otherwise they are almost literally just sticks
They are worse than sticks. As HectorBrando said, they are a Tunnel Magnet.
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@DwightFairfield said:
Dead by Daylight is littered with subpar and useless perks, which is one of many reasons the game's grind is so tedious and the game's meta is so boring.
Most of the time people will collect the good perks and then nothing else, keeping a relatively boring playstyle for their opposition that they always complain about.
One of the ways they try to alleviate frustration with perks being OP is by nerfing them into the ground, but by doing so they're doing nothing but perpetuating the issue of the meta being stale by not actually changing it. (Example: Mettle of Man was OP as ######### but they nerfed it into unusable territory so now it literally is never used.)
Instead of nerfing perks into the ground because of a mass consensus of them being OP, why don't we instead upgrade and buff preexisting perks to make them viable, but to also make it so that when you're grinding through the game you'll actually get value out of the throwaway perks you're collecting.
We don't need more nerfs, we need more buffs, because really? Does anyone actually use Small Game or Spies from the Shadows religiously? Did anyone level up Ash because they wanted Buckle Up that badly?
The game has so many bad perks and the Realm Beyond seems as good a time as any to at least put some thought into a Major, Both Class, Community Approved Perk Overhaul.
You talk a good talk, but the problem is the game's mechanics don't support a lot of perks.
Before buffing perks the game's basic mechanics need to be fixed. The only viable strategies on both sides is to loop and genrush, and to genguard and use detection perks.
Everything else is useless and junk because the game is the way it is.
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@Kalinikta said:
You won the game, the killer lost. You escaped with 3 out of the 4 survivors... people love telling killers that they do not need to 4k to win and have a good game, so why doesn't that apply to survivors as well? You died, yet your team won and you are part of that team.
Or are you here now claiming that the killer with the 1k won the game?
Goals are relative. If you're in a PUG with total strangers you don't always think in terms of being in a team.
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Crazy that people still DC gto a mori. I guess they didnt' get the memo.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/1856277#Comment_1856277
The perk is not fine. Flashlights and keys are not toxic. Flashlights give the survivors a chance to save their team mates when no pallet is nearby. In all the times I have tried to do it I have pulled it off I think maybe 3 times. Keys are also not toxic. They give survivors a backup plan for when either killers are playing toxic or when you're the last one and a door play is out of the question. Franklins is a means to further limit the survivors ability to escape against what often is not so good odds. Your solution of "learn to play without items" does not address the problem here and is a very one sided perspective. Items are meant to be played when you want because you had to play to earn them. Why should I restrict myself on that option? It is not one of the most balanced perks in the game. A perk that literally deletes your items that you spent blood points on (which by the way are not always easy to obtain playing survivor) is not in anyway balanced or fair.
The perk is a dick perk but it's fine and it needs to be in the game. Killer needs a way to inconvenience players who all bring items into the game, and killer is giving up one of his precious perk slots for it. There are tons of better perks to run than Franklin's. Forcing a killer to give those up is already a win.
It is perfectly fine.
If you are really worried about Franklin's, bring Plunderers. You can drop your items in safe spots and come back for them later, and with Plunderer's you'll never lose them (unless someone else picks it up).
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@KateMain86 said:
Franklin's Demise is at the very top of my list of things I do not like about this game. Every time I go up against a killer that uses it I literally just feel like giving up. I have never had a fun or interesting match against this perk. I never have enough time to retrieve my item because after you get hit you have to either lose the killer in a chase or get unhooked quick enough to get the item back and in both situations I lose my item most of the time. I am so hesitant to play anything above a yellow item in fear that its just going to get deleted with franklins.
I think this perk needs to have some changes. Instead of knocking the item out of your hand, make the item unusable for a short amount of time. How about 30 seconds or even a minute? That way you at least have a chance to use the item and escape with it rather than having to worry about trying to recover it again.
What item exactly can't you live witthout?
The game is perfectly playable without items.
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@Hoodied said:
its bad yes, but i've gotten it to work alot so it being unusable is wrong. It needs a rework imo
It's not just bad. It's a handicap. It's like No Mither except it has no valid use. At least No Mither has some legitimate uses.
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@KingOfGhost said:
For those who don't know back at the start of the game killers can't kick the gens and because out that survivors 99% the gens and pop the at the end all at the same time. This problem ( survivors have total control of gens) force the developers to add the kicking mechanic. Today we have the same problem with 99% with the exit doors, and we provide many and different solutions for this but developers don't want to put any of them on test because they don't want the survivors to have any kind of pressure at the end game ( yes i know is bumm). But I will give my idea as well in hope devs listen the other side for once.
After all gens are done every time a killer successful hit a survivor with a normal attack all the exit doors will lose 50% of the current progress. Example if you have a 99% door after the first hit it will go down to 50% after the second at 25% . This will give a pressure to the survivors with out really changing the core idea devs want for end game.
Thank for your time .
Get over yourself.
BHVR is not coddling survivors.
BHVR buffs and nerfs both survivors and killers equally. If anything they have nerfed survivors a lot more than killer -- this is understandable because Survivor OP before like you mentioned -- no gen kicking 4 years ago.