Slashstreetboy
Slashstreetboy
About
- Username
- Slashstreetboy
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
If you play DBD a lot, you see a couple obvious hackers per week. I´m pretty sure there are plenty more who do so in a more subtle way, like slight movementspeed increases or stronger hacks where the Killer can´t see it.
EAC does literally nothing against hackers apparently, so they should improve their protection. Also, they should add an auto replay feature for suspected hacker games instead of relying 100% on witness recordings to do anything.
-
People hate her because....
-Braindead looping won´t work
-lack of feedback and cues when she uses her power
-she has agency in the chase
-broken addons, making her the strongest Killer imo
-too easy to play for how strong she is, similar to Freddy
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1839059#Comment_1839059
Hence why I said relatively. If the base game+DLC that you needed to get all perks unlocked is 150€ then with the more expensive game+DLC route with cheaper (optional) skins it'd cost about 450€ to unlock everything but don't worry shirtless David is cheaper.
I know which I prefer.
You´re using "relatively" quite loosely, then. I can´t think of any other game costing this match to get all the content, but I´m not into this kind of thing much anymore so maybe there is one.
Currently, we have content with hefty costs as well as very expensive cosmetics, that´s why ppl are upset.
For you and me it´s no big deal, we´ve been around long enough and the addition of a single DLC every couple of weeks is not too much, but for new players it must be overwhelming. Imagine trying to have a good experience as Killer as a new player, you need so many DLCs to grind through to at least get to a basic level of viability. On the Survivor side it´s better, the base Survivors have great perks.
-
@GoodBoyKaru said:
Let me ask everyone here a question:
Would you rather cheap skins and an expensive base game + DLC, costing up to 3x more than they do right now, or would you rather the base game + DLC remain relatively cheap (relatively being the word here) letting you get the perks you need to and have a better game experience, with skins cost more?
I know for sure I'd rather have the perks I want for cheaper than the skins I want for cheaper.
Isn´t the full game like 150 Euros if you are not the kind of person to grind for 2k hrs?
I understand how people are upset with the increase in monetisation, but on the other hand, we´re talking skins here. It´s not like you need them, after all.
-
You will learn buddy. A good team of experienced Survivors is expected to 4E unless they face an incredibly skilled Killer using a top Killer with top perks and addons.
-
I got that skin. At first I was furious because they released this skin with visual bugs attached but still charging so much for it. They fixed it now, great!
Enjoying it very much ever since. Given it´s price, I was fully expecting new animations, sounds and maybe redesigned bear traps, but bottom line is it doesnt stand out too much from other cosmetics. Still looks awesome.
You don´t need to buy it if you don´t want to or you deem it too expensive.
-
I love Spine Chill as Survivor. That being said, it does what it does a bit too good and should be tweaked a tiny little bit to make it less gamebreaking for Stealth Killers. While there IS counterplay to it, it´s incredibly dumb to execute given the huge range the perk has.
-
She´s just a high tier Killer and arguably weaker than spirit when factoring in the best addons. She also doesn´t ignore everything, just pallets and windos, but she still can be juked.
Old Nurse was OP 100% but she´s far from this state now, so I´d say she´s fine.
-
@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1837972#Comment_1837972
I'll give it to you, but just because they can do better than solo doesnt mean they will win. Pub swf teams just arent good, which is why I'm turning to comp.
But you are right there are alot of variables to the equation. Which is why its alod unfair to say swf is survivor sided because what if its double recharge nurse?, or double speed ruin undying blight?
"pub SWF just aren´t good". This is true like 9/10 matches, agreed, but I think it´s fair to also acknowledge that there are great teams out there. Especially late-night (11pm-5am) on EU it´s quite the sweatfest.
Btw, these seem like some pretty BS hits, I think they need to polish hit validation a bit more. Personally, I didn´t even notice it was enabled, but I have good ping AND the luxury of living relatively close to the german server.
-
@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1837935#Comment_1837935
Top tier swf = survivor sided.
Swf does not make bad survivors good nor does it make them have better iq.
No matter their skill level, they will perform better than when they were solos.
Also, whether it´s killer or survivor sided is contextual.
Playing MDR+Yakuyoke Ruin/Undying/Tinkerer/Stridor sweaty Spirit vs 4 noob solos? Yeah, Killer sided. Playing brown addons trapper against a strong SWF? 100% they have the advantage. There are many variables to this, which you should know as an experienced player.
-
Your example lacks a bit contextual information which could be explained by guesses/random stuff. Emphasis on "could".
On topic: It´s really a shame that hackers can do whatever they want in DBD until someone happens to record them doing it, and then takes the 20 steps it takes to submit a ticket with the evidence to customer support. I find it insulting that as a customer, the burden of persecuting hackers is on ME instead of BHVR. If you told this to an outsider, I reckon they wouldn´t believe it, because it sounds riddiculous.
-
DBD balance goes like this:
Best SWF> Good SWF> Best Killers> Best Solos> Medium SWF> Good Killers> Medium Killers> Good Solos> Medium Solos> Bad SWF> Bad Killers> Bad Solos.
Killers "crying" is more often than not pretty justified, since the core chase mechanics are designed to make it as ez as possible for Survivors to avoid hits. E.G: 9/10 tiles require the Survivor to misplay in order to get hit, regardless of the Killers skill. Thankfully, the vast majority of Survivor players is very bad at the game, and these issues only ever become prominent when versing decent players.
Also, the tremendous difference in Killer powers contributes to that. Killers like Nurse and Spirit play a completely different game than Wraith or Trapper, since they have agency in the chase and flow of the game. They are the true test of skill for Survivors, since they force them out of their ez mode comfort zone. Imo, many complaints from Killers are rooted in the fact that all but less than a handful of Killers are literal trash in high skill brackets.
On a sidenote, survivor mains cry just as much if not more ever since the game became more balanced. Some complaints have merit, like how broken ruin+undyind can be if the Killer is good and the Survivors are bad, but other than that it´s all git gud issues. By design, the Survivors should always win if not facing a top 3 Killer with the bestperks and addons, but as I said, most of them just aren´t good and prefer to complain just as much as the Killers do instead of getting good.
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1837414#Comment_1837414
A streamer tested it (with hag).
Running corrupt vs not running it.
To his own surprise, he performed better without corrupt.
Reason was, that he ran quicker into survivors while he had it equipped. Which gave him less time to spread his traps.
Only that Hag has the luxury of having all of her traps available (and replaceable) at any time. She has way more flexibility than ol Evan. If you were to try and repeat this with Trapper, I´m certain the results would look quite differently.
These two Killers are in completely different leagues of power and viability. One is strong without perks, without addons and can effectively be played in a competitive setting, the other has a laughable basekit that requires a full meta loadout to be decent against good pub teams.
-
Good for you. Honestly I can´t imagine playing Trapper without any gen perks. Myers? BIG maybe.
Against Survivors that aren´t that great (e.g. don´t split up on gens, open chests, don´t run meta loadouts, don´t loop decently well, friends over gens) it may work, but I´m pretty sure a decent squad requires gen slowdown when playing trash tier Killers.
-
100% yes, Tunneling off hook should always pose a risk for the Killer, possibly backfiring.
On a sidenote, it´s pretty rare to have games with less than 3 DS, so this would only help in the odd edge cases. Nonetheless, it would be a good change.
And don´t run Object please unless you´re hellbent on making the match absolutely miserable for everyone.
-
@Ghoste said:
https://forum.deadbydaylight.com/en/discussion/comment/1836505#Comment_1836505
DS gives 16m distance. 5 second stun, but 1 second is spent in an animation getting off the Killer's back and beginning to run. So really it's only 4 seconds. Your point still stands though.
Oh thanks, I wasn´t even aware of that. The more you know!
-
@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/1836659#Comment_1836659
Yes but on the fight with Billy the only reason why Steve lost was because Billy went full dirty and hit him with a plate then beating the heck out of Steve, if it wasn't for the plate that fight would've been different.
Not so sure about that, iirc Billy literally laughed Steve´s blows off, barely taking him seriously. It´s been a while since I watched it , though.
-
Ever since rumor has it that keys will be next on the chop block, the issue has become more obvious. I get key matches every other game.
I think they are severly unbalanced, since they share great similarities with the (now) old Moris. They effectively circumvent huge chunks of the objective to win a match prematurely (old moris cut off 1 hookstate, key can cut off several gens, usually 2 or 3 ppl escaping with 1 or 2 gens left), robbing the opposing side of either their well deserved victory or their chances at achieving them.
Add the fact Survivor can randombly stumble upon a key and you get yourself a pretty messy imbalance.
In my opinion, hatch should only spawn when all gens are done or there´s only 1 Survivor left. Key can only be used for 1 person to escape (so multi key escapes require multiple keys, to keep the achievements related to it doable).
-
@OldHunterLight said:
From what we know, Steve beat a demo in a 1v1 with a bat with nails then beat some demo dogs so my money is on him plus also beat a buff bully.
He beat the Demo with his Nailbat, true, but he got his ass handed to him real good by Billy.
-
I think it's a core problem of DS. The DS stun gives 20 metres of distance, which a 115% Killer would need 33,33 seconds to catch back up to. In this timeframe, the Survivor covers an additional 132m distance, so if a gate is within approximately 150m and its either opened or 99ed, the Survivor is pretty much guaranteed an escape with no meaningful input from the Killer.
Personally I'm not a huge fan of scenarios where one side's input is 100% meaningless, but I know many people defend this kind of thing because they enjoy it, and I understand that, too.
I would wholeheartedly agree the addition of several limitations for DS, for example that it can't trigger after the gens are done. In it's current form, especially when paired with UB, it makes for dumb and unfun gameplay.
-
It´s so pleasant reading this. SMM is one of the select few things an Object team is not optimally designed to destroy, and it warms my heart they happened to face you of all people. Merry Christmas friend, keep up the good work! 🎁🎄
-
David and Laurie P3, Claudette P1, but I´m planning on adding 2 or 3 more to the prestige Pool :D
-
Favorite Realms:
1)The MacMillan Estate
2)New Ormond
3)Backwater Swamp
Least Favorite Realms:
1)Autohaven Wreckers
2)Coldwind Farm
3)Hawkins
-
I agree that Victor feels too strong in chase. What I want more than a nerf is being awarded chase bp and emblem points though. I hate getting nothing when being chased by Victor.
-
Otzdarva is currently working on a PH guide, iirc it´s supposed to be released this week.
-
The new grass kinda hurt him ngl. It´s the same on new Ormond and Yamaoka. It´s still decent imo, but you will have to shift your placements a bit to accustom to the new grass.
For example, if you have a car- or basic junk debris loop, you have to find the least visible spot in the area. Kind of a bummer, it´s not like using your power was very time consuming already.
You can also apply some other principles while choosing your trap spots.
This is something the new Yamaoka maps brought me to do: Since the grass is very bad and scarce for the most part, you need to really squeeze your brain to identify places in loops where Survivors most likely won´t go outside of chase. In the unique Gyms on this map, traps around the corners just outside of LOS usually can work decently well.
After all, RNG will always play a huge factor in playing Trapper, and many of the reworked maps have shifted the odds more against him. Shame.
-
If you hadn´t mentioned it, I wouldn´t have noticed the hit validation Mandy. Runs smoothly as always in this regard, but I´ve got good ping.
-
Trapper for Obvious reasons. He has the weakest basekit of any Killer (arguably contesting this position with Wraith).
For all the Pig voters: More power to you, but doesn´t she already have a very versatile multi-power basekit that works well without addons? Is she not a top 3 Killer regarding performance already?
-
@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/1826408#Comment_1826408
they literally said they werent gonna change object lmao
I´m very well aware of that. On the other hand, the overwhelming negative feedback on that statement on twitter, reddit, the forums and content creators propably (or hopefully) inclined Almo to reconsider. He´s not dumb, he will know that there is a problem when there are such massive complaints all over the place. Mathieu intervened in the same interview about the issue, and I refuse to give up hope that the nastiest of perks will be addressed soon.
-
This is so wholesome, I love art like that 💞
Happy Holidays everyone! Be nice and show the people you love that you appreciate them 🎄🎁🎇
-
@nursewannabe said:
https://forum.deadbydaylight.com/en/discussion/comment/1830556#Comment_1830556
But object players have low survival rate and object sinergizes well with sole survivor! /s
Dam, I always forget about that, dummy me! This HAS to mean the perk is completely fine, especially when used by a 4man vs Trapper with a Map offering.
-
A simple solution would be an item-lock at 30 seconds, problem solved. There´s no legit reason to make Killer players endure this kind of trolling that is a last second switch to a map, 2 medkits and a key (map cuz I hate them as a Trapper player, they´re insane vs him).
-
I don´t quite share your criticism regarding the item/offering pool, I think it´s fine.
To answer your question, Moris...
-look cool
-allow to circumvent a DS/Save by other means from 2nd hook
-used for dailys and archives
And that´s about it. Their impact was reduced significantly, which is a good thing. Let´s just hope Object and Keys will be treated the same way until Spring!
-
Some may not be possible to find by normal means. It´s the same for the Dead Dawg Saloons Golden Toolbox. IIRC, it´s way up in the watermill tower, a place not even Nurse can reach.
-
@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/1830459#Comment_1830459
Survivors are only skins, yes. But at the same time each survivor can represent a totally different premade load-out of perks and addons. 6 Seconds are not enough to change 4 perks and an item plus addons, given the ever increasing pool, if you don't every position of everything by heart.
The /s at the end of a post is meant to indicate sarcasm iirc. It was meant as a joke.
-
@Raccoon said:
Last second switching is a 'survivor only' privilege that the devs have no intention of addressing.
What are you talking about? Survivors are all the same. On top of that, according to the DEVs, the timeframe between seconds 5 and 6 is more than enough to change your entire build to account for 4x last switching. If you happen to play Trapper or Hag, why don't you always use a bad or expensive loadout to combat flashlights and maps? They can't hold your hand on everything. /S
-
For Survivor: Kindred sans the Killer aure reveal, Bond/Empathy mix
For Killer: BBQ sans the aura reading (would remain on the perk with maybe a smaller minimum distance), Corrupt Intervention(maybe)
-
@Aven_Fallen said:
Are you implying that Killers stopped playing because they cant switch in the Lobby anymore?
My guess is that this person is addressing the growing qeue problem for Survivor. I don´t think this is the way though, and highly unlikely on top of that. If one day they create a functioning MMR, they are determined to implement it, and in the months/years until this happens Killer lobby lock will remain in place no matter what the feedback looks like.
-
@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1830235#Comment_1830235
A possible problem is that players bring in their friends to play, which means they're all playing survivor. Despite how being a new survivor can suck, playing with friends makes it infinitely better than having suck matches as killer. Plus, new killers don't know anything about how the game used to be, they don't know how the balance has changed; all they know is that matchmaking is putting them up against experienced survivors who stomp them into the ground. That's not fun, so they don't stick around. In other words, I wouldn't be surprised if the game is gaining and keeping new survivors at a faster rate than new killers. And the lack of skill-based matchmaking that just throws anyone together to make survivor queue times quicker in the short term is actually making it worse in the long term by scaring off killers.
That's conjecture, though. And queue times do change depending on region, day, and time, but it usually seems that at peaks times most people have longer survivor queues.
Very fair points. Seems I overlooked some obvious things.
@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/1830235#Comment_1830235
The times when I get the quickest killer queues/ longest survivor queues seems linked with getting the worst survivors (i.e. late night on weekends) Most survivors I otherwise get matched with usually are pretty friendly post-game but at those times it's salt when you win, salt when you lose, salt when you draw.
Agreed, it´s definately more chill outside of peak hours.
-
I watched a big name stream yesterday. This man has well over 5k hours but would be matched against brown rank players pretty often. This suggests that BHVR already removed every criteria for matchmaking other than getting the Survivors into a match asap. Since the qeue times are still pretty insane (except in the mornings, where I get instant lobbys in EU) there is apparently a significant shortage of players qeueing as Killer.
Which to me is kinda bafflin. I´m a Killer main (also play and enjoy Survivor regularly, like in every session I also play Survivor games) and overall it´s a great time to play Killer. Key spamming and Object aside ( seriously it´s gotten out of hand) the game is better balanced than ever before.
So if it isn´t a balance issue, my guess is that many players are deterred from playing Killer because of the unbelievable amount of BM and toxic behavior that is to be expected from many Survivors. People that have been playing DBD for long enough got used to it, but it makes keeping new Killer players less likely on top of the significantly higher skill requirements compared to Survivor.
So maybe qeue times would improve a little if people would be less spammy with "gg ez baby killer, ***, slurs" and all the good stuff you get to read 75% of Killer end game chats.
-
Bubba is a great choice for that.
Myers is also very independant from addons to work well,, but his Deviousness isn´t great to farm.
Oni is legit awesome, I think I average 30k+ and my "training phase" without addons has been going for around 100 matches or so. He´s perk dependant, though, but I assume you got BBQ from Bubba already.
I haven´t played them since I got the achievements, but from what I hear Legion is also pretty good for farming.
-
I´m sorry, but bringing myself to Kill Fengs is hard enough already with all these cute outfits she usually has. With a proper Christmas outfit, she may become unkillable.
-
@BananaBlooD95 said:
https://forum.deadbydaylight.com/en/discussion/comment/1828139#Comment_1828139
Why would you nerf Deadhard so you can't go over traps? DH can counter anything that can deal you damage...
It´s still too much of a counter for Trapper. I´ve heard DH is on the list of perks to be addressed in some way, and I hope the removal of this silly gimmick will be included.
Another possibility would be to remove Trapper getting caught in his traps if not carrying a Survivor, but I´m very much in favor of keeping that - it´s too funny to go imo. Either way, DH through traps is dumb.
-
I´d prefer more Original Chapters as these give the DEVs more room for creativity. That being said, the only license I´m burning to see in DBD is Friday the 13th, with some others I´d like, too.
As far as I´m concerned, you can have the full My Bloody Valentine experience by equipping the MacMillan Miner skin from Trapper, I don´t see what this chapter could contribute.
-
The best approach would be to add a series of base cues for Survivor to lessen the tremendous gap between solos and premades.
100% agree on Object, nothing short of extremely busted in a SWF.
Since Killers are overall currently performing well, I think the base info buffs for Survivor should come first, then it can be assessed whether Killers at base neet something to compensate for the increased difficulty.
I very much like Otz´suggestion to remove Map offerings for a SWF member, at least until the insanely broken maps (Disturbed Ward, Haddonfield, Thompson House, Cowshed, Torment Creek, Abbatoir) have been fixed.
-
@DFP said:
I agree, but I'd just like to say that being dependent on survivor actions isn't always a bad thing.
https://us.v-cdn.net/6030815/uploads/C956ZEJ4YE9P/20201219-131016.jpg
Sometimes it really helps bridge the skill/perk gap to be able to punish players that do things reflexively and without fore-thought.
Hey good job for a rank 17! They didnt have a sweaty loadout but small game can really hurt.
Btw, you didn´t censor the names sufficiently, I advise you to correct that.
-
I hate to break it to you, but during the last DEV stream they said it would be highly unlikely ( the polite way of saying never going to happen) that a community creation would ever be made into a Killer or chapter. I´m sure your creations are cool and well thought though!
-
@Midori_21 said:
https://forum.deadbydaylight.com/en/discussion/comment/1826754#Comment_1826754
Object counter: give Trapper undetectable at the start of the match like myers, so he can set up traps without having to worry about object.
This definately would help him at the start. Unfortunately, this would do nothing to prevent the Object from telling the other 3 Survivors where each trap got placed after the Undetectable has expired. Against good Survivors, usually the 2-3 starting Traps are not enough value for Trapper to win from my experience. The better route would be to make Object less of a miserable pile of #########.
-
@Dustin said:
https://forum.deadbydaylight.com/en/discussion/comment/1827698#Comment_1827698
I mentioned it above in my post but likely at the time the additional Terror Radius buff on Agitation was to combo with Unnerving Presence is my honest guess. BHVR would have to clarify on this honestly.
I guess you´re right. A relic of old, so to say, when players had still sometimes difficulties hitting skill checks.
-
Brutal Strength is fine imo, especially since pallet breaking speed was buffed back then.
Agitation change I really like, I don´t see the point of an increased TR while using this perk.
Regarding Unnerving Presence, I don´t think the removal of bonus progression would be neccessary. In my opinion the chances of triggering a skillcheck should be a little bit higher than currently, but the only change I feel it could really use is the removal of the HUD warning, it´s a massive detriment and limits the value of the perk mostly to Doctor players.