StarLost
StarLost
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@Fuzzels said:
https://forum.deadbydaylight.com/en/discussion/comment/2613154#Comment_2613154
If you're getting bad killers at "high mmr" maybe you're not actually at high mmr.. food for thought, yeah?
I've found myself, as a bad, 200 hour-ish killer, matched against 3000 hour sweatsquads.
Sometimes MMR is borked.
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@Artick said:
https://forum.deadbydaylight.com/en/discussion/comment/2613655#Comment_2613655
Oh, so now medkits are a problem? Are we planning to bully the devs into trashing medkits too?
Only on these forums would giving feedback on a self-evident balance issue be 'bullying the devs'.
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/comment/2607424#Comment_2607424
It is the fact the survivors DIDN'T get a huge advantage? Did you not play around the time of Sprint Burst that recovered while running? Or MoM on release? Old DS? Did you not play when infinites were a near constant in maps? A good team based new effect that requires you to leave your objective to activate it and that the killer can deal with fairly easily is not nearly as OP and broken as things used to be. Playing the killer means you are playing the harder role, it is that way in basically every asymmetrical game. Survivors have had loads of huge advantages in the past. Killers have had just as much. Moris on 1st hook. OmegaBlink Nurse. Spirit being broken for her entire release. Hell even the Huntress and huge hitboxes for a long time. Boons are an amazing healthy change compared to things they have done in the past, and they even made boons take longer to place on hexes. If you don't capitalize on all the time wasted by boons, that is quite literally on you. The saying of "Get Good" exists for a reason
Something being broken in the past is not and never will be a defense for something being overpowered or unhealthy now. And it's quite telling that your only defense of boon totems as is boils down to whataboutism and 'git gud' (ad-hominum).
As they stand, they simply do not work within the DbD paradigm, as the time of one survivor and the time of the killer are not analogous.
They offer a significant reward for no risk and only the most minor of opportunity costs. And worse, unless survivors make a mistake and overcommit, the intended counterplay frequently turns out worse than simply leaving the thing up (the time spent locating the thing, trying to position yourself correctly to snuff it or discovering that this one can't actually be snuffed).
Mark my words though - if survivors don't get behind fixing this thing in a sane manner, it's going to get the MoM treatment and be nerfed to the point where you barely see it.
As myself and others have suggested:
- Fix the unsnuffable and janky totem spots (I'm seeing far too many survivors defend this with 'totems had uncleansable spots 2 years ago).
- Make it easier for killers to locate them (aura visibility within a small radius).
- Don't let the effect project through floors.
- Add a cooldown to them once snuffed.
As they stand, they allow coordinated groups to set up a 'safe zone' on demand that presents the killer with a lose/lose situation.
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@Sonzaishinai said:
Every boon is 17,5% of a generator not being done. At the bare minimun.
That's the cost of the relighting. People need to stop pretending it is free.
If a boon gets snuffed and reblessed 5+ times and the survivors were still able to escaped even with all that extra time spend then you most likely would have lost if survivors used other meta perks too. Just faster.
Yeah. Nice try.
What you're ignoring is the fact that snuffing takes *proportionally* much longer for the killer to do. In reality, 14 seconds of a survivor's time is worth 14x4 seconds of a killers time, even if you get lucky and find the thing fast, and can snuff it without fiddly repositioning to get the hitbox right.
There are 4 survivors.
There is one killer.
That's the key problem. As it stands, snuffing isn't a viable strategy. Survivors want you to waste time snuffing, because your time is far more at a premium as a killer than 1 survivor. It's like a 20-30 loop time that you get for zero risk aside from a tiny time investment.
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@Junylar said:
What? BHVR made survivor perks that are actually useful? No no no no, it's not how it works, it's OP and must be nerfed! NOED is fine, because survivors can just do bones, but boons must be gone, because, you know, it's different!
Whataboutism.
- NOED is a different sack of kittens entirely.
- It's much easier to send one of four survivors out to do a hex (you can even give them perks to make this easier!) than a killer taking the time to snuff a totem, that may not even be snuffable (which you'll only realize once you find the fiddly little thing, no aura for you).
- Boons don't need to be gone, stop strawmanning. They need to be adjusted. As they stand, the intended counterplay (snuffing) is unambiguously the wrong thing to do as killer. You have to just brute force through it.
- As much as survivors are against it, the uncleansable totem spots need to be fixed, and the hitbox needs to be bigger.
- Killers need to see the aura of the boon within a certain radius.
- A totem that has been snuffed should not be able to be reblessed.
- Snuffing a totem should put the totem on cooldown for 2 minutes.
- Totem auras should not project through floors.
Easy fix.
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@GannTM said:
I will admit that they are strong but I just don’t think they’re OP. I actually really like the gameplay around boons as it requires setup preparation and the survivor has to go out of their way to activate the perk. It’s also a new gameplay element which spices it up. Killers can also hear boons and it takes them just a second to break it. You will probably say that the survivor can put it back easily but they still have to spend time doing it.
I’ve felt like at least COH has a chance to be meta because of its nature in helping the whole team out which I’m honestly very glad to see because we need more variety in the meta. Maybe COH can be toned down a little where it decreases self healing speed but I think it’s honestly fine.
Yes and no.
They aren't quite as broken as people say.
However, they do have a few problems.
- As it stands, it's not worth trying to snuff. Unless you know exactly where it is, and that position can actually be snuffed, you'll waste more time snuffing it than survivors will need to set up a new one.
- It's much harder to find totems as a killer than as a survivor. Either the visual needs to be more distinct, or we should see an aura if we are close.
- The 'snuff' box needs to be bigger. There are still too many spots where you can't access them, or have to position yourself weirdly to snuff.
- A snuffed totem should absolutely not be able to be reblessed.
- They probably should have a duration attached to them - say 120 seconds. Either that, or snuffing one should prevent another being summoned for a similar timeframe. The problem isn't their power - it's that snuffing is potentially a big time loss for the killer, while cleansing a totem is a much smaller loss, on top of being permanent.
- The effect should not project through floors in indoor maps. This makes it impossible to find and cleanse in a timely way.
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@Duvdoren said:
The never ending debate of Camping. Many killers justify it by saying that survivors should learn to exploit the weaknesses in it. I would like to state how BS that justification is for solo queue players.
Camping is an insanely dominant strategy, that's also near impossible to deal with if someone runs NOED or they have an instant down power. The only real way to deal with it well is when you play SWF because you can communicate with your team on what to do. You can say "don't save him just rush gens" or you can call everyone over and force a trade or a save. The issue that get's ignored is that it is assumed survivors can work together flawlessly if good enough. This assumption is blatantly false. There is no in game way of voice communication. When playing solo queue, you are forced into guesswork, trust and translation of point, beckon, crouch. I have played many games where the first person hooked would second stage just because everyone assumed the other players would save him. If Behaviour implemented an in game voice chat, that would curb my grievances. However, I think we all can agree that this would cause every game to be just as sweaty as a SWF and playing killer would be awful.
Also, you can't always say "just gen rush" because survivors play the game to work as a team to overcome the Killer. You aren't working as a team if you're strategy is to ignore that one guy. You feel empathetic for them and most of the time - without communication - one of the survivors succumbs to that and becomes the next victim to be camped. Thus slowing down the gen rush further and in some cases even ruins the gen rush. You need voice communication for it to work properly.
On that note, I think it is pretty clear why us survivors think that it is lame. So stop with the copium and at least accept that. I would much rather you tunneled and patrolled hooks as that still leaves a competitive aspect to the game and doesn't require voice communication to try countering it.
I agree...partially.
Camping is frustrating for uncoordinated groups to go up against.
Camping is also the only way to handle SWF groups at times, as without an early kill, even top tier killers regularly lose games while tactically camping.
It's impossible to balance this game around both solo queue and SWF. And it's impossible for killers to know which they are going up against until it's too late to step on the gas.
I don't camp unless you BM me, or it's like 1 gen left and I haven't killed anyone. And I understand why it would be frustrating to be on the other end of. However, you also need to understand how frustrated killers are right now, with nerfs to already 'B' tier killers, smurfing premades gloating and teabagging on their way to 4-outs, boon totems, DH buff and the hit bug, etc. I can certainly understand why some might play a little cheesy.
That said, BHVR have stated recently that they want to do more to eliminate facecamping (literally standing at hook and waiting), but don't want to stop proxy camping (patrolling past hooked survivors).
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@BlackRabies said:
Plus rant. After the nerfs and from what I've experienced and seen in game and on forums, pretty sure it's safe to say the majority of the players agree that the changes to DeathSlinger shouldn't have ever went through. The changes makes him feel horrible to play as with the ADS being slow and clunky and the increased TR giving survivors even more time to react. I've never had any issues or felt problematic when against DS, the biggest counters to DS was just staying out of line of fire behind any cover and treat him like a stealth killer. I've tried him once after the changes and it felt so bad and clunky I got fed up with it and just D/C mid game. Why would I ever play DS now when the other range killers such as Huntress, Trickster, and Demo (kinda) does a better job and feels more enjoyable to play as over DS?! He might've deserved some nerfs, but this is overkill.
Spirit the most hated killer in the game and the 1 nerf she got was a slap on the wrist she still plays the same just has better and healthier interactions between Spirit and the survivor. Mean while DS got the hardest kick in the balls getting multiple nerfs and feels horrible to play as now.
In my opinion the biggest flaw with DS was NOT the ADS speed, but after the survivor is speared. When DS walks backwards the chain pulls quite fast and the survivor can't really move anywhere. If only that was changed to have more interaction between the two after a speared would've been better imo. So I'm giving my ideas and feel free to share yours what changes would've been better while retaining what makes him fun to play as.
- Keeps his old 24 meter terror radius, but has a 32 meter lullaby like Trickster so he can't cheese invisible shots when using Monitor and Abuse.
- Keeps his old and fast ADS speed, but has a slow speed when setting the gun back down to M1.
- Cowboy can no longer walk backwards after a survivor is speared, and has slightly more increased time before the chain breaks. Since he can't pull them towards him as fast and gives a chance for counter play from the survivor.
- Movement speed while ADS.... honestly who cares what it is or was DS players never spent more than a second or 2 while ADS.
- He can keep the decreased stun time after chain breaks since it'll likely happen more often.
Increase reload time on missed shots from 2 to 3 seconds.
Increase his movement speed somewhat.
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@Inspire said:
https://forum.deadbydaylight.com/en/discussion/comment/2598978#Comment_2598978
Saying that killers/survivors didn't know what they were doing in 2017-2018 is a complete lie. 1-2 years after a games release is usually when the playerbase starts to learn and understand the game.
Yes, start. There is a difference between starting to understand a game and understanding a game.
Look at SC2. Year 2 of WoL and year 4 of WoL were night and day in terms of refinement and sophistication.
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@Ravenlord4711 said:
I played 4 games after months long break from dbd. Seeing killer nerfed over and over while survivors get more and more buffs (built to last, boon totems, among many other things)i didnt really want to play much. I decided hell its halloween lets play some. i lasted 4 games of non stop toxic teabagging macro users before i remembered why i this game has such a bad rap. Devs encourage toxic behavior, (see the movement animation update announcement). I don't mind getting 1 or 2 or even 0 kills i mind having people use macros that are literally there to just annoy the killer and have no other purpose. people like pug and matt on stream being some of the most toxic people you can be ( no i dont have pug i hate his hypocrisy of HAHAHAH ITS SO FUNNY unless its happening to me) this game has the potential to be great but the devs only care about money and not about fun. there is a reason that on halloween dbd is down to 43k viewers on twitch. many of the largest streamers either have switched games or just stopped all together. This community is a huge reason why a lot of people i know have left. I was told years ago when i started playing that to be a killer main you have to have thick skin, but it shouldnt be that way. Are there toxic killers 100% yes and thats also part of the problem. we have to be better as a community. there are great people in this game (im looking at you pig mains who let us boop) but this is worse than even league of legends. When i can honestly say the community is worse than leagues you should realize there is an issue.
end of rant. BHVR I love this game, please stop trying to kill it.
Yeah, every now and then survivors in this game just get to me. Smurfing SWF premades with thousands of hours played tanked their MMR to silly levels during the DC penalty removal period, and they love to be toxic as hell. These days, I just AFK when I come up against them. It's an episode of Archer for me, let them waste their own time.
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@iOverSpray said:
Any of my fellow high ranking killers willing to run camping bubba until they fix boons? A week of miserable game play on both sides and this ridiculous game changer may be nerfed.
Boons are rough, and either need a set, short duration and/or a cooldown.
Right now though, I'd rather see RPD fixed. With the pseudo-infinite becoming more common knowledge, I'm just AFKing this map out right now.
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@[Deleted User] said:
You're not the only killer who's stopped playing since MMR and boon totems.
Let's see if BHVR can correct this imbalance, or if the damage is already too far gone.
MMR was totally fine. I'm enjoying the game substantially more since it was introduced (the weird broken period after the Halloween patch is fixed it's seemed).
Boons need either a set duration (60-90 seconds) and/or a cooldown timer, to make snuffing them worth the time - and the bugged spots on maps need fixing asap.
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@Voodoo101 said:
Lets face it, whether you believe the game is killer sided or survivor sided, one thing that is evident it the killer is in charge of the game. If the killer wants to camp then can, if the killer wants to tunnel they can and if the killer just wants to patrol the gens they can.
The same is true to compendium and the midnight grove challenges. As a survivor you have challenges like make saves, do gens, open chests, drop pallets in chase and cleanse totems. These may take you a few games if you go against a good killer or your team is not too great.
As a killer you get challenges like disturb crow, break pallets, break gens and hit survivors, all which as a killer you can control. If I just want to do my challenges, such as disturb crows, I can pick my worse killer with no perks or addons and run round the map, leaving the survivors to do gens and escape. If I need to break gens, I can just patrol the gens, breaking them when the survivors scatter, never needing to chase. If I need to break pallets I can chase one survivor round the whole map, allowing them to drop every pallet. I am in charge of the game, I decide how I play.
This is where I come to survivors who think they are good. These are the ones who open the gate and stand there till the last minute, close enough that they can be hit and still crawl out, but not brave enough to stand further away. They usually have flashlights and spent most the time running from the killer, dropping every pallet and shining the flashlight, never actually realising that the killer is not chasing, that they are actually going in the opposite direction and doing something else. They stand at the gate, bouncing up and down and flashing the flashlight that it is some celebration.
Survivors learn that most of the time when a whole team escapes, with minimum ease, it is because the killer was playing their own game. Take it and escape quick, because the killer probably just wants to get onto the next game. They do not care about you. You have not played the game of the century, be grateful and let the killer move one.
Survivors are absolutely 'in charge' of the game. They have the initiative, and the killer is forced to react. It's entirely possible to do more than half the gens before the 2 minute mark, and on some maps it's nearly impossible to prevent on some killers.
There are some challenges that are easier on survivor, and some that are easier on killer. That's to be expected. The 'tangled hook' challenges are frustrating as all hell.
That said, flashy or teabagging survivors are annoying as all hell. If you want to be BM, don't complain when I tunnel you down - and bring a mori and some scary addons the next time I see you.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/291179/so-they-turn-dc-penalty-back-on
I wish the penalty had stayed off.
That, or that it was 5 minutes max.
I have slightly spotty internet, but I still want to be able to play.
It'd also be nice to have some basic anticheat in the game, like monitoring speed, airtime, etc.
The problem is that when you turn it off, it gives people the power to troll/grief their time on demand, or to just DC the second the game it's going there way.
If anything, it should be stronger.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/1957106#Comment_1957106
She doesn't have a cross hair on PC
How dare you bring common sense into this sewer of a thread!
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2601260#Comment_2601260
There are only few high skill killers in the game. Swf que time would be hours if u adjust in your way.
Hyperbole.
It would be a few minutes, at worst. And if it's between SWF stompcomps waiting a few extra minutes or the same groups flattening killers they shouldn't be matched against, I'll take the former every day of the week.
If your MMR is taking longer, that's because it's either very high or very low, and there aren't enough killers at that MMR - which is fine. Fair matches trump instant queues.
@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/2601096#Comment_2601096
Completely false information here. Basic Attacks and Special Attacks are all handled on The Killer's end; the server may reject a hit in extreme cases of latency. The threshold is unknown, but we know it is very lenient to non-existent. However, Pallets and now DH is validated by the server, not on the survivor's end. And I agree with OP; it's not fun getting struck from great distances due to the massive competitive advantage killer players have.
Absolutely, 100% wrong.
BHVR have even confirmed the DH validation bug on the killer's end, where a 'hit' registers visually and audio-wise. This happens to me about 20% of the time when a survivor DH's me, and I play with 30-40ms maximum.
It's still not a reason to DC.
@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/2601692#Comment_2601692
Yeah, but don't pretend killer players don't DC as soon as gens pop before they get a down or even their Hex cleansed. The no-penalty periods are always interesting to see how (and why) people DC lol
Assuming you are right (I'm not sure if you are, I certainly haven't seen killers DC anywhere near as frequently as survivors do):
- Whataboutism.
- When a killer DCs, the game ends and you can find another. When a survivor DCs, you've got to play out a crappy match.
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@SilentShepherd said:
First off, I bought DBD and have only played Michael Myers exclusively, so I don't have perks from other killers. I use No One Escapes Death. But after games, survivors always say "noed myers" or something like that. I don't get it, is Noed bad or good? I suspect they are saying I had a good perk on. Honestly, I don't feel like it's that good. I consistently feel underpowered throughout the match. Especially when I see killers like The Doctor....
Next, I think Michael Myers sucks. And this is sad for me, because Michael Myers is the ONLY reason I bought DBD and his Halloween DLC. My only hope is that Jason Vorhees comes to DBD, so I can switch to Jason main. I understand "The Evil Within" perk wants to re-create the spooky jump scares when Michael is staring at someone.. and I'd say that's cool. But I am completely reliant on EW.... to be honest... because the rest of his perk kit sucks, and he has no abilities.
For example, this "Obsession" perk stuff is bad. One of Myers' unique perks, is you get 1 coin for chasing and letting your obsession get away, but then immediately lose the coin if you swing a basic attack?!? Like what. None of the obsession perks are worth using in my opinion. What a trash perk system for Myers. I understand they are trying to fit the Halloween Lore into his kit, but his kit suffers due to it. The Evil Within is good though. Rank 1 EW makes me so stealthy, I can literally walk up to a survivor doing a generator and grab them. Sometimes I intentionally don't get out of EW1 until I grab someone and hook them to begin the chaos, then I start going to EW2. So, basically, from Myer's core kit, I rely entirely on Evil Within. Because Obsession sucks.
Last thing. Flashlights. I have played a couple of games where survivors just chain stunned me with the flashlights, preventing me from hooking anyone. You can look down or away if you want, but as soon as you do the animation to pick up a downed player, you get stunned. It sucked. Flashlights OP in the right survivor group.
Hi, and welcome.
I was in your shoes for a year, and I sympathize.
Hopefully this helps.
- Playing killer is something that won't just take you 20 hours. To even really start getting a feel for it, you'll need 10 times that. Don't worry too much about getting fancy for now, pick a killer or two you want, grab them and learn the very basics first. A lot of this won't come easily, and you can't really pick it up from anything besides game experience.
- Myers is one of the weakest, if not the weakest killer in the game. I'd save him for later.
- Good killers to learn with (imho):
- - Cannibal: He also gives you the best first perk to pick up, BBQ, and is quite strong and easy to understand.
- - Hag: not easy, but very strong once you get the feel for her, and my personal favorite. If you like tactical play, she's your go-to.
- - Pinhead. Very easy to understand, not gimmicky. You'll get to know the basics of chasing and movement quickly, while being soft-carried by his passive.
- - Freddy. Easy to play, really mobile.
- - Spirit. She's very powerful and worth learning.
- Killer is a frustrating role due to the nature of DbD. In this game, the solo role is not the 'power' role, oddly.
- NOED is considered a very 'cheesy' perk in this game, but as you don't have any others, just use it for now. I'd grab (ASAP), from either the Shrine or buy buying the killer:
- - BBQ and Chilli and Franklin's Demise (Bubba)
- - Ruin and Devour Hope (Hag)
- - Plaything and Deadlock (Cenobite)
- - Pop Goes The Weasel (Clown - don't buy, wait for it in the shrine)
- - Discordance (Legion - see above) and/or:
- - Tinkerer (level The Hillbilly)
- These perks will serve you well on most killers.
- Myers is not a good killer to start with, and not a good killer overall.
- Save The Best For Last is an excellent perk, just hit people and try to hit other people more than the person with the 'legs' around their portrait. It makes you do stuff faster, and playing killer is a game of milliseconds. It's not part of his toolkit, it's just a perk. Once you get to a certain level, you'll unlock it for all your killers (most perks in the game work like this - see above for some good perks to grab ASAP).
- I'd invest in another killer, possibly 2.
- Flashlights are actually very easy to deal with, once you get your muscle memory.
- The second you see the beam look directly down or (better yet) at a wall.
- Whenever you pick someone up, make sure to face the closest wall (if you can't, spend a second or two checking the area around the downed survivor). As you gain experience, you'll have a better sense of where every survivor is, and whether to be careful.
- Every now and then, you'll just get stunned out of nowhere, usually by someone using fancy flashlight addons. It happens, just soak it up and keep playing.
A few other tips:
- The MMR system is a little annoying at first. It'll put you up against experienced players initially, and you'll have very rough match-ups for a while. Eventually, as it's 'confidence' in your rating increases and you stabilize, you'll see more even matches.
- Don't be afraid to bring addons! Myers has some really strong ones.
- This game is a machine designed to produce toxicity, frustration and annoyance. Hang in there, and don't sweat 'losing' every now and again.
- And most importantly: your goal as a killer is to kill 2 survivors each match. This is the number BHVR has stated is the goal. Anything more is gravy. Don't feel like you've lost when someone escapes - remember: the final girl usually gets away.
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This is definitely odd.
I'm guessing that queueing with an SWF bypasses other people's Crossplay preferences. That sounds like an oversight.
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@Frontdoor6 said:
Lately, i've been finding Pyramid Head's gameplay kinda weak. Survivors rarely step into the wires and get torments and, worst of all, its ranged power seems to be predictable now. All survivors know how to avoid it and it feels kinda useless and a waste of time.
I think its due for a look at
Honestly, his toolkit is fine. Could definitely do with the Plague treatment though, and tighten him up. He can feel really janky.
His addons also badly need some love. Honestly...I can't think of a killer with worse addons (maybe Freddy).
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@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/comment/2601262#Comment_2601262
I genuinely don't understand how anybody can think this, Nemesis is the prime example of a "Meh" killer.
It's Junylar. I often wonder if he's a Sluzzy alt.
Keep in mind that this is the same guy that demanded that BHVR not fix the bugged boon totems/maps, because something something hexes OP a few years ago.
@Junylar said:
He is too strong and too fast, by the way, he is in a dire need of a nerf. But I hope OP is just being sarcastic here.
He's none of those things.
- He's a standard movespeed killer.
- His entire kit revolves around a tricky to hit close-range skillshot and a pair of borderline useless zombies.
- He's essentially an inferior version of Pyramid Head.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2601349#Comment_2601349
Obviously it's all a matter of personal opinion. But in case anybody's curious, here's the Rotten Tomatoes critics ratings
- Spiral (2021) 37%
- Jigsaw (2017) 32%
- Saw: The Final Chapter (2010) 10%
- Saw VI (2009) 40%
- Saw V (2008) 13%
- Saw IV (2007) 19%
- Saw III (2006) 29%
- Saw II (2005) 37%
- Saw (2004) 51%
Interesting. Honestly, RT is...ugh sometimes.
Spiral - I think the rating is mostly virtue signaling due to it being the first 'diverse' Saw film and milking the whole 'all cops are bad' zeitgeist. It sucks. Hard.
Jigsaw - I'd give a much higher rating. Good story, fun traps (I actually adapted one into a puzzle for our Dungeons and Dragons campaign!), creative kills (the final one is a series highlight). The big twist has a huge logic gap though, so it loses marks there and it doesn't have the fun editing of the first 7.
The Final Chapter - Crap. Turns Kramer's character into a petty bully, totally breaks his 'no innocents' mandate. Bad CGI. Just a mean, unpleasant and oddly misogynistic (and for me to say that is quite something) little movie to sit through.
VI - Underrated. A bit too heavy-handed with it's political message, and very slow at some points, but certainly worth watching. Two very out-of-place victims though (this was the start of the character assassination of Kramer, possibly due to the efforts of Apprentice #2).
V - Amazed at the rating, as it's my favorite. Excellent gore, clever traps, well defined characters, bonkers ending.
IV - Also bafflingly low. My second favorite. Really original concept, great traps.
III - The drama with Kramer, Amanda and the doctor lady was really good and tense. I really like Amanda as a character. Jeff is the most frustrating protagonist in the series, and that's saying something. Slow, totally lacking in common sense.
II - Rating is about right. Some creative traps, but the core story makes zero sense, characters are unlikeable even for a Saw movie and way too much time is spent with Wallberg and Kramer faffing around.
I - It was a clever, even revolutionary movie - sort of an updated version of Se7en. It still spends too much time faffing around, has a lot of really hokey acting, dumb characters and confusing staging. That reveal blew my mind though, fortunately wasn't spoiled for me.
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@Kurri said:
Like I don't get it, they deactivated the healing boon because it was causing crashes, but Boons are available to be used even though a majority of the totem spawns the Killer can't even interact with them to snuff them?
Also times when Survivors can't counter something the Killer does, that gets resolved, or locked immediately, but when it's something that affects the Killer we "just have to deal with it"?
Turn off boon totems till you make every totem spawn available to be snuffed.
I've only seen 2 since the patch.
One on DDS, and one on...I think it was a 'farm' map.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2601311#Comment_2601311
Those "free gens" are free only if you have balanced landing, otherwise all those gens are death traps.
What?
No, they aren't.
You have an ultra-safe vault on every one, occasionally two. You then have a broad drop into either a second vault, a safe barrier, two pallets with a single path between then, a second house (including two other vaults) in easy distance or at worst a maze.
If you hear a terror radius, go to the roof. You can see the killer approach and choose to either drop or stay depending on what they do (if you don't see the killer and it's getting louder, drop). 100% safe. The only way to counter is to either mindgame and hope the survivor makes a silly mistake (generally faking going upstairs and hoping they drop prematurely) or play a killer with a teleport.
It's not quite as bad as RPD and some killers struggle more on Badham, but there's a reason Haddonfield has the reputation it does.
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@dugman said:
I like OhTofu's Youtube videos, he's a good player with a funny personality and a good speaking voice.
Runner up is probably Michi, aka Lord of the Hags. He only plays Hag but his videos are entertaining and he's REALLY good with Hag, it's pretty insightful.
Otherwise I watch Tru3ta1ent's matches - he's not my favorite commentator (he tends to gripe a lot) but he posts around four matches a day and he's a solid player all around. Otz is a really good player and all around nice guy but for some reason I never really got into his videos, not sure why, maybe it's because some of them are a bit long? 🤷♂️
THAT'S who it was! Thanks!
...Why did I think he was British?
Probably the funniest DbD streamer out there. When he starts doing his own sound effects I just break down.
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@El_Gingero said:
We've made good strides recently with changes to Wraith and Deathslinger, making them more fun to face. It got me thinking about other killers with problematic gameplay and what we could potentially do to remedy them.
Any suggestions?
I know he's not B tier but I think Trapper could use some tweaking. I don't find him to be OP by any means, however it's simply not fun getting caught in traps that are hard to see, and constantly keeping a look out for traps in general is tedious. This is exacerbated by his recent buffs, and perhaps we should start looking into ways of making him more fun
This is basically Poe's Law: The Thread.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2601315#Comment_2601315
I never watched Spiral, but frankly all the Saw movies after the first are various levels of bad. (The original Saw is pretty good, but after that they get pretty nonsensical.)
Really?
I enjoyed 4 5 and 6 way more than 1, 2 and 3 (I consider 5 to be the strongest of the series, actually). 3D was the worst until Spiral. Jigsaw was also pretty good.
If I had to order the films, I'd go 5, 4, Jigsaw, 6, 1, 3, 2......3D, Spiral.
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@Ghouled_Mojo said:
https://forum.deadbydaylight.com/en/discussion/comment/2601321#Comment_2601321
Sounds like an in depth review without spoiling anything. You may have found your calling.
Funny enough, I'm already there :). I mostly do manga/anime though.
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@drpynz said:
I'm seeing the "boon" effect and it's making survivors overconfident which leads to mistakes and then eventual hooks for the killer that the killer really didn't earn. The idea I have is an idea for a new boon perk. Bring in Boon:DS
Boon DS wouldn't be limited to a certain area. It would surround each hook with a diameter of 40 meters and an 80 diameter radius around the basement. It would also work no matter what hook state, 1st, 2nd or 3rd and the window to hit the skill check would be 20% larger than "This is not happening" tier 3.
With the above, when the survivor executes the boon:DS the entity surrounds the killer with Mercury Vapor Stadium lights that blind the killer for 30 seconds and then burst to release a toxic cloud that slows the killer by 30% for 90 seconds then slowly heals over the course of 3 minutes as long as another survivor is not downed or chased.
This coupled with the current system should bring some balance to overpowered killers.
Poe's law is the only law on the internet right now.
@OP
Give boons a 120 second cooldown after they are cleansed, or give them a 60 second duration. With how fiddly they can be to cleanse, and how quickly another one can be activated, it's really frustrating to deal with them.
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@OopsAllHexes said:
https://forum.deadbydaylight.com/en/discussion/comment/2601265#Comment_2601265
Wouldn't say this given how she counters the meta, and counters what people are currently complaining about.
She's B tier at minimum, has an anti-chase power that lets her snowball very, very fast.
'B' tier is safe, and probably where I'd put her.
She dookies all over uncoordinated groups, much like Pinhead and Wraith (well, used to for the latter, yes I'm still salty) but groups that know how to play around her immobility and don't give her too many chances to go ham with her red vommy can run over her, especially in RPD, Haddon and Badham.
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@Ghouled_Mojo said:
https://forum.deadbydaylight.com/en/discussion/comment/2601188#Comment_2601188
I was hoping it was good. I’m guessing Spiral was that bad?
It's a mess. Easily the worst of the franchise, finally unseating 3D. It's not quite as unpleasant to sit through, but it's way, way more boring.
If the rumors are correct, it was a partially finished script from another movie that got crammed into the Saw universe, plus Chris Rock insisting on writing a lot of his script himself (meaning that the tone is all over the place). Half the time he's just doing a stand-up skit, which can be really funny, but is not what you go to a Saw movie to see.
The traps are lame, and uninspired. While it makes sense once you guess the killer, it's still annoying - all but one are straight up 'kill' traps, in that they are impossible to survive. The final trap also makes absolutely zero sense, and is purely there for some heavy-handed social commentary on an already overplayed issue.
Plus, the MPAA apparently butchered a lot of the gore.
The identity of the killer is so ridiculously obvious that you'll get there before the movie is halfway done.
The chronology is silly, with constant unneeded jumps around in time.
Jackson is fun as always, and Rock is way better than I expected him to be, but it feels like an episode of Chicago PD doing a Saw homage.
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@SweetTerror said:
https://us.v-cdn.net/6030815/uploads/DJL85BBEF4FN/screenshot-20211029-195335.jpg
Not crazy about mobile games in general, but damn if the offerings from DBD mobile doesn't make DBD look pale by comparison. XP boosts that coincide with extra blood points, a proper bot/training mode, bots that take over for players that dc, tickets that allow players to test out new killers, etc.
Holy crap I'd kill for triple BP for a few days.
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@GannTM said:
Reworking the map is a better option. You just can’t not have pallets.
This.
The problem with Haddonfield are:
- The fence, which creates far too safe a vault (Badham is worse in this regard, but not by much).
- Multiple 'free' gens in houses, which are time consuming to scout for the killer, offer a perfect vantage point for survivors and an almost guaranteed escape on demand.
Move gens out of one or two of the houses (or remove the upstairs window/roof combo), probably add another natural gap in the fence somewhere and the map is fine.
RPD is a much bigger issue right now, due to the office pseudo-infinite and the distance between killer spawns, survivor spawns and some gens. It's entirely possible for a gen to pop before you get there, even if you are heading there as soon as the game starts.
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@[Deleted User] said:
Because of "exhausted on ground"
Also when you get denied of a hit, you get the missed weapon cooldown, not the 3 second successful one.
This. It probably had to be done.
The problems are, however:
- The perk was already strong, and felt balanced around it's quirks and risks. It could probably stand a longer Exhaustion duration now. Remember, this perk was probably the most meta survivor perk before the fix. It certainly wasn't weak.
- The aforementioned issue where it registers a hit on your end, but not on theirs. You (essentially) get the full cooldown (even though it doesn't occur, the game is telling you that you hit and play accordingly), and worse - you get spun because you thought you downed someone but you didn't.
That said:
@jamally093 said:
I hate hit validation with a burning passion because of how bs it is when i play but then Behavior says dead hard has hit validation so your telling me if a survivor who uses a perk which makes them invincible runs into me and I hit then go down well surprise surprise no I hit someone has they use dead hard I see the blood,I hear the scream and I have a cool down and what's that. Hold on I need my BS glasses on wow look at that they didn't go down you see why have hit validation for dead hard when dead hard makes survivors invincible for a bit.
This is the really frustrating part. It's now a zero-risk mistake correction that also has the upside of stalling/confusing the killer.
It probably needs a slight increase to the exhaustion timer and that problem needs to be fixed somehow (probably impossible).
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2601252#Comment_2601252
Otz? Playing scummy? Honestly for me it kind of annoyed me how much he refused to tunnel and gave hatch all the time before MMR.
He's an odd duck. Sometimes he goes too easy, sometimes he slugs to the point where it ends up losing him the game. I don't like how much of his play revolves around proxy-camping the basement.
He is still a fantastic streamer and an all-round good bloke.
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@Terrortot said:
https://forum.deadbydaylight.com/en/discussion/291151/i-quit
I can see that, without gen slowdowns games are done too quickly. Boons make it difficult to track/keep survivors injured (which also slows down the game)
Then again I main nurse now and none of that really matters with Sally. I throw on haunted and undying and wait for that blessing to pop.
That's me with Hag and Demo. The solution is hyper-mobility. Pinhead also does well against totems, weirdly enough.
The problem is that they create a permanent, fire-and-forget safe zone for survivors that takes more time to cleanse than to simply set up another one elsewhere.
After you cleanse one, it should go on cooldown for 120 seconds or so.
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@OopsAllHexes said:
Boons are easy enough to find as it is and shutting down two boons in a trial is the equivalent of one Pop charge in terms of time gained, this really isn't needed.
@landromat said:
Instead of snuffing out, totem becomes a hex with opposite efects:
Circle of healing becomes anti-heal totem with 50% heal slowdown
Shadow step now makes survivors auras to be revealed in the radius and 4s after
What do you think?
Eh, this is going to be a hilariously partisan issue. Survivors are going to defend them, as they defended OoO, instastuns and the old DS locker play. Killers are going to say they are OP.
The truth is somewhere between.
Boons are annoying, because they can do nothing, or can be overwhelmingly strong, depending on killer, map and group coordination. I don't like how they can allow groups to essentially heal in front of you mid-chase, the 'no scratches' one is a giant PITA on some maps, and the fact that cleansing it can be really fiddly to do in some positions, while they can immediately resummon one elsewhere.
They are certainly 'un-fun' to go against, which got Wraith and Slinger nerfed so...there's that I guess.
I'd prefer to see:
- The boon totem's aura will be visible to the killer within a small radius (similar to the Small Game perk) and they can be cleansed from slightly further away. Right now, in a lot of spots you lose more time finding and trying to cleanse the thing than it's worth. Killers are far more time starved than survivors are.
- Boon totems have a 90 second duration. After this duration expires, it turns back into a dull totem.
- Cleansing a boon totem, or when one expires, you cannot create a new boon totem for 90 seconds.
This turns it into more of a tactical decision, rather than a permanent escape zone.
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@JohnWeak said:
https://forum.deadbydaylight.com/en/discussion/comment/2599953#Comment_2599953
Yup, many bad decisions have been taken lately.
- Releasing Pinhead with an inefficient power (summon of pain slow down doesn't compensate the fact that the killer is stopped while casting, it's a joke)
- SBMM release without some huge balance changes prior to the release
- Boon totems
That's terrible for DbD to the point there is almost no streamer that play killer while it was 50/50 a few months ago.
Pinhead is such an odd killer. His M2 is almost never worth using, save for 'open' loops with a pallet.
His chain hunt and box thing though is nightmarishly strong. I've had games with 2 gens remaining and no kills, and this either buys me time to get momentum or allows me to snowball on it's own. Far too few survivors respect it until it's already happening.
The only thing I don't like is how savvy survivor groups can abuse certain parts of the map to drop you into a pit, a jungle gym or sometimes even glitch you permanently when you teleport.
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@Ghost077 said:
50-70% of my camping and tunneling is caused by mistakes and stupidity of survivors themselves. Other 30, because I understand that I will either do it or lose the match because of genrush.
Example. Survivor was hooked 1 time, he was rescued and what is he doing? Sat close to me when I caught another survivor and hoped to blind me. Then I just switched to him. When he realized he had screwed up, he jumped into the locker in front of me. I ate his DS, hooked him a second time and tunneled him for wasting my time. He didn't think with his head. He was just hoping for my stupidity and his second chance perks.
Or the one who was rescued with BT just runs at me on purpose and bodyblock. Not to save teammate from falling, it's just so that I wasted my time. I just bide BT timer and tunnel him. Who is guilty? Of course killer, and not the one who specifically ran at me.
Or a brazen save right in front of my nose, not even waiting for me to leave. Or they make gens to the last, and come to save at the end of stage. Or they simply don't hide to save, but press shift + W to hook and they can be seen from a kilometer away. I see survivors close to the hook, no one is making gens - why would I leave?
So survivors often just don't play carefully, don't use their brains, don't try to hide from killer, be healed, instead they simply make gens wounded in 20 meters from me, right in front of my eyes. The game for survivor is so easy that they simply lost the habit of thinking with their heads and using instinct of self-preservation. How often have you seen a situation where survivors are not at all afraid to be right under the noses of killer? This plays a evil joke on them and forms bad habits of playing this way. And then they blame killer for it, not their own stupidity.
Camping is also often used as a means to lure other survivors out of their safe area to give a hit to the saver. Because giving one hit to skilled survivor in strong loops will take a lot of time and if you play only from chases in loops, killer will simply lose the match. Therefore, every opportunity to give an easy hit should be used. Hook is one of those places. So in the case of a camping nerf, the killers will be weakened in general. And if it is nerfed separately, without giving something equivalent in return, they will simply kill online for majority of killers. And then you will complain about very long search for survivor, and the fact that you see only OP killers against yourself, like a Nurse.
It's also a tool to eliminating toxic survivors. As long as it exists, killers will play. If devs remove punishment tool for such, most will not want to be whipping boy and clown entertaining other side.
This.
Holy crap this.
I won't camp you until it's gate time and I haven't downed anyone.
I won't tunnel you unless you are being BM.
That said, I get accused of both constantly. Survivors insist on playing grab-ass all the way to the hook, bodyblocking or sitting right in my vision, then trying to unhook in front of me - or flick me while I'm hooking. It's like - what do you expect to happen? I'm not going to put them down and chase you. I'm going to hook, then chase you and hook you.
What's even more annoying are the survivors who constantly try to bait you into chasing them - teabagging and flicking you constantly. Then you chase them, down them and they suicide on hook. Then yell at you in postgame for 'tunneling' them.
If you didn't want my attention, then why try so hard to get it?
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@Steel_Eyed said:
They need to make him actually good. Certified OG Freddy tier here.
Nemesis is a good idea done badly.
At the very least, he needs a third zombie.
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@Altarf said:
No killer can be S tier without some form of mobility. Simple as. Plague is very good, but has too much RNG, survivor dependence and inconsistent chase power to be stronger than A tier.
This.
I'd even hesitate to put her at 'A' tier, as she's just so absurdly bad on the big 3.
She really need a specific sort of map to function well.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2601181#Comment_2601181
Yeah, except I'm talking about soloQ experience, so your whataboutistic argument about SWFs is completely irrelevant.
The devs cannot balance this game around both solo and SWF.
What they need to do is adjust the MMR of SWFs so they face stronger killers (other games do this already, like a 1.2x MMR for a 2man, a 1.4 for a 3man and a 1.7x for a 4man). This would mean that solo queue players will have a larger pool of killers to draw on at their MMR.
Getting more people to play killer regularly would have the same effect.
Nerfing good addons has the opposite effect.
Remember - if you are getting put up against sweaty killers, chances are that you need to play less sweaty yourself if you don't want it to continue.
I save my strong addons for potential SWF groups usually. The only time I'll drop them on a bunch of randoms is if I recognize one as someone who BMed me in another game.
Also: don't use fallacy terms when you don't fully understand them. It's just...cringe. A comparison isn't whataboutism.
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@TacitusKilgore said:
Pretty simple discussion. Just wanted to ask ya'll about your favorite content creators, there quite a few out there for everybody to watch. Lots of different content, IMO Yerv and CoconutRTS are probably my current go to's when i want to watch good stream/youtube content for DBD. How about you guys?
Otz.
He plays a bit scummy sometimes, but he's just genuinely likeable and does a lot of experimentation. I learn a lot watching him, especially his Hag and occasional Demo games. I wish he played Pinhead more.
There was another streamer I used to watch - a British chap - but I've never been able to find him again. He used to play Plague a lot, and do a hilarious sound effect whenever he puked on people.
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@Miles said:
Look, i like this game, and im generally not the first dude to be this pessimistic, but for gods sake man, this is not enjoyable.
I already could only run the same 4 perks in the same 2 killers because if i did not this damn game was not enjoyable at all, now that they added even more ways to screw over totems after literally getting a brand new perk only for that. Which screws over half of the perks on that damn build. And on top of that, i cant even play the killers i want with a EVEN WITH a meta build because the devs thought it was a good idea to NERF LOW TIER KILLERS on top of adding 2 new bullshit time wasters. All of this on top of literally removing EVERY GLIMPSE OF A CASUAL MODE IN THIS GAME. I seriously cant anymore, im done.
Have you tried the game again today?
The reason I ask is that something was spectacularly broken MMR wise in the Halloween patch, but it seems to have been fixed today.
Even playing at my usual bizarre hours, I'm back to having mostly fair matches.
For the last week or so, I've been getting matched up against absurdly good 2000-4000 hour SWF squads and took a few days off in frustration.
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@Ghouled_Mojo said:
I might like her if she wasn’t so damn loud with her powers. Those loud ass ######### whispers ruin her
Demo has the same problem.
It's hard to hear footsteps and groans when it sounds like he's halfway through eating a slice of pizza constantly.
GRMFGRMFGRMFGRMF
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@Rancid_Discharge said:
Definitely not s tier but absolutley a tier. I've always personally thought plague was at the top of b tier but now I feel she's low/mid a tier. Still suffers from most of the things m1 killers struggle from but she's way better than before.
I'll agree here.
The problem is more that three maps in the game are absurdly survivor favored, two are pretty survivor favored and only one is *slightly* killer favored.
As I get better at the game, I'm finding more and more that how well I play and what perks I run are sometimes of secondary important to which killer/map combination it is.
It's also why I'm leaning more and more towards playing Hag, Demo and sometimes Pinhead. The former two can bypass a lot of verticality and the latter is just an excellent anti-steamroll killer.
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@PleassBuiltInNoed said:
https://forum.deadbydaylight.com/en/discussion/comment/2601072#Comment_2601072
I agree with big maps issue, but every killer except for blight, nurse and spirit have that issue, thus I use agiation -> if you know survivors are at some place of the map you can just move there while carrying a survivor to a hook. But yes, on large maps my games usually end with survivors finishing all gens and one of the escaping via exit or hatch, but still 9-11 hooks is really good.
I used to like Plaything, but later found out its a useless perk, survivors mostly ignore it because of SWF or simply thanks to experience in the game. The perk does nothing to slow the gens down. When you run it against survivors who doesn't panic when he is inflicted with impairing debuffs and pays attention while doing their objectives it basically does nothing, and SWF aplifies that. If it applied exhaustion, then it would be a good perk and I think it would actually become meta.
Discordance is fine I suppose.
Deadlock is a good perk, I sometimes use it on some killers that really do need the slowdown.
Pop is actually gargabage perk after the nerf, you don't have enough time to use it in many scenarios and the time you actually gain from using it is much less than it theoretically seems.
Interesting. I guess we both play quite differently :).
From my experience, if they don't do Plaything totems, they are setting themselves up for incredibly easy chases and grabs. Unless you are playing at a crazily high MMR, and approach correctly, it's devastating. They'll either have to play ultra paranoid, or play stupid risky. It even helps a lot on chase in some maps, as survivors don't know when to drop and constantly have to look behind them, often running into bad areas. I love it when people don't cleanse it.
It may be less useful against incredible SWF groups or 2000+ hour monsters, but most things are.
Blood Echo is...fine, but I struggle to get good value out of it especially with that boon that removes scratches. But congrats if you've made it work, always happy to see people able to play their way and have success.
Spirit is definitely still A-tier. The only thing that took a knock was her ability to mindgame, which is only really a problem at a very high level of play.
Plague is definitely not low 'S' tier, although I personally think the only S tier killer is Blight.
In theory Nurse is the strongest killer in the game, but even watching the best killers in the world, they can struggle with her. Watch Otz and his 'streak' videos, he had an easier time on Doctor (ironically).
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@Exxodus21 said:
https://us.v-cdn.net/6030815/uploads/MZYYIXHJHSKT/20211029-181004.jpg
Speaks for itself.
On one hand, yay.
On the other hand, I don't want to ever be reminded of Spiral. I'd rather sit through Saw 3D again.
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@Junylar said:
Just had a game with the iri head huntress. Two teammates DC'd instantly, and I would've done the same, if not for a challenge. And those guys received a penalty for not desiring to cater for the power drunk BMing troll. I bet that troll will create a new thread complaining about "DCs ruinig the game", when it's not the DCs that ruin the game, it's the direct reasons of DCs that do. But instead of fixing the reason of the problem they limit only the consequences.
Iri head is nowhere near as bad as it used to be.
Honestly, it's way less oppressive than a SWF team bringing multiple BNP+PYT. And yet I'd never DC on them (the only time I'll DC is when someone is abusing an infinite, or refusing to end).
Just play the game out and don't be a baby.
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@Junylar said:
But still leave these bs hits through windows and pallets untouched. Like yeah, survivors totally have no legit reason to DC, not even after getting hit from 7 meters away after a window vault.
It's latency. Happens to killers all the time (especially after the DH 'fix'), except that when it happens to us, we think we've hit or downed someone and get totally spun.
Pallets, however, are validated on your side. Meaning that you didn't get a lag hit, you just got hit.
Regardless, DCing because you got a bad bounce because of latency is just being The Incredible Sulk.
Also: aren't you the guy who was demanding that BHVR not fix the uncleanse-able boon bug, because something something uncleanse-able hexes years ago?
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2601033#Comment_2601033
How many years was this "announcement" ago? Whatever they might have said, their actions prove otherwise: the grind is here to stand untouched and the devs are adamant about it.
The most recent QnA stream.