StarLost
StarLost
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@gendoss said:
No way in hell is Haddonfield anywhere near the best map for survivors. Everybody complains about it but there isn't anything on it that's very good at all. There are a few good things about it like a couple good pallets but almost every map has those.
Heights are generally bad for survivors because of the fall stun and it's a very vertical map. Maybe back in the day it was better when balanced landing was OP but without that it's really not good. Badham is better in basically every way. It's bigger, has more safe pallets, has better buildings, and an amazing main building.
I wish I had a little bit of whatever it is you are drinking.
No, Haddonfield is pretty much the worst killer map out there.
- Even after the fix, there are still two pseudo-infinites that a savvy survivor can run you on for minutes.
- Multiple completely safe freebie gens.
- Hook spawns where a single sabo can make a part of the map a complete safe zone where you either have to slug or leave anyone that runs there.
This map is dumb, imbalanced and one of the worst in the game.
@Hyuu said:
https://forum.deadbydaylight.com/en/discussion/comment/2459594#Comment_2459594
Oh yeah dont forget that the "Great wall of china" can literally be hit through if the survivor is close enough to it. Killer mains whine so much about maps and then refuse to point out the actual broken ######### in it that helps them
If you get close enough to the fence for the killer to hit you, you just made a huge misplay and probably would already be dead on nearly any other map.
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@Barbarossa2020 said:
Hi Friends.
Just a little announcement that for Pc players, on Steam at the moment Civilization VI is on special at the moment.
The base game is $9.73 usd
Or the full anthology for $31.49 usd.
So if you're feeling a bit blah about Killers at the moment take the Dbd game's director advice and get it well its on sale.
https://www.youtube.com/watch?v=tvRMd7aQ5v4
Merry Christmas.
Another absolutely brilliant game to pick up is The Riftbreaker. It's my contender for GOTY and one of the most fun, innovative and cool games I've played in ages.
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@HectorBrando said:
As a rule of thumb "people with ugly cosmetics" fall into "im going to try my hardest to be a pain in the ass" category, applies both sides and above all skill spectrum.
Yup. Especially on Dwight.
@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2710473#Comment_2710473
That would be the model rework.
I'm looking at the before and after - what is it that people didn't like about the new model/preferred about the old one?
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@Pizzasauce said:
Here's a question: when do you give up trying to give them the hatch?
I usually give them three tries. First, I'll swing my weapon while holding them. Then, I'll drop them and shake my head no. And finally, when we reach the hatch, a vigorous head shaking yes.
I almost never give the hatch. If they find it on their own accord, good for them - but too often I end up standing by it waiting. I'd rather close it and give them the gate, as they can at least usually find those.
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@Dwight_Fairfield said:
When they're Dweets.
Nope. Dwights are on my KOS list. Ditto Aces.
If there's one player that's going to act the fool in the game and annoy me, it's generally one of these two.
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/2710436#Comment_2710436
I truly believe that DBD was designed to mirror the last survivor experience that you see in horror movies since the game wasn't designed with voice chat. It's what helps to play into the "everybody's out for themselves" mentality. But SWF blows that out of the water thanks to voice chat being allowed through third party apps. It's why survivors are very much the power role in DBD. No killer has a perk that can match being fed so much information.
The issue isn't so much SWF. I completely understand that people want to play with their friends and yuck it up over Discord.
The problem is that, unlike other games, SWF teams are matched at the same MMR that they would be solo - which is where the really obnoxious stomps start coming from. And then you get the SWFs that aren't just out to win - they are out to actively hurt the killer, by bringing setups that allow them to essentially take the game hostage and stall it out indefinitely, as so long as it's technically possible for the killer to win it's permitted, but the killer can still potentially be banned for going AFK and will get a DC penalty if they DC out.
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@AngyKiller said:
I stopped giving the hatch or gate when Survivors would STILL insult me, as if they legit thought I had forgotten how to play in the last 1-2 minutes of a game, or their 'l33t skillz' had somehow allowed them to wriggle free while I stood still over the hatch/near the exit gate.
I figure, if I'm going to get the insults either way; I'm at least going to walk away with the BP. Screw 'em.
Haha yes, I know your exact meaning.
I had a bit of a laugh with the wife the other night as she was watching me play. I think I said something like 'I don't mind giving them the gate, but they need to know definitively that it was me doing it'.
I'll tend to go into games hard and then ease up. If I go easy from the start, I get gloated at. If I am crushing and then ease up, sometimes I'll even get thanked.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2710470#Comment_2710470
Yes, they were.
And the loops were actually a bit stronger. It was perfectly possible to deal with them back then as it would be perfectly possible to deal with then now.
I speak from experience.
And your last point makes no sense at all. That was how the game was originally designed.
That is how it should stay.
My last point is that the current set of killer powers, where the majority of killers have a moderately strong anti-loop is a fait accompli. It would take too much work to remove all anti-loop and then rebalance everyone while keeping all killers distinct and interesting.
Plus, while I'm not a grizzled veteran by any means - I do watch some really old videos of Otz and co. and survivors were substantially less sophisticated in terms of how they looped.
How far back are we going anyway? Nurse, Hag, Huntress and plenty of the older killers had quite strong anti-loop tools back then if I'm not mistaken.
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@slunder said:
The mmr system (for survivors) is based on if you escape or not. This is a very bad way of ranking you. It punishes good survivors that care about teammates and rewards selfish survivors that let others die on hook to escape. Let's give an example:
1) A survivor is in a situation where all 3 of his teammates are hooked. He manages to unhook all of them and they all escape, but he cannot do so himself because he sacrificed himself for a teammate. Why does his mmr go down?
2) A selfish survivor hides in lockers all game and lets the team die to get the hatch. Why does his mmr go up?
Here is a better mmr metric. Maybe your mmr gains or loss should be based on the number of survivors that manage to escape and the ones that die (including yourself): if you play well, your teammates will be able to escape more often.
0 escape: -2 pips for survivors
1 escape: - 1 pip for survivors
2 escapes: 0 pip
3 escapes: +1 pip for survivors
4 escape: +2 pips for survivors
I'm fine with killer MMR going off kills and I do think that survivor MMR needs to be a bit more nuanced - but it's very, very complicated.
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@GeneralV said:
As a long time Quentin player, it hurts to see what you've written.
But then again, one can't really blame us for not playing a character after BHVR took everything that made Quentin, well...Quentin.
What is it with Quentin? I know a lot of players are still moderately sore about something that was done to him - and I don't think I've ever seen one in the wild.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2710458#Comment_2710458
It worked back then.
I played against killer that absolutely dominated teams and they had no chase powers.
It would work now.
I think it worked back then because people weren't as savvy about how to loop as they are now.
Plus - I don't think it's realistic. You'd have to redesign basically every killer from scratch.
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@GeneralV said:
I definitely agree with you.
I am from a time when the majority of the killer cast could be looped in the regular manner.
And I would liked if it had stayed that way.
I don't think it would have worked. Now, even intermediate survivors are sophisticated enough to know how to use strong loops - and on killers without anti-loop is can be amazingly hard to even get a hit.
Like it or hate it, that's the arms race we have now. Killer powers versus maps.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2709319#Comment_2709319
Of course they’re not? Iron Maiden is meta.
I suppose that if you've only got 2 minutes to midnight it could work, but usually it's just a shot in the dark.
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@Ryan489x said:
I'm asking this because I've never seen it before.
I was playing a round and a killer was coming at me, just as I dropped a flash bang my movement controls froze. I could only use my camera. I couldn't wiggle or do anything. I was pulled off the hook twice unable to move and was a sitting duck for an easy kill. as soon as the match was over everything worked fine again.
It feels like someone cheated to get a kill. Before I upload a video and go through the proper reporting channels I wanted to be sure.
This is BS if it is a cheat.
This sounds more like a bug than anything else, as it corresponded with your action (dropping a flashbang). Lag spikes can cause very odd things to happen.
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@EpicBigBrain said:
title
WGLF, WOO or CoH, Kindred, an exhaustion perk.
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@CyberDragoon656 said:
https://us.v-cdn.net/6030815/uploads/2UAS7Q98239K/image.png
Been having a rough time I can't seem to have any good matches anymore I swear I'm regressing rather than progressing
Yup.
I'm finding myself playing less and less these days. The snowmen was sort of the final straw - how those went live I have no idea. For every game where someone was playing around and being a memelord, 10 had players using them as a defensive resource mid chase.
I'll log on, play a few games out, have one really annoying game where a SWF sends me to DDS so they can abuse the locker/flashlight thing (that recent video opened Pandora's box, I swear) and I'll just log out.
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@xxshyguyxx said:
https://us.v-cdn.net/6030815/uploads/OI0W4R6LH2KY/20211222-154136.jpg
Haddonfield offering to boot.
So fun.....
Got the d-strike guy at end game... what do ya know? Free escape. D strike off my arm and teabag spam me at the exit.
Rral cool dude. Your so cool. You and the million others that do the EXACT SAME THING every other match 👍
Yup - survivor toxicity is one of the big things that makes me reluctant to log on sometimes. I don't mind a bit of midgame 'chase me' taunting, but the strobing flashlight macros give me a legitimate headache and I don't enjoy being gloated at.
Billy is also a...rough killer right now. I never see them when I play survivor and have zero urge to play him myself. He needs help.
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@danielmaster87 said:
Leatherface's ability to camp is OP. "Uncounterable" if I may, at least for the survivor on hook and their rescuers.
Because his chainsaw goes through multiple survivors, instead of stopping after downing 1 like Hillbilly, he can guarantee a kill on someone as soon as they get hooked. You can punish the killer by having the remaining 3 survivors finish the gens and get out, but it just doesn't sit right with me. If it was any other killer, there would always be a chance for hook bombing into BT, DS, and Dead Hard. But because it's Leatherface, none of that matters. The only semi-counter to him camping for the survivor on hook is having Deliverance/DS. That allows you to get off the hook without someone needing to unhook you in the face of the camper. But if he wants throw the game to slug/tunnel you out even with that perk combo, he will because that was his plan anyway.
There are several other killers that come close to Leatherface-like camping capabilities, but I usually don't complain about those because they're limited or take preparation.
Trickster with Main Event can pretty much guarantee a hook trade. However, that ability for some reason is put on a timer. If you don't use it, you lose it. So it's not consistent for camping, although his regular knives are often good enough for camping. But it's not uncounterable, because there could be a hook bomb where everyone takes the perfect amount of knives for each other, throw in BT, DS, Dead Hard and they're out.
Oni can hold onto his power and activate it when people come to unhook. However, he has to activate it early if he wants to guarantee the hook trade, because I kid you not, his powering up animation is so long that survivors can unhook in front of you and start running before it's even over. If you do preemptively activate it though, you might run out of it before the survivor is dead, and in that short fatigue animation survivors can just unhook in front of you, and you lose it all.
This is why Myers's camping capabilities are probably the closest to Leatherface's. Assuming he's 99'd his Tier 3, he can instantly tap it and down the rescuer, or deter people from rescuing. Activating Tier 3 preemptively is not necessary with Myers, because there's no lengthy start-up animation. Assuming you wait out his Tier 3 and try to hook bomb again, he can get another Tier 3 back in like 6 seconds apparently. Because his meter doesn't go all the way down to the start after losing Tier 3, and instead goes back to 1/4 or 1/2 filled towards Tier 3, he can practically guarantee another Tier 3 as soon as you come to unhook someone, even if he just came out of Tier 3. You could theoretically send someone or multiple people in who have been fully stalked, but who really knows how much they've been stalked? (My justification for calling infinite Tier 3/Tombstone uncounterable and unforseeable.)
Hillbilly has a chainsaw, so he can hook trade on the survivors, but it's nowhere near as powerful as Leathface because he can't go through multiple people with his chainsaw. His chainsaw is also slow to start up and clunky, and he could miss unlike Leathface's chainsaw which is basically impossible to miss with, so even he isn't guaranteed the hook trade, especially with hook bomb/BT/Dead Hard shenanigans. I find that his overheat is more punishing than Leatherface's when holding his ability, so it's not you can pre-rev forever.
Leathface's power is just boring to me, even moreso than Nurse. It really shows with his camping. Any other killer has to have precise aim and hit survivors twice and respect pallets. But him? No. You just rev the chainsaw and either get a down(s) from the huge attack hitbox in front of you, or you break a pallet instantly. Playing him normally won't even get you that many kills, because you can still be gen rushed and survivors can just drop pallets instantly. But if you down someone once, camp 1 to death, and then maybe get another kill with NOED if there's still survivors around, and that's a 2k, which is probably more success than if you were to play him normal.
I don't like stuff that has no counterplay. God pallets, god windows, gen speed, rollback, Nurse, Flashbang against Wraith, etc. But Leatherface's camping is at the top of the list for many people.
Facecamping is a problem. BHVR are aware of this, and have said that they are going to add a mechanical change to discourage it.
The problem is that this has to be done without turning hooks into safe zones, or preventing proxy camping.
You shouldn't be guaranteed a safe unhook, but it's not healthy for the killer to be able to camp someone to death at 5 gens.
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@Pizzasauce said:
I think playing killer is hard. I think the odds are stacked against you. But when it comes to stress, nothing gets me more tense then playing survivor. I grit my teeth. My heart beats quicker. I can feel the panic within me.
I believe this is because as a survivor, I might not make it to the end of the game. There's a chance I could be eliminated. And that chance not only relies on me and my ability to evade a killer set on murdering me, but on the cooperation of a team of three other individuals, strangers.
As a killer, I can get frustrated. I can get upset. But I know I'm going to be there at the end of the trial. I know the survivors can't hurt me. I know I am faster and stronger than them. This brings me comfort and I am not clenching my teeth or having my heart race.
Anyways, just thought I'd share.
Interesting. We have a completely opposite reaction.
Survivor to me is pretty low stress. If I make a mistake, I've got 3 other people that can cover for it. I've got a lot of free time to do things and very little decision making to worry about. I never groan because I got a bad map or had a bunch of survivors switch to their items at the last second. This is partially why I find the role to be something of a chore.
Killer on the other hand is very stressful, but a lot more interesting. I'm constantly having to make decisions, take risks and get everything out of the time I have.
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@Phasmamain said:
Should I buy Santa clown while it’s on sale? I have 1617 auric cells which I’m keeping for the next Jane cosmetic but if I buy Santa clown now I won’t have enough for that.
Eh...
I wouldn't unless you really love playing that killer.
@MikeyBoi said:
The problem with the Santa clown outfit is when you’re trying to moon walk at gyms/ Land T walls your Santa sack sticks out and any survivor paying attention will see your bag first before you’re able to actually turn around and hit them so they have an upper hand over you and can pre run a bit earlier.. LMAO.
The problem with the Santa clown outfit is that it requires you to play Clown :).
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2709918#Comment_2709918
Yeah mine is starting to get high as well. Been playing more people that use flashlights, flashbangs and deadhard. Yesterday I played one survivor game and a lot of killer. Got to silver tier 4 to hold tier 4. Even if survivors pre drop, as long as you time it right with barbs glasses, you are fine really. And there is nothing better than mind gaming and connecting on a shred attack
Flashlights don't really scare me unless I'm feeling masochistic and play Wraith.
Most of the time, people will waste time they could have been on a gen trying to save, and I'll even get the occasional free hit out of them.
The only time flashlights bother me are when you are playing against a team on DDS/Pantry and the other maps which have a locker in a position that 100% guarantees a flashlight save. I'm astonished these have never been fixed.
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@Marigoria said:
No Quentin? Shame.
I agree with most besides Tapp and Bill. All the Tapps I've seen so far (which haven't been any) have been complete potatoes. I see way more Bills, and they never bring BT and just farm others off the hook.
Totally agree on Aces. They always sandbag their team mates as well.
Have added Quentin and Jonathan :)
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@GHOSTfaceP3 said:
I'm just so tired of it lol I just wanna disconnect every time I see a anti loop killer now
Being looped almost indefinitely isn't much fun either.
The problem is map design and endless free pallets, or tile combos with vault into pallet into vault into gym then back to the original vault.
The reason low tier killers tend to be considered low tier is usually their lack of effective anti-looping tools.
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@Mandy said:
Agree with TheGannMan here, the most complaints I see about Dead Hard are to do with Dead Harding for distance, and not the avoidance of the attack itself.
It's both, actually. For everything this perk can do, the cooldown is ridiculously low. When used correctly, it's essentially a third health state.
The other issue is the 'fake hits', particularly on Demo or Nemesis where you'll fail to hit someone with a shred/tentacle and also fail to break the pallet they dropped. That's massively annoying.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2709922#Comment_2709922
I mean now it’s miserable for high MMR killers and still bad for low MMR killers and survivors due to queue times. I wouldn’t call that better
The queue times seem to be better at present, I think BHVR relaxed certain restrictions.
Again - it's gone from maybe 1/3 of my matches feeling winnable to 4/5. That, at least for me, is a substantial improvement.
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@EntitySpawn said:
The ranking is killing the game, especially at high mmr.
Get high mmr, be made to lose most games with such few amount of hook states if you play killer.
Survivor is just a gamble, more than the old ranking. Will you be put with bad players who dont do gens to balance it out (even though you can't 1v1 so you lose) or get put into a high rank game where it's over before you even realise.
Old ranking would of been far better, all you had to do was reduce altruism so chases/objective meant more.
Escapes and kills is stupid.
Eh.
SBMM has it's quirks, but a lot of that has to do with queue times and lobby dodges.
Ranks were great for very high MMR players and pants for everyone else. I started under ranks and maybe 2/3 games was against people smurfing or people with 20x my hours played who just destroyed me. There's a reason you won't be seeing those '100 winstreak with no addons' videos anymore.
It's way, way better now - but that doesn't mean it's perfect. I would like to see it be more nuanced for survivor.
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@Smuk said:
Also blight. Lethal rushing has low cooldown. With iri addon you can just bump them
I never even considered Blight.
@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2709880#Comment_2709880
Right? He does it very easily
I initially tried it on him, but I think my Demo MMR is getting highish (I play him a lot these days) and everyone just predrops, so I have to manually charge a shred and can't just zoom into one as it drops.
I ended up doing it on Nemmy which seemed to be more consistent.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2709895#Comment_2709895
He's better than Nemesis imo, since he can always break Pallets. Nemesis is required to reach Stage 2 to break Pallets, which can take a while depending if Nemesis is using Marvin's Blood or not
With Demo, you are relying on survivors not to predrop.
With Nemmy, once you hit T2 you are golden - I'm not the biggest Nemmy player, but you should be able to hit T2 quite fast.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2709879#Comment_2709879
Demogorgon has been once again forgotten
Demo isn't really a pallet breaking machine though. He can do it in a pinch, but not as well as other killers unless you are running Glasses. The only time he shines is if you shred directly into a pallet mid-drop, and smart survivors will always predrop against him for this reason.
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@Shenlong1904 said:
I gotta break 50 of them for dumb archive
Nemesis is likely the best, followed by Bubba and Billy. Enduring+Spirit Fury with a Game offering should let you get this in 2, maybe 3 games.
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@SomberNokk said:
I see Yui did not make the cut :(
Yui literally got cut off :) Have re-added her.
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@Mileena_Kahn said:
Im hoping they do something about them in the mid-chapter patch.
Never.
Kill rates for Blight looked just fine last time we saw them, and Artist is probably the most balanced-on-release killer they've added.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2706850#Comment_2706850
NWO is widely considered one of the best slowdown perks at the moment consistently buying the killer a full minute in the most crucial time of the match
NWO is the ultimate 'win more' perk. If you are crushing, it'll basically give you the game. If you're struggling, it seldom feels like it does much.
It's not a bad perk by any means, but it feels like something that people run because they see big streamers run it a lot (like CI and Deadlock). Streamers like these because they are generally very, very experienced and these perks allow them to snowball harder. I almost never use these because I prefer consistency over potential power.
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@envatoeben said:
I'm a main killer player. Today i played against to pinhead and completely useless. He can't touch to me with Chains completely dodgable easily. World pain chanis easily dodgable. They can't touch to you if you move.
In the meantime i'm play today pinhead as killer, and i can tell this : comletely useless in hi rank.
1- Walking speed too slow
2-Worlpain chains completely useless
3-Never you can't toucj to survivors with chains , in the meantime i'm use ultra rare cosmetics and nobody don't use cube and after 2 min, 3 gen was completed.
4- Need to many revise on the maps, because have many corner and pinhead chains completely useless in closed area like house, pig's map and etc..
You have to play like moron without any ability.
He's weird.
His kit is just too difficult for new players to deal with, but he's rough in higher MMRs. Too much of his strength came from addons, but most of them got destroyed.
I still play him a fair bit and while he struggles now, I still do okay. A few tricks:
- Aim the chain portal on top of the survivor you want to hit, and send your chain at their feet. This hits far more often.
- He's really bad indoors. Pray you don't get sent to The Game - in my opinion this is one of his worst maps.
- He can break his own chains (which is daft), so try to move between them.
- Remember that the box will always spawn far from you and survivors. If you find the box, that's huge and gives you a ton of free pressure.
- Engineer's Fang+Original Pain is ridiculously good. These two addons...I don't think I've ever gotten less than a 2k using them.
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@Chocolate_Cosmos said:
For Killer:
- Dead Hard
- CoH
- BT (because of body blocking the rescuer)
For Survivors:
- Tinkerer
- Rancor
- Hex: Ruin
...and yours?
Interesting.
For me:
Killer
- Dead Hard (due to it being omnipresent and having to play around it 100% of the time, plus giving you fake info and messing with your powers)
- CoH (and boons in general, but CoH stacks too well with other healing perks and badly needs a nerf)
- Prove Thyself (losing 2-3 gens before you see a survivor is never fun)
Survivor
- Corrupt Intervention (with a random team, there's always someone trying to do a gen in the killer's face)
- NOED (just a frustrating perk)
- No Way Out (because when I play survivor it turns a 0k into a 3k, but when I run it as killer it does approximately nothing).
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2706835#Comment_2706835
Why would Killer be the power role in a competitive game.
Neither role is the power role. If you have a really good Survivor group against a weaker Killer player, then yes, this stuff can happen to the killer. If you have a really good Nurse player against an average survivor group, you better believe you would see the exact oppositve, were all 4 survivors are on the group bleeding out with 5 gens barely being touched.
You make it sound like a Noob Killer should decimate any type of survivor group, even if they have 4,000 hours of play between them.
Because up until DbD, that's sort of how APvP games worked.
'Power role' is less of a numerical thing and more of a 'feel' thing.
It shouldn't be possible for a group of survivors to basically meme on a killer indefinitely with no realistic way of stopping it. Being able to endlessly abuse locker->flashlight save, or having maps where a single sabo can create a deadzone where the killer cannot hook survivors - that stuff is ridiculous.
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@TheMadCat said:
Some offerings should be removed. We should only have ones to earn more BP, ones for Mori, and maybe the ones for the hatch to spawn (which is not as problematic as it was before now it spawns only when there is one Survivor left).
I once was with three Survivors who played together, and the three of them had a sabotage build. Breakout, Saboteur, toolboxes, and three purple offerings--the one which increase distance between hooks. I felt so bad for the Killer, I even stopped struggling at a moment to give them a chance to achieve at least one hook (after they lost twice in a row the Survivor they were trying to hook). I don't know if the offering have made a big difference, but if the three of them took it, it was probably the case. It really felt unfair.
Further hook offerings+sabo on some maps are another thing that survivors can do to basically take a game hostage.
Haddonfield, Eyrie, Badham and Swamp have certain possible hook spawns where there is only 1 hook in a pretty large area, meaning that if you can keep that hook sabo'd, there is literally no way to hook from that position.
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@Leachy_Jr said:
No?
Oh well.
Back to bloons td battles.
Can't believe that the one thing that makes me take a 2 month break from the game is a single perk.
Is it at least acknowledged how strong and game breaking this perk is?
Anyway monke go brrrr in the meantime.
It'll probably happen in the midpatch. All the Fog Whisperers seem to agree that CoH needs a hefty nerf and that boons as a whole need a tweak.
Also: don't bother with Bloons. Grab Gemcraft - it's the finest TD game ever made, especially the last two. Blindingly perfect.
@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/2706692#Comment_2706692
- Deadlock
- Starstruck
- No Way Out
- Lethal Pursuer
- Eruption
- Scourge Hook: Pain Resonance
- Hex: Pentimento
would all like to speak with you...
Huh?
Deadlock isn't that powerful, and can massively backfire on the killer.
Starstruck is a gimmick that has actual counterplay. There is no realistic counterplay to CoH on certain killers/maps.
NWO isn't even close to OP. I'd hesitate to even call it that strong, as - again - there is counterplay.
LP is only strong as a gimmick build for Cenobite. Otherwise it's really mediocre.
Eruption...what? Eruption sucks.
Pain Resonance is the first unambiguously great killer perk to be added and remain untouched in ages.
Penti can be hard-countered by booners.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2706830#Comment_2706830
It isn't what anyone is saying? Yea, maybe not with the exact words I just used, but that's exactly what they are saying.
I disagree with the OP on the fact that "the game is survivor sided", yes I know you also think it's survivor sided, and I honestly don't care.
Should I show some examples how the game is "killer sided" by showing really extreme situations? No, because that's cherry picking.
So if someone doesn't say "this is bad" they are defending it? Odd take.
And that's why I'm saying you are strawmanning. You are inferring a meaning that nobody is using. Can you show me any proof that leads you to believe that anyone in this thread is saying that they must win 100% of the time, or that every game is survivors abusing lockers/flashlights?
Or...are they saying that there are mechanics and balance issues in the game that probably need to be fixed?
This isn't cherry picking. This is pointing out specific problems and using a video as a framing device.
And yes - when someone puts up a list of issues and you say 'I disagree', the onus is on you to say 'except for' - which you did for stretched res, but not the locker thing.
But okay then - do you agree that the locker thing needs to be fixed or not? Let's establish that here.
EDIT: And the silence is deafening.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2706806#Comment_2706806
What am I defending exactly? Nowhere in any of my posts I defend anything.
If this isn't how all matches play out, why is it being used as a "killer matches are so bad just look at this one single example" ?
Sigh.
Again, that's not what anyone is saying.
They are saying that this match is an example of these problems. The locker/flashlight thing - you are defending it by implication. You disagreed with the OP (and attempted to smear him by strawmanning) but nowhere did you say that you excepted this borderline exploit.
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@Chilli_man2400 said:
Everywhere I look, I see a lot of complaints about changes to one side or another. These 3 changes would not only fix the problems, it would make the game better
- change the spawns, at base all 4 survivors spawn together on one side of the map and the killer spawns on the other side of the map. Remove some of the separation offerings. Make the shroud of separation on survivor.
- Cap the healing speed at 100% or 150% simple change so Instead of nerfing COH just cap the heal speed so it can’t be abused with other perks and healing won’t be as strong.
- This one might be controversial cause of Tru3 threads going around but here it is. Change Flashlight angle logic and locker abuse. Make it so to blind the killer you have to shine directly at the killers face not at the sides only at the face. When the grab from locker animation is done your immune to blindness for 1 second. This would make flashlights less bullshit while still keeping them the same.
You don’t have to add the 3rd change but the top 2 should be in the game, it would make the game so much better.
Eh.
- I'm not sure what you mean. Do you mean that they should all spawn together? That sounds like bad news on certain maps where the killer spawns at the middle and can already lose multiple gens if they flip the coin wrong.
- Boons as a whole need a tweak. Either snuffing the boon should break that totem, or they should go on cooldown after snuffing.
- Yes, absolutely. I've been on the receiving end of this too and it can be used to 100% take a match hostage. I'm amazed that this has never been changed.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2706777#Comment_2706777
It's not a strawman.
1 video isn't how all matches go out, or should we also use Otz 50 win streaks to use as evidence of the game being "unbalanced"?
Some matches suck, for both sides, all you have to do is deal with it and move on to one that is better.
Yes, it's a strawman. Nobody in the history of these forums has actually said 'unless I win 100% of the time, this game is unbalanced'. The OP certainly didn't.
You made that up to reframe what the OP was saying in a disingenuous manner - that's the definition of strawmanning.
He never said that this was how all matches play out either.
He was saying that this video is a good summary of why killers say that the game is survivor sided - because it contained most of the biggies, particularly how if you have the coordination, you can basically take a game hostage using a locker/flashlight combo to 100% guarantee a save.
I've had a SWF team 99% the final gen and use this (and other tricks) to stall the game out for over half an hour, with the express goal of either forcing me to AFK (so they can report me for non participation) or DC.
I'm not sure why you are defending this.
EDIT: And no, Otz's 50 win streaks are more an example that under the old matchmaking, a sufficiently skilled killer can win a lot of games back to back. That's more a commentary on how bad matchmaking could be under ranks.
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@Marigoria said:
Oh no, a streamer lost one game. Losing one game = game must be survivor sided.
Game is only balanced when I win 100% of my matches.
Also, there's already a thread on this video: https://forum.deadbydaylight.com/en/discussion/300938/wow-playing-killer-in-2021-is-so-fun-right#latest
Don't strawman.
Nobody ever said that. They are saying that one particular video perfectly encapsulates some of the things that makes it soul crushing to play killer sometimes.
The issue is:
- Flashlight macros are annoying and can give photosensitive players serious issues, or at least completely prevent killers from hearing other audio cues.
- Some of those flashlight saves and DH's were...iffy. Could just be pixel perfect play, could be stretched res, could even be hacking. It's impossible to tell sometimes.
- At the very least, you shouldn't be able to 100% guarantee a flashlight save by jumping into a locker. This allows teams to hold matches hostage indefinitely (I've been on the receiving end of this myself).
- SWFs can be amazingly frustrating to play against and should not have the same MMR as if those players had queued up as solos.
- Legion needs a serious rework.
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@DwightFairfield said:
I personally think its gens, killers are designed and buffed around chases, but when they're not in chase they suffer because they can't pressure four people and seven generators at once.
Gen speeds being a completely different issue, they fluctuate constantly and make the chase meta worse. Survivors aren't really at fault for doing gens quickly, it's the speed at which gens get done mixed with the killers having little to no ability to stop them. Its a snowball effect and the only thing survivors could do to not genrush would be to not do gens at all.
What do you think is the biggest problem in DBD?
The big 3:
- The delta between 'good' killers/perks/addons and bad ones.
- Map design.
- SWF having the same MMR matchmaking as solos.
@ThanksForDaily said:
You can see the problem in those pages.
-What is it?
Killers complaining about everything. Nerf this, nerf that, nerf survivors breath.
When a lot of people are complaining about something, isn't that an indication that something might be off?
Sometimes - things do need a nerf. The game is better off without old MoM, old DS, old OoO, old infinites etc. Or...don't you think so?
Boons, for example - even the Fog Whisperers seem to be of the opinion that they need a tweak.
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@pizzaduffyhp90 said:
So after snuffing the boon totems shouldn't it break the totem overall since it's technically being stepped on just like the Survivors cleansing it breaks it.
If there's a change to Boons maybe this could work better like sure the radius of them is pretty big but, if the totem breaks I think this could work well IMO.
Yeah, Otz was talking about this the other day and I agree.
The other major issue is how ridiculously well CoH stacks with other healing perks. I've seen people heal themselves in the space of a pallet stun.
@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2705251#Comment_2705251
Cool down is better than some people in forums saying that you can only bless a totem once in a match and that’s it
Eh, people are going to pitch a fit over it either way. CoH is the main offender here.
@BreadTube said:
https://forum.deadbydaylight.com/en/discussion/comment/2705278#Comment_2705278
DH is a strong, game changing perk the killer can't directly counter. Points don't directly effect the gameplay either. I'm actually seeing some variety in perk layout bcuz of boons.
Boons are also strong, game changing perks the killer can't realistically counter on a lot of maps. On RPD and The Game, it'll take you significantly more time to find the thing and snuff it than it would for a survivor to just pop it up again - and the time of a killer is far more valuable than the time of 1 survivor.
And, with these projecting through floors and walls, they can cover half the map from certain positions.
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@zarr said:
https://forum.deadbydaylight.com/en/discussion/comment/2705246#Comment_2705246
MMR exists now, people still 4k all day. The best Korean Starcraft players in high MMR have winrates of 60-70% at most, and yet they are much better at SC than many of the killer players getting 80+% winrates in DbD are at DbD.
Public matchmaking is frankly laughably easy for good killer players most of the time, you can complain about standing no chance as killer or you can try and get better. And I assure you you don't need 5k hours to start killing more than 1 survivor on average, even as Wraith. Yes, I do believe a lot of people should embrace the idea of "gitting gud" and spend time practicing and improving at the game, something that is rewarded and rewarding and the only reason why I would ever even want to play the game to begin with, rather than spend that time complaining about how the game should be easier for them. I'll leave you to it.
Yes, because SC2 MMR is very different to DbD MMR. A Grandmaster isn't going to be matched against a Gold because their queue was too long.
I'm still not seeing your point here. You just don't want any killers reworked or buffed ever, because it's possible for a good enough player to succeed on them sometimes?
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@kyogul said:
So many people in the community complain about MMR being a problem, it ruining the game, every match being a sweatfest etc. and people feeling burned out of DBD because of MMR. People saying MMR is going to ruin the game and trashing BHVR for adding it as if it came out of their own heads and yet the reality is is that BHVR gave the community what they asked for.
What I don't understand is why 90% of the time these are the same people who made fun of the old matchmaking system, would talk about how useful ranks are and how matchmaking needs to be fixed so people of appropriate levels can be matched with each other etc. and you don't go against babies so often, or are paired with them. And while matchmaking isn't perfect by any means, it does its job as you can see people complaining about the increased difficulty of games. Matchmaking in DBD is really black and white, not in between. You get random pairings with really no logic or you get a partially-accurate MMR system that gives you difficult teams as your MMR gets higher.
As it's been revealed that the requirements to gain MMR is really shallow, changing it to be more complex won't do very much as it will still result in sweaty games when you get high MMR. I've seen people suggest that MMR should factor in things like time spent looping or whatever and that is not going to change a thing as you're still going to get the same sweat fests you complain about.
To the people who complained so much about the prior matchmaking and dislike MMR now: Like what did you expect? Prior matchmaking just paired everyone together and the lot of these people just requested matchmaking pair up people who are similar in skill, or at least results (whether or not you're "good" you know enough about the game to win in a way that doesn't always have to involve skill i.e. immersing). You got that, now you're complaining about it and act like it came from nowhere. It really is a black and white situation. You get random pairings or you get these sweat squads and killers when MMR are on and you progress throughout it.
P.S. I've not really got an opinion about MMR and I don't care about it either way but I find it really nutty how these people in the community are pretending that they didn't ask for MMR.
Because an improvement is not perfection.
It's better than ranks were, at least at my MMR - but I still get too many games that oscillate between me facing off against a group of <100 hour players and stomping and 1000 hour monster SWFs that stomp me.
It's also frustrating for very high MMR players, because their matches will be quite sweaty.
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@zarr said:
https://forum.deadbydaylight.com/en/discussion/comment/2705163#Comment_2705163
Could have fooled me since we were literally talking about those streamers and their performance with Wraith.
Good players have no issues winning the overwhelming majority of their matches with Wraith or indeed any killer. They didn't suddenly only start doing so at 5k hours either, not least because Wraith's ceiling is pretty easy to reach. Even average players do well with Wraith more often than not. Wraith is not bad, the players that always lose are. And they won't get better by complaining either.
*rolls eyes*. Ah yes, the 'git gud' part of the discussion commences.
Yes, good players will be able to do well on any killer, especially pre SBMM. The first winner of the GSL was a Zerg.
This doesn't mean that killer balance is fine, much as the GSL win didn't mean that Zerg didn't need any help.
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@Trex_Crazy said:
Survivors abuse this mechanic by healing at exit gates when you down a survivor so killers can't pick them up and you have to attack the healthy survivors and then they escape. It has been in the game since release for some unknown reason and doesn't make sense why a survivor being healed can't be picked up.
This is also how lag-switchers can basically hold the match hostage and make the killer move at carry speed for the rest of the game.
Upvoted. Astonished that this was never fixed.
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@BenSanderson55 said:
As killer if I lose (0k or 1k) I get easier matches. As survivor if I lose (dont escape) I get harder matches.
That's just MMR being MMR. You have to lose multiple times in a row to start getting easier matches and even then it depends if there's a monster killer/SWF or a few complete newbie survivors sitting in the queue for too long.