TAG
TAG
About
- Username
- TAG
- Joined
- Visits
- 9,205
- Last Active
Comments
-
How would you DS the Tombstone add-ons? :P
-
Reverse Bear Trap kills. :P
-
Myers. You can buy Oni with shards.
-
UNDO PIG NERF.
For an unbiased answer, change the button mashing for struggle phase to just holding the button.
-
Classic Freddy :P
-
The more I play with them, the more I feel like they are a mediocre bandaid for poor map design. If you place them in a place where the Survivor isn't at a massive advantage, it just means the Killer can just randomly turn that area into a terrible location for Survivors, which isn't really a good thing. If you place them near areas where Survivors ARE at a massive advantage, it just means the Killer is forced to break the wall. In that regard, as others have said, that makes the wall more of a pallet that has already been dropped.
-
@FichteHiro said:
https://forum.deadbydaylight.com/en/discussion/comment/1160005#Comment_1160005
The snowball-effect Pig can apply to the Survivors is what makes her fun imo.
Ohhhhh no. What makes the Pig fun for me is the thrill of the insta-kill. ;)
-
No one was holding the game hostage, based on what you were describing.
-
Pig, though I'm also enjoying Deathslinger.
-
@Steve0333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1159421#Comment_1159421
Gotta stop with this Freddy nonsense. No way is Freddy better than doctor. Freddys snares are easyily avoidable. While freddy can stop a loop from being done twice, doctor can shut it down the first time. And if the survivor isn't asleep then Freddy has nothing to help him quickly end the chase. While Freddy has the teleportation, it can only be done after a long cooldown and you have to know which gen survivors are at for it to really be useful which requires information perks like bbq or discordance.
At most one could argue they are on the same par but to say Freddy is better than doctor... I dont see it.
I would say the snares and teleport definitely make Freddy stronger than Doctor. Not that Doc is bad, mind you. Far from it. But I would definitely put Freddy above that.
-
I would say no. Nurse, Spirit, and Freddy are stronger than him IMO.
-
@Dpooly said:
Honestly, dont see why people keep comparing him to Huntress...sure, they're both ranged but so is the Clown and we don't hear those comparisons. Every killer has a DIFFERENT power/playstyle and are variant enough to not make a fair/accurate comparison.
That's because Clown's gas bottles don't allow him to deal damage from a distance. Hatchets just straight-up hurt Survivors, and the harpoon lets the Deathslinger bring the targets right to him.
-
@MiniPixels said:
If he isn't the next killer rework, then yes I can guarantee you they are doing it on purpose.
To be fair, Leatherface is in need of help too, so it wouldn't surprise me a ton if he was next.
-
@inferjus said:
You people just do not know how to use his potential and instead focus on how slow he is.
That's because his slowness holds him back from properly realizing his potential.
-
@Warlock_2020 said:
If you have map pressure problems with this guy then you are not playing him right. I pick people off of gens at max distance quickly. If you really hat it, use PWYF.
The only way they should speed him up is if they tweak his shot range or limit where he can pull people from. An outright speed boost alone would be too much on him.
I wouldn't really call that good map pressure. You still have to spend a lot of time moving at a slower rate just to patrol gens so you can get within range to take a shot. Even if you do connect the shot, you still have to spend time reeling them in, hoping they don't break the chain to stun you, getting that hit, and if they aren't down from there, reloading and then getting within range a second time while hoping that they haven't put a pallet between you two.
Meanwhile, someone like Huntress, who has a much larger range of detection due to her lullaby, can in theory get that hit straight up (at a longer distance, no less), and then get that second hit more quickly because she both has a smaller cooldown upon landing a hatchet and doesn't have to spend extra time reloading if she wants to throw a second Hatchet. She still has the problem of moving slowly from gen to gen, but she makes up for that to some degree by picking people off from considerably farther away and more quickly on average as well. Deathslinger doesn't have that luxury to nearly the same degree.
-
@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1158440#Comment_1158440
Tbh then, why does Huntress have that 40m Lullaby.
Perhaps they were playing it super safe at the time since she was the first Killer in the game with any kind of projectile?
-
@Desh said:
Same reason you can't destroy a generator when it's active. You either block the survivors from reaching it or you regress it. Having both is a little to much.
Disagree. Having it forcibly regress for up to 45 seconds isn't going to be too big unless it's being regressed by Ruin, and Ruin can just be broken to put a stop to that.
-
@Onyx_Blue said:
@TAG as in, the way they first phrased it made it seem like a survivor would only be applied Deep Wound and not be put into injured also
Ahhh, okay. Gotcha. My mind kinda just filled that blank in for me and didn't notice it was missing. ^_^;;
-
@Onyx_Blue said:
The way Deep Wound works, idea 2 is impossible. The mechanic relies on survivors to be injured for Deep Wound to function. Honestly, if people are gonna be braindead and drop pallets early, then you just gotta adapt to it. People do it vs Huntress and Clown, there are ways around it, other times the pallet must be broken; doesn't mean the killer should have a function that ignores that lazy style of play from survivors though.
I'm not sure I understand what you mean. Why would idea 2 be impossible? What does the Deep Wound thing do to make that idea not work?
-
I could be wrong, but I would imagine that in places where he can get a clean shot on you, the area would be open enough that you can see him coming before he gets in range, and in places where you can't detect him properly through sight, he probably can't hit you reliably with the gun.
-
I assume the other character to be added would be "The Lybian." :P
-
Definitely OP. IMO, nerf them hard and make them not Ultra Rare.
-
@Danu said:
https://forum.deadbydaylight.com/en/discussion/comment/1158369#Comment_1158369
What country are you in if you don't mind me asking, completely understand if youd rather not say
New York City. Definitely nowhere near as bad as some other countries, but relative to other states in the country, we could be doing better.
-
Despite living in a place where the virus is hitting decently hard, my personal daily routine hasn't been impacted yet, so my DBD playtime is likely to remain unchanged for the time being.
-
@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/1158262#Comment_1158262
ermm the range is quite far, more then you need on 99.9% of the shots you are trying to land.
The range is 18 meters, IIRC. That's not nothing, but that isn't super far either.
-
6m garbage.
@28_stabs said:
yes, because its enough to see sabo.
A perk that only tells you about sabo is garbage.
-
IMO, the advantages he has do not make up for the lack of map pressure, which is pretty bad for someone who is slower than the average killer. At least most of the other 110% killers can zoom across the map, and Huntress can in theory hit from a mile away. Deathslinger has a smaller range on his gun and can't compensate in any way on larger maps.
-
Wrong section. Belongs in the bug reporting section.
Also:
https://www.youtube.com/watch?v=-UsOr5_PTBYCan't help but be reminded of the fishing mini-game from Mario Party. :P
-
@toxcitynacl said:
And what if I want to die right away?
Instead of mashing a button to stay alive, you just push the button to die. Not that I would support that, but that is an easy solution.
-
@Tactless_Ninja said:
I grab them all. Why restrict yourself to one build? And if I'm maining a character I'll have all their perks anyways once they're P3.
There's also the chance they'd buff a weak perk in the future. I could play with it instantly. Happened recently with saboteur.
Lotta bad ones I don't want to get. I grabbed every teachable I could when I had the game on PS4, and it made leveling characters miserable.
-
@dnj510 said:
Did Yosemite Sam write that comment?
Not nearly enough use of the word "varmint."
-
@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1155749#Comment_1155749
Point was that killers have their subtlety within perks and their powerful effects too.
As for gen-rush, I didn't notice it until the Ruin-rework. I noticed it more around the time of more campers and tunnellers in response to the Ruin rework. Survivors just did gens instead of rewarding trash killer play.
I mean...there's nothing really subtle about Devour Hope. Unless you're talking about how subtle the effect of 2 tokens is. :P
Trust me. Gen rushing was around for WAY longer than you think.
-
@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1155526#Comment_1155526
https://forum.deadbydaylight.com/en/discussion/comment/1155546#Comment_1155546
It's not that it is strictly OP, but has it's somewhat OP elements. I'm actually ok with Devour and it's hidden Exposed because you have to earn it.
As for kill/gen rushing, I'm not a fan either way and still prefer Self-Care over Adrenaline, but then again I prefer perks that AREN'T one use only. Except Decisive Strike, but I use it as intended.
Exposed by itself isn't OP or not OP. It depends on how it's implemented. In the case of Devour Hope, it's not.
And the point is that the gen-rush meta was absolutely not caused by killers responding to the Ruin rework. It existed WELL before that point.
-
I wouldn't necessarily call this a "You know you play too much when...", but I attribute my significant increase of usage of the word "bamboozle" purely to DBD. :P
-
@Desh said:
https://forum.deadbydaylight.com/en/discussion/comment/1155578#Comment_1155578
Yes... that's the point. It's supposed to even the playing field so it's not one sided. Every single perk in this game has a counter to another perk/power. The pressure on the killer is the survivors surviving. The pressure on the survivors is the killer killing them. There's going to be pressure regardless.
What I'm saying is that this:
Because instead of countering the survivors perks to put more pressure on them
is not really an accurate way of phrasing things because equipping killer perks to counter survivor perks is not generating pressure for the killer.
-
@Desh said:
https://forum.deadbydaylight.com/en/discussion/comment/1155544#Comment_1155544
Counterpoint to the Counterpoint: No matter what perk a survivor uses, they take away your ability to do pressure regardless because it aids them in the trials somehow in some fashion.
You are right, but when you equip a perk with the intent of countering another perk, you are just taking back pressure they are taking away from you, not adding pressure onto them as you said before.
-
@Desh said:
https://forum.deadbydaylight.com/en/discussion/comment/1155507#Comment_1155507
I totally can blame them actually. Because instead of countering the survivors perks to put more pressure on them, you use perks to counter gen pop times which means you can't put pressure on survivors. So now you have nothing to aid you to shorten chases on survivors so you can focus more on gens. I'm a Rank 1 killer main and I think the only "Meta" killer perk I use is BBQ and Chili. And I only use that for the extra BP. My other 3 perks are always swapped with new stuff to counter new people every game.
Yet instead of countering their perks with numerous perks you have at your disposal, you just want them to nerf it / stop using that perks? It's ridiculous.
Counterpoint: In the case of Iron Will, you would not be countering survivor perks to put more pressure on them. You would be countering survivor perks to take back some of the pressure they took from you in the first place.
-
@manytimes said:
https://forum.deadbydaylight.com/en/discussion/comment/1153246#Comment_1153246
The only thing over the top here is the survivor ego that couldn't handle a clearly photoshoped picture that depicts a red rank SWF to die against the pig who is far from the strongest killer in this game.
Defending SWF only makes you toxic BTW.
I'd say defending a liar is worse. :P
-
@OtakuFreak said:
It is one of those unintended mechanics that seems impossible to fix, sadly. The only option would be to remove the option to actually attempt to pull yourself off, but then those rare moments of getting lucky or having deliverance would be removed entirely.
You can remove random hook escapes but just keep it on Deliverance. No reason why that isn't possible.
@YaiPa said:
if someone wants to leave, they will. After you punished DCs you want to punish hook suicide? fine, people will stop hook suiciding, they'll just start running in front of the killer as they get unhooked.
That sounds good to me, as long as they don't actually leave the game.
-
I think Iron Will is fine as is, personally. It is good at what it does, but I think what it grants you is worth one perk slot. If it did anything less, it almost certainly would not be worth the slot.
@PigMainClaudette said:
Killers have a lot of frustrating perks to go up against too. I'd argue that Devour Hope is subtly OP. The Gen-Rush meta was also formed because a lot of killers decided to make themselves a KILL-Rush meta after Ruin rework.
If you wanted to counter Iron Will, then I'd suggest running Stridor as a lot of Spirit players say that it is really good at countering it.
Devour Hope is not remotely close to OP. It does borderline nothing until you get three tokens from it, and if the Survivors find the totem before you can use it, your perk went to waste hardcore. You have to actually earn the Exposed ability, and from there, you are probably not going to keep it for long unless you get very lucky. It is basically a much worse NOED.
Also, the gen rush meta absolutely did not start in response to a "kill rush" meta. I think it is generally agreed that gen rushing came to prominence a good while back when Self Care was nerfed and people ended up finding out that Adrenaline was just better.
-
I know that this has been known since the PTB, so the fact that they did not change it might be an indication of things.
-
Even with a projectile, I think a 32m radius on a 110% killer who can't cross a map quickly is a very bad idea.
-
@6yXJI0 said:
Imagine if you had ability to instantly ######### on the ground? You know what people would do? Die to give another survivor hatch, or die right before killer picks them up. Denying points, rank, bbq stacks.
I like the idea of just increasing bleeding speed.
I think a button to instantly die on the ground would be fine as long as the Survivor doesn't have access to it until they've been slugged for a decent amount of time.
-
For me, Yamaoka is too dark, but Dead Dawg is just fine.
-
IMO, Oni if you care more about killer than perks, Clown if you care more about perks than killer.
-
@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1154077#Comment_1154077
The changes after PTB made him that much stronger. The only reference to killer experience they gave was "stance switching is annoying to killer". So they removed it and did what? Add a cooldown to all your actions for 3 seconds. So much better than stance switching. And especially regarding the fact that the cooldown lasts longer than the shock stun... They reduced the cooldown and that makes him strong on loops. On PTB he was super weak because of that.
Yeah, and for live, they cut that cooldown in half, completely changing the equation. They changed it because it was at odds with changing the stance switching due to it being annoying for Killer.
-
I know they said they were intending on removing the hook tech. Not sure if it was actually done this patch, though.
-
@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1154026#Comment_1154026
They mentioned in streams and patch notes that it was due to players finding him annoying to play against, but never mentioned it being due to his strength.
If it were purely because of him being annoying to play against, though, there would have been no reason to remove his stances and shorten the overall time between using shock therapy and being able to M1. That change doesn't really make sense if you're not actively trying to make him stronger.
-
@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1153260#Comment_1153260
https://forum.deadbydaylight.com/en/discussion/comment/1153304#Comment_1153304
I am aware that he did get stronger with his rework, but the motive behind it was that survivors weren't enjoying him.
You could just as easily argue that they were trying to make the Doc stronger for players who found him too weak.
-
@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1153211#Comment_1153211
There always has been.
Survivors not enjoying doc. Gets a rework.
Survivors against Ruin and it's high use rate as it was a necessity at high ranks. Gets nerfed.
Decisive strike appearing 47 out of 100 games against red ranks when I tested (which meant two on average per game) and many calling it to strong yet it's still the same.
The last nerf I can think of before the add on nerf was making balanced landing not an infinite perk.
Survivors not enjoying doc. Gets a rework.
'Ey. Killers were complaining that Doc was trash, and now Doc is now substantially better compared to before.