TheButcher
TheButcher
About
- Username
- TheButcher
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@NursesBootie said:
Maybe people just change their opinions? I think the game is pretty balanced now, except for some stupid items/offerings and really skilled players.
If the game is "balanced" with an exception of "skilled players" than it's not really balanced... A game can have good players and still be balanced, you just have to balance the game properly.
-
It should be clear, people are not complaining that DS is an anti-tunneling perk. Becuase we know full well it isn't. It's sole purpose was to "extend a chase". The whole idea of it being an "anti tunneling perk" is strictly from the community. However now it's being used for more than both of that, and has become an issue. There isn't a point that you should be getting hit by a DS every time you down a survivor simply because your good at killer and can end chases faster.
-
There's a lot of things in this game that takes the Killer time and/or effort to do that the survivors can just tap one button to completely negate. All of which need to be fixed, starting with gen tapping.
-
I used to play Killer all the time. I only came back to do the Archives, and even then I don't have the drive to do that much. It took me a couple weeks to even convince me to get the rift pass. It's all because of the toxicity. I didn't even mind losing to a good team, but the slur's are never needed. Many, and I mean Many Killer's came to the forums to bring these up, and then many of them just got banned (from the forums). So a lot more just left assuming the Dev's didn't care. Honestly I wish they stuck around long enough to see the map update, because I think they got the message and are trying to make the game less stressful for killer.
-
@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1273024#Comment_1273024
I agree in the sense of changing weak killers before strong killers.
The only thing that lets him mind game a tiny bit more than other killers is fake teleporting to a gen but that's it.
I would rather say that killers like Hillbilly are way more balanced than Freddy.A killer that is really strong if you invest time in learning him with a good potential in mind games and counterplay.
Lol the Killer that you just step to the side to counter completey, is more balanced than the killer that actually makes the survivors have to think in order to counter.
The way you counter Freddy is being able to micro manage better than him. Track where he is, know when to recover from dream state, and do your best to stay out of dream state as much as possible. Watch for traps, and don't just try to play Ring a Ring o' Roses against him.
People are just mad because he actually takes skill to beat, and skill to play. They are upset because they can't do something as brain dead as run in a circle to beat him. Honestly if the dev's are not using Freddy as a mold for buffing other killers at the games current state then the game is already dead. But after the Doctor rework, you can tell that they are planning to buff Killer's to have as much management as Freddy, which honestly I am very happy to see, and these updates are the only reason I'm still here myself. I just wish the other Killer's I knew stayed long enough to see these updates.
-
- Increase all of the Killer's movement speeds. Every one. Basically give them all bloodlust level 1.
- Instead of Hex's spawning on random totems. The Killer get's to see the aura of totems while having an inactive totem. Then he performs a short animation to hex the totem to gain their totem buffs, or be able to get their totem stacks. Totems that only activate under certain conditions would only be activatable when those conditions are met, same as being able to see the totems aura's would only happen you have a Hex perk that can be activated. This buff would make more Hex perks a threat in the end game, as well as stop the rng aspect that keeps spawning your Hex totems in the open.
- Make Enduring, Lightborn, and Unrelenting into one perk.
-
I wouldn't change Freddy. I would change most of the other Killer's to be more like Freddy.
Freddy is the most balanced Killer in the game, since he makes the game more than just running in circles till a survivor drops the pallet or not. He actually can catch survivors off guard, you can't out run him forever, and he is strong to mind game with. He actually brings Horror back into the game, unlike most of the Killer's who don't have vast enough abilities that survivors just walk the floor with them by running in circles.
-
Look at it this way. You sit down at your computer. Load up dead by daylight. Play with your cosmetics a little. Add some blood points into your favorite killer. Build your customization page with perks, and add ons. Maybe set a Killer challenge. Then go into the game.
Start searching for a match. Not even a minute of waiting (because there are little to no Killers right now). Get into a match. Where as you expect to chase survivors, and as they are being chased they get closer to their impending doom. You expect to scare them, make their skin crawl, and everyone laugh because it's fun to get scared. Instead to chase a survivor. They run 3 times in a circle around some small rubble, and drop a hunk of wood. Then jot over to the next pile of rubble and teabag as they wait for you to break the pallet, and an ungodly long stun if got hit by the pallet and didn't take the one perk specific to that specific situation.
Then when you finally down that survivor because they used up all of their second chance oppurtunties, and made their 12-20 mistakes (depending on the perks they took) to get there. You go to pick them up, and another survivor flash's a light in your eyes, leaves an annoying blind, key word annoying, and then you lose both of them. The same can be said about sabotaging the hook, now that they made it so easy and extremely powerful for survivors to build around. You finally pick that one survivor up, walk towards a hook, and then in less than 2 seconds it falls down before the other survivor proceeds to teabag and run. Then the survivor you're carrying breaks free because they made that easier for them too. All of that hard work. That you as the killer put into the game. All that chasing. All those mind games. All of you playing well. It's all taken away in an instant, because 1 out of 3 survivors clicked 1 button.
Now say this happens 3 matches in a row. Back to back. Still not experiencing any horror aspects in the game.
Well after the third time. I would just turn the game off too, and go play something else, because this is no longer a horror game. Neither is it fun for the Killer who get's 0 reward for playing well. One mistake costs them the game, but is forced to watch survivors go through so many second chances, just to get to escape for free by someone else, and don't get me started on the hatch mechanic.
-
@KingFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/1270627#Comment_1270627
I don't prestige. I see no real reason to. Bloody clothes? Meh. Somewhat more rare items? Meh. Having the prestige logo on every character? It'd take me FOREVER to get there. I've got every perk on Meg, so I don't see why I'd prestige and lose all my perks when I could just keep them and never prestige.
This is also important, and something that doesn't make sense why the dev's chose to do prestige this way. You should have enough insentive to want to prestige your character. The point of it is to continue the games grind, and keep you playing, but if players have more incentive to just level a character to 50, and never prestige simply to guard their ability to play the game. They don't prestige, they dont' grind, and then the game may end up getting dull for them because there is less rewarding content.
Like I P3'd Freddy because I didn't think he will ever get cosmetics either, and will be in the same boat if they give Freddy more cosmetic's later. A waste of 2,000,000 bloodpoints.
-
She is equal parts skill, as she is strength. She strongly stands near the center of the meta.
-
I have the same opinion about Pig head cases, you should always get the hat off on the third device regardless of the rng. Same with bear traps, 3 attempts to get out - you should be released.
-
Any Killer I don't play regularly.
Any survivor I don't play regularly.
I know that the dailies are setup in a way to make you play characters, and ways you don't normally, but It's not worth the reward to be forced to play a character you have low level, or no perks on against red rank 4man swf death squads. Like I just want to play the game casually and have fun. This isn't fun.
-
Mori's were put in the game because the Dev's wanted a cool kill animation for Killers, instead of all of them just having the same hook animation to kill survivors.
SWF was put in the game so it's easier to play with friends, and stop players from dodging lobbies till they get with their friends.
Both will be staying because they were both added to make the playing experience better for most players.
-
Honestly if Killer's had two more perks, I imagine they will be used simply to add more generator slowdown perks, so every game you are stuck facing stacking generator slowdown perks. That wouldn't be too wise imo.
-
@Meroko said:
The point of prestige is starting over, if you keep your perks it ruins that effect. BHVR added prestige to give you something to play for. If you keep perks, you have less to play for in terms of grinding. They only care about replayability so don't count on something like this happening.
Yeah, I don't mind the grind for offerings, items, and add-ons again, but making that character entirely unplayable when the game is stressful enough already. It's a pretty poor game design choice if you ask me.
-
While we're at it, we should just make everything in the game free, because why would the company need to pay their employees with a game that's meant to get consistent updates and new content.
It doesn't work that way. This kind of suggestion goes hand in hand with the people begging for more stuff on the free rift line. No. The company has to make money somehow, and pay to wear cosmetics is apart of it. So show your Dev's some appreciation and buy that shirt.
-
I think Legion is in a pretty good place right now. This match they only finished 2 gens, and the last survivor got the free win mechanic. Otherwise it was a 4k. Mind you they were clearly not SWF, and I have seen better survivors before, but I would say this team is moderately what the dev's look at as "the average player", and my legion build made to face higher skilled survivors waxed the floor with them.
I wouldn't say legion is bad, there are just some things about the Killer that makes you roll your eyes at because it doesn't make sense.
-
I don't mind the builds people use, so much compared to how they play. If you're teabagging at every pallet, notification spamming, and clicking your flashlight rapidly. Those are the players who are boring.
-
If you're the last 2 survivors, with 3 gens remaining. Don't start to play a big game of Hide and Seek waiting for the other one to get caught, and killed, so you can take hatch. That's effectively taking the game hostage. Just try to do gen's, help each other, and finish the game.
I honestly really wish dev's would make it so Killer's can surrender to stop this from happening. It's happened way too many times for me, and it just hoenstly shouldn't be possible in the first place. The Hatch was the worst thing to get added to the game.
-
It never was an "anti-tunnel perk" that idea came from entitled survivors who were taking control of the meta and making Survivor the power role. It's only use was to extend a chase if you had just got off hook so you had some semblance of a chance to have a chase after getting off hook.
Presently it's being abused to do more than that, which is why it's getting looked at and most likely nerfed.
-
@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1261706#Comment_1261706
They literally reduced the map size and got rid of god loops.
What else do you want? This wasn't a patch to halt gen speed altogether, it was a patch to ease killer stress in matches.
It's been working fine, in my opinion.
Read my original comment.
-
Borrowed Time, Dead Hard, Decisive Strike, Iron Will - Survivor
Barbecue & Chilli, Make Your Choice, Pop Goes The Weasel, Surveillance - Freddy
-
@YuiKim said:
https://forum.deadbydaylight.com/en/discussion/comment/1261717#Comment_1261717
It doesn't need to be deactivate when there's another survivor hooked and this can be highly abusable by a killer, and im not gonna say it, analyze what you're talking about.
And survivors are not getting rewarded for their poor mistakes, killer is getting punished for their poor decisions, if you knew that survivor was recently hooked, why did you pick him up when you can slug him?
"And survivors are not getting rewarded for their poor mistakes, killer is getting punished for their poor decisions, if you knew that survivor was recently hooked, why did you pick him up when you can slug him?"
Have you considered maybe because they are the killer and it's their job? Maybe because that survivor who just got unhooked is already injured and already an easier target? That survivor ran towards a dangerous area while the other survivor ran for a safe area, or hid from the Killer?
Yeah. Analyzing is not what i'm bad at, it is clearly difficult for you when you come back with the idea of a single siutation after telling me to "analyze what you're talking about". Practice what you preach.
Now you're just calling out lies because you already spoke yourself into a hole. Just as bad at trolling as Meghead. Killer's get punished simply by survivors playing well, because if a survivor plays well they are immune, decisive strike contributes to this current, and it doesn't matter how well the Killer does - which is why the role is no longer rewarding to play, because it is punished even if it plays well. In a game where it's based around popular slasher films that's not the atmosphere Dead by Daylight wants. It's not a competitive game, so all the survivors must be able to be caught at some point. Just because you are good does not mean you get to be immune. Being good should only impact how long till the Killer catches you. If you keep up with dev responses you would see that's the direction they plan to go aswell. If you expected anything else then I'm sorry but you're playing the wrong game. Perhaps a game like League of Legends, or Rainbow Six Siege is more your speed, because they are based around the competitve aspects you try to preach and manipulate about.
Though I can see instances where a Killer returns to a hook, downs the survivor off hook, then downs the rescuer. Hooks the rescuer. The survivor who just got off hook should still get DS. It makes no sense that a survivor should be punished because another survivor performed an unsafe save. Which is apart of why it's currently difficult to come up with a balanced change to DS.
-
@YuiKim said:
https://forum.deadbydaylight.com/en/discussion/comment/1261694#Comment_1261694
Devs never said that, they only said they were going to look the abusable aspects of DS, that's all.
The only change DS needs is deactivate on lockers, that's all.
And it is fine that killer can scream and repeat the same (DS IS OP) But survivors can't?
Just because you rephrase what I've said doesn't make it any less true. In addition if you are just going to agree with me? What kind of dumb manipulative tactics are you trying to use? I also never said that Killer's don't try to argue on the forums either.
Though I don't think making it deactivate in lockers to be the exact fix it needs. There is plenty of proof when a Killer hooks multiple survivors they get hit by a DS when they never tunneled in the first place. A survivor shouldn't be getting rewarded for making the kinds of piss poor mistakes, and the dev's seen that. Also the majority of people already suggested for the perk to deactivate when another survivor had been hooked and deactivate if they go in a locker, they are most likely going to do something with that.
Arguing doesn't add to a discussion, and repeating past information over and over again doesn't help the dev's make decisions. People need to learn how to use the search function on forums.
-
It's not even Gen speed that's the problem. It's the survivors having so many second chances there is no punishment for mistakes.
They should reduce the amount of pallets in a match to make the survivors to actually take reserving them into consideration again. The game kind of just went downhill since they added more pallets.
-
@YuiKim said:
https://forum.deadbydaylight.com/en/discussion/comment/1259137#Comment_1259137
Damn, this prove that BigBrainMegMain is even more correct about what she's or he saying... nice attempt of going off-topic, try next time
Not going off topic. I'm not going to repeat things that have already been said. You don't prove a point by screaming the same thing over and over again, simply to try and be louder than someone else in a discussion. I am going to call out the person who is clearly just spamming a thread trying to create arguments with the intention to derail a discussion by that alone.
Decisive Strike is a problem in it's current state, the dev's already said numerous times it's on the list to be looked at, they just have to decide the direction they are going to take the perk, but it's going to get a nerf regardless what anyone says here. MegHead here would have you believe it's not a problem, but if it wasn't a problem then you wouldn't see so much actual proof across multiple platforms, and social platforms saying otherwise. The person is openly ignoring proof and just screaming "leave britany alone" in hopes people would just be quiet of it, because they probably rely entirely on the perk to carry them in games like so many survivors do.
-
@Peanits said:
I'm not really sure what the aims to solve. One safe unhook would bring you back to the same chance as it is now. If someone decides to slap on Borrowed Time and unhook a bunch of people, they would have a much higher chance to unhook themselves than they do now. The end result either way is the same; they still have a chance to escape the hook.
Though again, I'm not really sure what this is meant to solve in the first place. I very rarely hear any complaints about self unhooks.
Also the current system feels so much more rewarding when you get that 4%. Heck even as Killer I'll let you go free if you pull off the 4%.
-
One time a Hillbilly picked me up and flew me out of the map, and left me there... That would have been nice to record.
-
@StutteringSpartan said:
https://forum.deadbydaylight.com/en/discussion/comment/1259114#Comment_1259114
I’m not talking about dominating, I’m talking returning to the hook to down the same person and hook them again
I return to the hook sometimes, but not necessarily to down the person who just got off hook.
If you didn't find any other survivors since hooking someone, it's in the Killer's best interest to go directly to where they know the survivors are.
-
Have you ever had the last 2 survivors play hide and seek, both waiting for hatch to spawn, and not doing gens? Because I have, and it's the only way anyone can take the game hostage in this game. The dev's won't fix it though because
"You can just go afk till they do gens" 🙄
-
I have only found a couple of matches with these players, but yet the Dev's seem to think that giving Killer the ability to surrender like Survivors have on hook to be a bad idea.
"Just go afk till they do gens". That's not how it works, you're still leaving the game ending entirely up to the survivors, and get a penalty if you leave when they refuse to do gens. Which is why I came up with the perk idea to momentarily see all the survivors aura's every 4 minutes in a match for 2 seconds. Since the dev's like band-aid perk fixes for killer's all the time. That would help for Killer's that don't mind giving up a whole perk slot to stop survivors that are taking the game hostage by refusing to do gens.
https://forum.deadbydaylight.com/en/discussion/146121/new-perk-idea-predative-instinct#latest
-
@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1259137#Comment_1259137
This is you accepting loss and trying to derail the topic.
Please stick to the topic, try to contribute instead of smearing me.
Thanks.
Your spam doesn't add anything to the topic. Also what do you mean "defeat"? This is a discussion. Not an argument, go get self validation somewhere else.
-
BigBrainMegMain is trolling this thread hard, and you're falling for it.
-
Most of the survivor games I've won are ones that I have completed 3-4 generators alone. If all the survivors played where they focused repairing gen's this game would be unplayable for Killers.
-
I am pretty sure these responses alone says a lot about what OP is talking about.
-
A good killer will look like they are tunneling you, because they are good at juggling survivors.
-
It's literally only because the vast majority of players don't want to take the time to learn how to play against Freddy, they fight to have him nerfed instead. If it doesn't follow the same ring around the rosie, copy and paste, boring gameplay. Then they will make up any reason to make the killer the same as all the others - just run in circles around every pallet, till the Killer takes the hit, or forces you to drop the pallet - and then run to the next pallet.
People who complain that Freddy is boring, are the same bunch that expect every game to go the same way in the survivors favor without any actual skill needed to play.
-
I ignore hook gymnastic's because it means something different every time.
-
This game got ruined as soon as looping became discovered. It's just been running in circles ever since.
-
@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1245173#Comment_1245173
After having a crappy game with all 4 slugged with one gen done it sure is fun to be tbagged on the ground for a few minutes by a troll before being mori’d and then insulted post game. Not the first instance of killers with moris leaving survivors to bleed out for a while just to troll. It has increased dramatically since the dc penalties came in because thats the DBD community, toxic as hell.
I think survivors should remember how little the developers care about them before spending money on cosmetics.
This is exactly how Killers are treated on the other side, and as someone who plays both sides. It's deffiently the killer's who get's the shittier end of that stick.
One video of the only Killer that can behave like this isn't going to make your point.
-
Borrowed Time, Head On, Diversion, Quick and Quiet
-
Easiest and in my opinion best way to get all the Killer Adepts, is throw every game till your back to yellow ranks (not nessacarily level 20). Then run matches getting your adepts. It's a lot easier to get the double pip with only 3 perks (all of which are from the same character), when you don't have survivors running with 2-3 perks each that ruin your pip score.
-
Honestly since the ranks grant no real reward, instead of shoving it in your face all the time. Hide all the ranks, even from the player who has the rank and change the scoreboard to be a rating system from D to S. The game will feel a lot more rewarding if you were not constantly worring about if a number was red or green.
-
Looks like too many players forgot that Survivors are supposed to be weaker than the Killer. That's the point of why you are the "Survivor", not the "Killer". Smh
-
Getting hit by a pallet, breaking it with Brutal Strength thinking your going to get another hit in before they reach the next pallet.
Just to be hit by another pallet a few seconds later.
-
Only way to fix it is if both sides had the same tools. Add voice chat.
-
Here's one; Play the game to have fun with each other. Not to bully the Killer or the survivors.
Here's another one; Be respectful. If I have to explain this one with things like "no teabagging" "no notification spam" "no flashlight spam", then you already lack respect, and the common sense to follow this rule. If you don't understand then you are the problem with the game.
-
They are not compariable, you're right.
You only get a Mori from the blood web, it's used only once, and requires a balanced objective before being able to use it.
Key's you can get for free during a match. You can keep it at the end of a match even if you don't use it. You can use add ons and offerings to keep it longer. Using it not only gives you a free win, but anyone else nearby or finds the free win mechanic before the Killer.
The only counter to it is to tunnel/camp the person with the Key and the Key when it's on the ground. While the only way to counter a Mori is by playing the game properly.
Now that's explained, wanna know why we have Key's?
The Hatch Mechanic wasn't in the original game, the hatch mechanic was only brought to the game because BHVR had a problem with players (Survivors) taking the game hostage by hiding during the end of the match instead of doing gen's. BHVR responded to the players literally exploiting a game mechanic, by rewarding them a mechanic that would grant them a free win for being the last survivor. Then after that - for fun - they've added Key's and the all escape achievement. Then followed by trying to balance both the hatch, and key's for years. To honestly no avail, because it's an entirely broken mechanic in the first place, that was a poor decision to implement in the first place.
Now that's explained, wanna know why we have Mori's?
Because BHVR wanted Killer's to have a cool, and unique killing animation - so they've added Mori's. Being as overpowered as they were. They had to change them to require at least one hook before you can use it, which makes sense from a balancing stand point as most survivors that are good at the game wouldn't get hooked once, let alone get caught twice. However this does make issues for when Killer's use Mori's against players that are not yet good at the game, so I could see balancing for Mori's be revisited in the future.
As you can see. Key's are vastly more over powered than Mori's, but yes they shouldn't be compared. I think because they were put in the game for two totally different reasons.
-
@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1231853#Comment_1231853
Then tunnel the person.
Tunneling just makes you lose the game faster.
-
This is a casual game, not a competitive game. Just because one extremely competitive, extremely good player does well with NOED does not make it over powered. It still stands the perk forces you to use 3 perks during the whole match, and is one of the weakest perks in the game.
