Toblerone007
Toblerone007
About
- Username
- Toblerone007
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@GannTM said:
Some of this stuff can work but the problem is that it’s all up to the Spirit player. The survivor can try to throw her off but at the end of the day, as long as the Spirit is competent, there’s no avoiding her which is a huge problem in a PvP game. It also doesn’t help the fact that she takes like 10 matches to master her power.
Well said. +1
-
@Bwsted said:
It'd a bit of long topic, because it would have to include bloodlust and perks in it.
The short version is that if the pallet is unsafe (it's connected to structures on its sides that cover a short distance), the survivor needs to stun you. Which in turn means that in general you can respect and, when you're at opposite sides of the loop, then with a quick fake going one way and then doubling back you can often get within lunge range.
If the pallet is safe (it has at least one long side). Then you're better off not respecting unless you have a good read on how the survivor plays (i.e. does this survivor throw pallets early? do they run through them often? do they look behind themselves to track your position? Etc.).
Lastly, as you go against increasingly better players, you should stray away from doing the same thing over and over.
This is your best answer to your question.
-
@Phasmamain @Dennis_van_eijk What is this formatting? Your posts are taking twice as much space as they should. Stoppp.
Dennis you just defined OP as 100% winrate. That's your opinion and spirit and nurse don't win every match. Go look at some of the best Nurse/Spirit mains in NA. I've heard Dowsey claim 95% win rate on spirit and there is lots of clips of him beating really good teams. That is a balance issue. Look at some professional csgo, lol, dota players stats (their winrate, winrate on particular champion etc) it will be within the high end of the bellcurve on the binomial distribtuion of all players naturally, however, it is not greater than 90%! These killers reek of bad design in balance. You put the best survivors against the best spirit/nurse. They lose. That's bad balance.
This game is a laughing stock in its attempts at tournaments. It's because of bad balance. That's why Phasmamain is more correct than you Dennis.
-
I'm a survivor main and I will always voice how it is for killer/survivor balance.
I'm no sluzzy and I can 100% confirm there are more vocal killer mains here. I disagree with whoever said reddit is mainly survivors biased. It really isn't. It's the most level-headed and where I mostly go to discuss game balance. Hell even the devs use reddit more than this forum now. Unfortunately this forum gets so much flak from reddit and as this forum has aged I must concur with its criticism.
I think it's mostly because reddit threads are filled with clips from good players making claims. Not so much here. No offense to anybody.
-
@[Deleted User] said:
Most of the things people will suggest won't work if the Spirit is any good. It's one of the main reasons people think she needs to be nerfed. They repeatedly try things that won't ever work and fail to realize that maybe it's because those aren't the things they should be doing against a good Spirit.
Don't try to slow vault back after a fast vault. Your scratch marks stop and your character grunts when you slow vault. It will never fool a good Spirit. What you should be trying instead is a delayed vault. The Spirit is listening for you and has a finite amount of charge. At a certain point she has to commit to once side a window or the other. The timing takes practice and if you kind of have to play a bit of Spirit to know it. Run up to the window and stop with enough space to get a fast vault. Wait, bait out the commit, and fast vault. Think of it like a stop and go.
When you break line of sight, you need to walk or crouch away from obvious spots in the tile. Don't completely put yourself out of position, but you won't do yourself much good if you path predictably in spite of blocking LOS. Contrary to popular belief, Spirit can't hear healthy idle breathing from across the map with good headphones. 8 meters is the hard cut-off if you're healthy and not running.
General rule of thumb is to make distance, break LOS, and stop leaving scratch marks if you're healthy. If you're injured, distance>break LOS>create a 50/50.
She has an idle animation reset when she starts to phase. It is absolutely 100% false that she has no tell on her phase. I can provide examples of the animation change if you want.
Yes please I need those clips. Make sure to juxtapose with a spirit faking phase too. You're amazing to have knowledge of spirits animations that the rest of the community don't know. You're a star Edgar.
It's been debunked a long time ago. Don't provide false information lol. Holy hell I wish there was a downvote on this forum.
Back to the OP's question:
The counterplay to spirit is highly limited. Limted in the sense it's completely the killers discretion if it will work or not. The reason spirit is going to be nerfed is because of this fact. There is zero contest against a competent spirit player in chase.
The most effective play into spirit is to not get found at all. The most feasible way to beat a good spirit player is to have that first chase initiate very late into the game as much as possible. Easier said than done though.
In chase some further tips (note this doesn't work against a good spirit):
- Walking over scratch marks or sidestepping scratch marks
- double vaulting (fast vault into instant slow vault)
- pre-dropping pallets while you know she's phasing
- In a short loop where spirit is faking ALWAYS start running away from the loop and start walking (this will likely still result in a hit but it's always better than falling for a fake)
- spend as much time as you can breaking los. (a good spirit is not going to phase when you've broken los)
The reason these won't work against a good spirit is because if you pull any clip of a good spirit phasing correctly there will ALWAYS be an audio cue/visual cue that gives away the survivor. Spirit can make a blunder but that's not counterplay.
Best of luck in the fog don't beat yourself up if you do go against a good spirit player nobody can beat them (there's a reason why the survivor content creators hardly showcase spirit games)
-
To be fair the Huntress would have hit you on their end. How can you judge their skill from that? Are you saying the killer should of purposely missed?
It is an issue and I can only hope they revamp their ancient netcode used when it was p2p connection and you could dodge high ping lobbies.
-
@Tsulan said:
Remember when people wanted dedicated servers, because they thought that servers would solve hits from high ping killers? (which you could totally dodge, as you could see their ping in the lobby.)
It's true.
Unfortunately p2p was better because you could dodge high ping lobbies.
@Mr_K said:
Information between players cannot be relayed instantaneously. When you get hit 1.3 meters from the killer realize you were not 1.3 meters away on their screen.
BHVR could at least implement proper interpolation for survivors so they see the killer closer to them when they have high ping.
-
Ping commands to other survivors.
"I'm getting the save."
"I cannot go for the save."
"I'm in chase."
"Killer missing"
Stuff like that. That's the only way to bridge the gap between SWF / Solo.
@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/2190275#Comment_2190275
That's a separate issue.
Matchmaking could be perfect, but at the end of the day SWF get an extra information advantage with comms that solos do not.
What difference does it make if two rank 1 solos get paired together but one of them is unaware that the other has For the People and immediately runs away from the hook without getting healed by it?
SWF doesn't have this issue. "Hold still when I unhook you so I can heal you with For the People."
Well said. That's exactly the advantage swf teams gets. Naturally some pings are the only solution for solo q to be relevent.
-
@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2188403#Comment_2188403
I did read it. I just didn't have anything to say to it, as I don't have those issues. I'm not saying you don't. You will note I'm not trying to shoot holes in it, as those are your experiences.
Fair. Good day to you.
-
@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2188362#Comment_2188362
I think you are under the impression I'm debating you; in this case I'm not. I am merely offering you what works for me. You can use it or not. I've said I think the Spirit needs a tweak or two, but not as much as most people think. We are in agreement that she does need something done. What we aren't in agreement about is that she is unbeatable. I know that for a fact, and so do you. People manage to get out against her all the time. I've told you what works for me, and I hope it helps. I don't know what else to tell you. :)
Yes that what I thought. I was debating what's correct - not what works for me/you. I actually put a lot of good stuff in previous post. Should read it :) I showed you the same respect.
Well then the world can rejoice Moundshroud and Toblerone are in agreeance with something for once lmao.
-
@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2188182#Comment_2188182
It isn't unavoidable to get into chases with the Killer. I do it all the time against all the Killers, and suffer in my Emblems because of it. I'm very active in my teams, doing Generators, safe rescues, healing and what not, but I don't always rack up chase time because I am 1) only a competent Looper, and 2) feel that Looping is what you do when a plan falls apart. I enjoy the cat and mouse, hide and seek game. I realize not everyone does, but that is my bias and why I'm probably good at it. You are always good at something you enjoy more than what you do not.
All that being said, of course I've been in chases with the Spirit. It is difficult never to get into chases at all, impossible even. But I haven't found her to be any different in Looping than any other Killer. Haunting mid chase is not simple for her as it is for the Nurse. The time to initiate a Haunt is more than enough for me to immediately start walking (still watching her to see if it is a fake). If it isn't, my walking doesn't give her a perfect trail and I've hard turned some direction (sometimes right back toward her) as soon as she vanishes. I'm still not running, and if she pops right back out to try and hit where she thinks I am, chances are she misses. She misses more often than not. It is easier for the Survivor to guess where she will reappear and swing than it is for her to guess where you will go. And let's be direct and to the point. Terrain, vaults and what not, make the Killer who is Haunting have to go around. Thus you can also narrow down which routes she will have to follow once she vanishes. I've found that many Spirits will not try to Haunt against Survivors in a chase and just Loop with you because of the issues. When this happens, you just loop them like a normal Killer. You just keep an eye on them for whenever they start to Haunt (or fake a Haunt).
Look, I get it. You think she is too powerful. I agree she is top Tier, without a doubt. That doesn't mean she has no counter play like people USED to say all the time. She does have counter play, very basic, straight forward counter play. Most Survivors just don't like doing it. Survivors LIKE to do the following, all of which are the OPPOSITE of what you should do against a Spirit:
- Survivors running everywhere they go to maximize time when they don't see the Killer. This leaves a trail that a Spirit just randomly traversing the map picks up.
- Survivors like milking every last second out of working on Generators and thus don't like leaving them immediately. If they aren't certain the Killer is coming they want to keep going.
- Survivors like being reactive rather than proactive. Against the Spirit you have to think like the Killer, NOT a Survivor. The nature of the Spirit's high mobility is that it is only efficient by taking the best routes and avoiding terrain that makes you constantly have to go around things. Thus, most Spirits when running routes on Generators (when they don't know where you are) are cutting through large open areas and taking the shortest distance between two lines. The idea is to get from point to point to point and pick up trails while doing so. This means Survivors need to move around slowly and take those paths the least efficient for the Spirit (which are also less efficient for them). Do you see where I'm going with this?
I'm very impressed I feel like you've actually given me an inch.
I really do think we're playing a different game and for the record for anybody reading I'll give my take on the game and my knowledge of spirit (again hours upon hours of playing her and versing her):
Looping her is one of the most different out of all the killers at any tile. Firstly, let's debunk your chases with spirit. If we were in a scrim and this is going to sound blunt (but understand it's correct) you're going to get hit every single time using your strategies unless I've encountered a sound bug or I've made a blunder. Scratch marks don't make spirit powerful. At all. I can hear your breathing, grunting, footsteps, environmental sounds grass and if you have walked I'm going to get out of phase immediately. Walking you have gained no distance. The way spirits deal with your strat (it will not work against a good spirit) is to use phase walk in small bursts in positions where you have nowhere to evade if you choose to walk or run and have me catch up following scratch marks. Understand, once you're found you don't get to choose when spirit phases. Good Spirits are going to phase when it's the correct play.
You used channelling as an example of spirits weakness. Spirit should not channel if survivors are in los if they have shown to be competent and are holding w with you out of phase. Instead, only phase walk at loops where they're not actively gaining distance. Reason is exactly what you stated before: "The time to initiate a Haunt is more than enough for me to immediately start walking." Good spirits will not ever let you do this. That is such waste of her power.
" It is easier for the Survivor to guess where she will reappear and swing than it is for her to guess where you will go." How though? That is almost like projecting your mishaps PLAYING as spirit to the table. I'm sorry but nobody is going to agree with you on that. It's so untrue.You're assuming the killer doesn't know the routes survivor's are going to take and that's before audio cues come into it. Spirit has the audio cues. Survivor doesn't.
" I've found that many Spirits will not try to Haunt against Survivors in a chase and just Loop with you because of the issues." What issues?!?!?! Spirit SHOULD be phase walking at loops. That's what makes her S tier. The fact that no matter how good of a looper you are, spirit can hit you consistently at every loop without input from the survivor. Good spirit vs. good survivor. It's zoning by the spirit then hit pressure everytime she starts to phase (or fakes the phase at the short pallet loops ;)). This is a nuts claim dude. Making spirit go around terrain is not enough at all.
I'm not like the other survivor whiners here. I never said she has no counter play. I've said she has the most limited counterplay compared to all the killers in the game. Easily.
I'll address your dot points:
1) I mean sure it could happen. For me, I'd be guilty of this before I found out it's spirit. You can hear spirits phase notification so I would start walking. Spirit doesn't have the closed distance yet for hit pressure. That might be what gets the ball rolling against bad survivors but spirit dominates good survivors. Why?
2) That's a good habit though. You want survivors to stop progressing generators even though they're not under pressure? I see what you mean by it being spirit/ good nurse. You want to get out of los without any tracking because not initiating a chase is the best course with those killers. Understand, you're never going to get people to do this because it increases the length of the match. If everyone is playing the way you see this game survivors lose pressure and for what? Hoping you don't get found by spirit/nurse?
3) I'm going to ignore the generalisation and the insult to 'survivors'. Those damn pesky survivors. Hmph. Lesser beings. Filth (spits). You'd be suprised how much information is correlating in the mind thinking 5 minutes ahead of time in a good ol fashion 5 rank 1 dbd match. Moving on. There are enough tracking perks and tracking abilities base that stop your perfect scenario of spirit phasing around a hexagon shape checking the gens while survivors hop on and off them. It's a crazy sentiment. This isn't Scooby-Doo. Like how stupid would the spirit be to have a game fly like this. What kind of killers do you play against??
Now let's assume we have a good spirit player against 4 good survivor players. My point is that if you implore your strategies (which aren't going to work even though it isn't bad advice to someone struggling with spirit) you still will lose. Watch some spirit gameplay there is some great content on this.
-
Thanks for disclosing your rank on both killer and survivor.
I believe your rank because your analysis seems fairly correct at that elo. Make no mistake, you're not the among the best players in your region and you actually don't have a full understanding of the games current balance.
If you took a dive into a killer match with 4 high rank very good survivors running the best perks. You're going to quickly realise that killer isn't so op afterall. You can ran every tile absolutely perfectly and make every correct macro decision at anytime and still have an overwhelming pressure as they naturally tick down your gens. Most high elo wins as killer are snowballed. If you don't get survivors into a point of no return before half the gens are done. It's highly likely you lose even if you tunnel and camp (all that good stuff).
I understand your suffering because this rank system is no indicative of skill. The best players will stay in rank 1 naturally but there's no differential between excellent players and rank 1. It's a mixed bag. What you're seeing is bad survivors getting stomped and in which is very easy to do so as killer which I'm sure everyone agrees. To summarise in one statement:
Killer is designed to easily beat inexperienced and unskilled survivors.
If you still don't believe me I can list some interactions that the elite survivors do and if you answer honestly I think you'll realise that there is a long way for you yet.
-
@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2188105#Comment_2188105
I said I don't remember the last time I died, but I know I don't die every match, and in fact survive more of them than I die in. As to all of your questions, you handle them the same way you do any others. Chiefly I don't run much against the Spirit and use evasion (Stealth) far more than I Loop. I'm not saying that Spirit isn't good; she is. I'm saying that I counter her with basics involving not feeding her Haunting. In normal looping she isn't that different from any other Killer. Haunting isn't as effective as say a Nurse's blinking in a normal chases. To be blunt, I hate fighting Blight far more than I hate fighting Spirit. It may just be that my play style is good against her and bad against him.
But I still cannot stress enough that you rotate with Spirit constantly, and accept that the game will be longer. You use evasion, and you AVOID running whenever possible. While I don't use the Perk: Urban Evasion, I expect it would be quite good against her. My standard Survivor Build is as following:
Calm Spirit, Iron Will, Spine Chill, and Self Care. *Self Care is in the wildcard position, and changed out often for whatever I think I need special for a match. The first three are ALWAYS in my lineup. Since I run when I must, rather than as a default way of getting around the match, a Haunting Spirit NEVER picks up my trail by pure luck moving around to pop out on top of me.
Yes but what happens when you're forced to interact with spirit?
"you handle them the way you do any others"
That's a little vague cmon. I was implying that it's inevitable to get into a chase with spirit. You might go down like a sack of potatoes like the stealth build blendettes I see but that still makes the game only easier for spirit.
I rest my case at your perk selections and again I'm not trying to have a go at you for your build but that is really hurting your team if you run that in a high ranked game especially against spirit. Like if I saw that endbuild after depipping to a spirit rolling my team and myself, you'd be getting flamed. My point is spirit is too good. I see the same names, same rank 1 and same builds. Outcome is an L everytime. If player stats were released I'd be highly intrigued to see some of these spirits win rates, game times etc. etc. Spirit needs a change.
-
@Moundshroud said:
The weird thing is I would rather face Spirit than several other Killers. Do I think she needs some tweaks? Sure, but I don't think it is because she has no counter play. I don't remember the last time I died to a Spirit. I should add the caveat that the Perk: Spine Chill is auto-include in my Builds. This is how a typical game against Spirit goes for me:
- I start work on a Generator.
- Spine Chill flashes.
- I IMMEDIATELY, with no exceptions, start WALKING away from the Generator toward some terrain.
- Once around the corner or obscured I then go into a run as far and directly away as I can.
- The Spirit haunts in to the Gen and sees no Red Marks because I walked away initially.
- The Killer does a little bit of a look around, kicks the Generator and haunts out again.
That's it. That happens on repeat over and over again. I play Solo so I am assuming the other Survivors are doing something of the same note, because I escape more matches against Spirit than I die in them. In general, people just keep rotating off Generators as the Spirit tries to haunt in and a slower, attrition method of bringing the Generators takes place. The key tactic is you NEVER EVER wait or try to ride the lightning by hoping she isn't coming to you. The second you hear the haunting begin, or Spine Chill triggers you start rotating. It is very effective against the Spirit. More to the point, if you aren't having to run everywhere, she has no red marks to follow and thus can't line up on your trajectory to "hear" you and come out of haunting for the hit.
How little pressure has the spirit created if that's your typical match? You've stated a good play to make into spirit in that given situation but that is such a small part of the overall game.
What happens when you need to make a save?
What happens when somebody is slugged and spirit is chasing somebody else?
Two hooks at the same time?
Two slugged survivors?
The person being chased by spirit has ran her to your location?
I could go on but you get my point. I know you're a killer main and you're advice to rotate away from spirit is correct but doesn't that say something about the killer? This game is setup so survivors get found; somebody eventually has to take chase and that's where the snowball starts taking shape.
You admitted spirit needs change is enough for me; I'm trying to say your survival of lots of spirit games is not an indication of her current balance. I'm that sweaty thousand hour grind the game out cos I'm addicted level of survivor and I can assure you that spirit has caused me more issues than a really good nurse. They're in the masses much more than a good nurse. Just wanted to get that off my chest.
That said, I'll load up on console with my low elo account and play against spirit anyday with my mates. Then I'll start surviving every spirit match with what you described above ^.
-
20 or so posts and not a single clip uploaded. Just bickering amongst yourselves. Another reason reddit gives so much crap to this forum. Holy hell.
-
@Crowman said:
If losing to a killer with less hours than you was enough to get them nerfed, then every killer would be nerfed.
Not to say Spirit doesn't need nerfs, but this comes off as looking for an excuse why you lost.
You're assuming he's the survivor and not the killer xd
-
@Zagrid said:
If everyone has access to the slider, then no one is at a "disadvantage"
Anyone can set the FOV to whatever they want, and whatever is comfortable to them will let them enjoy the game more and give them whatever advantages they want
Clearly, it would have to be limited to a certain point, but not having it under the argument of it being unfair to players is dumb.
Example being, literally any competitive first-person and third-person game in existence. Just to name a few.
Overwatch, Warzone, Titanfall, Gears, TF2, and Apex. (Not all esports level games, but games where players go against each other in a competitive environment)
None of those games have any issues allowing their players to alter their FOV without the need to hamper themselves by bringing something in-game to do it. Every player has access to it, and it comes down to personal preference of what FOV they want to use.
So with that argument completely busted, why does shadow born still exist and why is it not an option to have a FOV slider?
Adding a FOV slider would free up shadow born to be something more interesting than just an option to improve game quality at the cost of 1/4th of your build. It would also be a great QoL update for people that get motion sick at the low FOV that killer has.
This shouldn't be an argument about what is or is not fair to players because honestly, there isn't a single world where 10 degrees of extra view to your sides would cost someone an entire game. This should be an argument of accessibility. We got colorblind settings after years of telling BHVR to do it, I think it is about time to do the same with a FOV slider.
In general, perks shouldn't be tied to accessibility issues in the game. And FOV is an accessibility issue for some.
This isn't killer v killer. If that was the case then indeed nobody would be at an advantage. This is killer vs survivor.
Edit: Again, your game examples are x vs x. This game is x vs y .
It might not cost someone the game primarily because of fov but some techs will no longer work. I'm sure many survivor players don't want to see them gone unless the killer has paid for it with a perk slot.
-
@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2184288#Comment_2184288
Im pretty sure they already have this but it doesn't work just like most of the other things in this game, I love BHVR to pieces but 5 years in and we still have some of these core flaws? How has some of the most basic ######### gone this long without fixing?
That's hit validation. The client calculates the hit and then the server supposedly checks it to be valid against the server time. It doesn't work. High ping killers still get hits. High ping survivors still get unfair head ons and cancel grabs.
Yes it has been a long time but the game functions really well for a mostly melee game when everyone has a good connection. They just took a different approach to high ping in comparison to other successful multiplayer games.
-
@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2184055#Comment_2184055
You're connecting to a different server than your own and getting BS hits from a mile away because you shouldn't be on that server in the first place, I hope they eventually find a way to lock VPN users to their original server when it comes to gaming so you cant ruin everyone else's game for your own enjoyment and act like it gives zero advantage, It's not cheating but it most definitely shouldn't be in a game like this that's already bad enough about getting hit when you shouldn't
Better yet make it so server calculates hits, grabs, flashlight saves and head on exclusively. Therefore if you're on the correct server and have a good connection you can't possibly have something unfair happen to you.
-
PH S tier? Want to scrim? I bet I can make you change your mind in 1 match aha.
Bubba always S tier for me. The most wholesome dbd experience in my opinion (if they're not basement camping/general camping)
-
@HollowsGrief said:
https://forum.deadbydaylight.com/en/discussion/comment/2184005#Comment_2184005
No one uses it to give themselves bad ping, they use it to get into servers they otherwise wouldn't be able to normally. Sure that means they lag and you get hit with bs swings but it also means they miss hits that should of been legit on their screen. This mentality that people use a VPN to make themselves laggy is actually one of the dumbest ideas people have come up with on these forums and that's saying a lot. No having a laggy internet connection is not bannable and never will be. VPNs are just a fact of the internet and will never ever go away so you might as well just get use to them.
And for the record VPNs normally give you a better connection not worse, mine typically nets me an extra 10-15ping better when I use it, bringing me from an average of 60 to 45-50.
You're right to say it's not bannable but the developers could render purposely increasing your ping to have an advantage over survivors useless rewriting their netcode.
You're trying to speak for the killer playerbase like they're all ethical, kind and contributors to society. This isn't a perfect world and I can assure you there are players that do this intentionally. I've versed a killer before called 'vpngetsem'. Australian steam account that was hopping to Asia and back to the Australian dedicated server. They were getting hits 5 metres away. Hits after window vaults and metres of distance made. Hits after a pre dropped pallet and the killer swinging seconds after I made distance from the pallet. If it didn't give an advantage, people wouldn't do it.
The players that defend this always have lackluster knowledge about ping and it's interaction with multiplayer games and dead by daylights netcode.
As for VPN increasing/decreasing ping. Ping only changes with efficient hops between networks and geographical location. It's the time it takes for digital data to travel over copper wire or fibre optic cable. This takes time and is relative to the distance between you and the server. The reason your VPN is making your ping better is because the VPN host has an efficient traceroute to the DBD server compared to your ISP. This is out of your control and you cannot set this yourself. The players that get increased ping (intentional or not) will have a very inefficient traceroute to the dbd server like my example above.
At the end of the day if it didn't give an advantage HallowsGrief, it wouldn't ever be adopted and it certainly wouldn't ever have threads made about it here.
-
@CreamedTunaFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2181097#Comment_2181097
Oni can still flick, go cry about that too.
r/whoosh
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2182898#Comment_2182898
"Well, can you see your feet while standing up and staring straight ahead?"
Except that survivors are usually 4~5ft tall, not 1.
"These spins, jukes, and techs add lots of depth to survivor gameplay."
No, they don't. Again, these only work because the default FOV is badly designed. Making killers not see what they are supposed to see isn't "adding depth".
Your whole analogy was really forceful and honestly painful to read. It barely relates to the topic. If a slightly higher FOV was that impactful as you described everybody under the sun would stretch their screens or use Shadowborn.
Higher FOVs barely affect performance btw. A 70° FOV set to 100° will drop performance by 2~3 FPS. And again, we are talking about a slider here. If a higher FOV impacts that much the performance, you can always set it to the original value.
4-5' tall. You sure?
What the survivors lose for increasing killer fov base kit would risk the return business of many survivors surely. Not a risk they'd likely take.
Everything he said was correct. You clearly don't play survivor. Well.
Change in performance is correct but isn't relevent to the balance of killer FOV.
-
@Peppa_Pigsaw said:
https://forum.deadbydaylight.com/en/discussion/comment/2180460#Comment_2180460
Then add a slider and play at a lower FOV while people who get sick from the low FOV play on a higher FOV?
It's not a complicated problem, it literally takes a small bit of common sense to figure out how to fix the issue. It's an adjustable setting. Can't wait to hear to talk about how you get sick of people badgering on and on about it again tho :')
Read between the lines.
Gameplay advantage. If it didn't make killer competitively better then it wouldn't be an issue. You would get that slider. This isn't a single player game.
-
@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2179648#Comment_2179648
You can play around spirit without hoping she messes up. It's not easy nor do I think it means she shouldn't get adjustments either.
Regardless of addons, she still has a max distance she can move so long wall windows, shack window, safe pallets, etc are all effective at building distance between you and a phasing spirit, because she can't move through walls.
Maps do have ambient sound that can help cover your own sounds plus crouching also reduces your sound as well. Scratch marks do have a small delay before they appear so if you can confuse a spirit with other sounds you have a chance to run off before she realizes.
I just find the "spirit has no counterplay" mindset to be absolutely wrong. Yes she's hard to play against and deserves changes, but it's not like you have absolutely no options. The only killer who legitmately gave survivors no real options to play against them was Old Legion, because it didn't matter if he chased with FF until you went down or broke chase to abuse DW mechanics. Neither option lead to a survivor outplaying the Legion.
"spirit has no counterplay" It's become a trope. Really people mean highly limited counter play. Which is correct.
Your statement of maximum phase distance is good advice to survivors struggling against spirit. End of the day you're hoping that the spirit messes up when they're in phase and reading your audio and visual queues. You have almost no (as limited as the word can exert) on a good spirit player in phase when trying tricks to throw them off.
I had an argument on reddit with some fraudalent turd discussing spirit. I basically stated your points and that it's the most limited killer in terms of counter play. The reason it needs to be changed. He claimed to have mastered mathematics and has formulas and values he plugs in to calculate on the fly as he versed spirit (of course this is not possible). I played along to show how thick he was. He then claimed he does blindfolded survivor streams to showcase how braindead survivor is and how good he is at the game. It was the most fake phoney ######### fraud ######### i've ever seen. He would pretend a couple times to walk into things but then transverse around objects fluidly like he forgot to put on the act. Then eventually realise he forgot and start faking it again. it was disgusting. Not sure if I can post the clips here or if he still has them up. My comment got upvoted a lot so he must've got some crap for it.
It really proved to length some people will go to keep spirit the way she is. To have that guaranteed iron grip over good survivor players.
My anecdote isn't a reflection of you just adding to the discussion about spirits balance and what I've seen killer mains do to pull a facade over others.
-
NOED isn't a good perk. You don't nerf bad perks. It's an unfun perk definitely. It should receive a rework.
The advocators for the perk you will see them post the same argument each time. The convenient argument whether they use the perk themselves or primarily play killer. Go through the names above ^ you'll see it too.
Now I read your situation and it happens. It's crappy to come to this game and see this perk dominate a team of new survivors. Understand, at the high ranks this perk never gets more than 1 sacrifice. That is almost always depip for killer. Hence the perk is rarely used there.
Since everyone else is dropping 'do bones' like the TV show has come back into fashion. I'll say that a perk similarly complained about was old Hex: Ruin at the time. You had the same names saying you need to get better at skill checks, you need to adapt and it's not the killers problem blah blah blah. Survivor popularity was making a decline and BHVR reworked it. Naturally, this perk was so much more oppressive than NOED but it fits the same category. The killer has done nothing to have a huge amount of pressure.
If noed gets reworked and I think it will, there are many good community suggestions that would make it much fairer to players that have performed well in chase (like yourself in that particular match) . Just don't call for a nerf, it isn't a perk that performs well in a 4v1 match of good players.
-
Instant regression is the best solution definitely.
I'm not sure if the two seconds thing is necessary. If survivors are gen tapping you, keep regressing the gen? I've posted this suggestion before and the beauty of it is if survivors are looping you and gen tapping they are punished for it. There's real incentive to leave the gen if stopping the regression means the killer can keep knocking 5% off it each time. Killers will have real pressure when they're at a generator.
-
@DominiqV said:
Camping sucks. Tunneling sucks. Yes they are legit strategies according to the devs but they just aren't fun. Getting unhooked right in front of the killer by a random without BT... not fun. Buff killer in general in some way, and make bt base kit. There's probably more, better arguments, but this is what i can think of off the top.
Just run it every game. It's the best survivor perk in the game right now in my opinion. Survivor becomes so much stronger if it was base kit. As someone says it's effectively 5 perk slots if implemented.
-
@DerpyPlayz said:
https://forum.deadbydaylight.com/en/discussion/comment/2174206#Comment_2174206
How though? How do you track a survivor that has no scratch marks, no blood and no grunts. Stridor spirit maybe and a good prediction on nurse. Have you seen the gameplay on the PTB?This is a fair question, it entirely situational though... its like trying to explain how to play a killer.
I can point to strats though I typically employ when I am unsure where a survivor.
Sound Ques
This is a major one, just because the survivors are quiet doesn't mean anything to me and I am increasingly aware to these specific survivors after spotting them due to environmental ques. It is incredibly obvious a survivor is near when you hear *THOMB THOMB THOMB* on the floor tiles, or grass move which you will hear if a survivor is near very often to such a degree now that I subconsciously do it.
Past Experience
I mean survivors will only do X amount of things, most of the time it is safe to pick two outcomes of what a survivor does and then go ahead with that as then its very likely you will be right and find them or you will be wrong and know where they are most likely. After a while you understand that survivors will try to prioritize safe areas, and stay far away from dead areas.
Assumptions
This is a really big one really, I think a better word would be predictions but really you gotta pay attention to the survivor you vs. IF they are a "Runner" then you can likely just keep following they're likely position, you have a rough estimate of they're position and they can only be in so many areas so you can quickly pin down the area for these survivors.
If they are an aggressive type you know they likely remain near you somewhere trying to get cheeky plays, or trying to get you to walk past them as a diversion tactic.
IF you are using Whispers this is even easier as you'd know they are in your terror radius and this is how I use to practice prediction. You just get a knack for it, same way you just get a knack for when to throw your hatchets as a Huntress or where to blink as a Nurse.
Do you really want to though?
I mean really though? If you lost a survivor after hitting them do you even care to find them? You already got the reward, a hit, and they now need to go heal. If you are seriously that unsure (which is unlikely unless you weren't paying attention) where they are that you don't know at all? If so why try to look at them? Just find the people on gens, chase them and force the one to heal or later be a target if they don't heal. You gain more time, and if you are using a very strong killer you likely gain more pressure to.
This isn't your thread and you've argued against everybody in this thread aha.Ok? I normally, do. This is a forum, conversations and arguments are a given... why else would you be on a forum?? All this proves is I have disagreed with everyone.
You say you rarely argue for survivor because you main killer. That's all well and good but look how quickly you dismissed what I said about Fixated. Hell you didn't even address it. You just repeated yourself.Yhea because you said the same thing really in different wording. Its not good for the reasons gave and you haven't disproved what I said so why would I do anything other the repeat myself?
The OP's question was is DS still meta. I'm saying no because it's weaker than these perks I aformentioned when it used to be up the top.Right, and I am saying yes because you are objectively wrong as it give an extra guaranteed life, giving even more time for the survivors to do gens when the gen time is already low with the added benefit of a chance to get out of sticky situations like being put in basement vs a bubba, or being downed after all gens are done right outside of exit gate.
It was a rhetorical question and you wrote an essay.
You don't need to teach me how to track survivors lol I have played this game for years. Look at my post history. I know my stuff. The 'situational' situation to use lucky break + iron will on the ptb is to take a hit and break los. How the hell are you hearing footsteps when the survivor has sprinted away not leaving any trail. Footsteps are well out of range. That's not very situational I mean just watch some current ptb clips. Good survivors against good killer it's a nutty perk combination. I just found out they're already nerfing it. I rest my case.
Oh and good luck getting your PhD in philosophy. You and Mr. Moundshroud make a force to be reckoned with it seems. ahahaha
Phrase of the day is: "You're objectively wrong." Not just wrong. Objectively wrong.
Damn I sound like an authoritarian.
-
@DerpyPlayz said:
https://forum.deadbydaylight.com/en/discussion/comment/2174027#Comment_2174027
I'd say meta is being the most strong and versatile which in turn makes it popular.Hm, I agree with the definition, however how are those perks listed before versatile, and for some of them strong?
I threw fixated in because since its buff its ability to use in chase is really good. Like really really good. You can fake a window being an incorrect decision and still have enough time to setup a fast vault and have the killer not get the hit anyway.It is too gimmicky though?
Lucky Break probably going to be nerfed because it's too good. Anyone can escape the killer using this.I strongly disagree with this sentiment, and I main killer and rarely argue for Survivor. Remember, they're are perks that literally give you a extra live in chase, I think it is too gimmicky and that a killer who understands the game will easily find survivors that are using these perks.
Substitute them for Adrenaline and Dead Hard then. Just threw in some other perks than the obvious.Those are meta too though?
How though? How do you track a survivor that has no scratch marks, no blood and no grunts. Stridor spirit maybe and a good prediction on nurse. Have you seen the gameplay on the PTB?
This isn't your thread and you've argued against everybody in this thread aha.
You say you rarely argue for survivor because you main killer. That's all well and good but look how quickly you dismissed what I said about Fixated. Hell you didn't even address it. You just repeated yourself.
The OP's question was is DS still meta. I'm saying no because it's weaker than these perks I aformentioned when it used to be up the top.
-
@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/2174056#Comment_2174056
have you ever been to the blacklight inferno that is new autohaven on any setting but ultra?
It's disgusting I know.
-
@wxnickxw said:
https://forum.deadbydaylight.com/en/discussion/comment/2173689#Comment_2173689
That's good if you think of any ways it might not in the future let me know.
Most of the responses tend to be that it works but that they don't want to take away camping for x reason, but as i have had some legit faults that needed to be addressed to work as intended in the past there may be some yet to find in the future so I keep asking just in case
Although I do play killer, I main survivor so there is some biase. Mostly I find as a killer if I want to avoid camping it's as easy as walking away from the hooked survivor, where I find myself unable to do much of anything is when I'm sitting on the hook being camped.
if you have a better way to reduce how boring it is to sit on the hook with a killer sitting 2 feet from you while you wait till you die I'm all ears, but I cant think of anything
That's the thing that the killers are arguing to you about you avoiding camping. Doing so sometimes is a bad decision that can lose you the game. Why would a killer do that if its not in their best interests.
I'm a survivor main myself and I tell you many players have opened posted about camping like yourself and understand it's no simple solution. Sacrifice timers slowing have been experimented with before and failed because survivor teams can intentionally move a large portion of the team around the hook to stall the game progressing for killer.
Currently they punish killers emblem score for camping but alas that is not enough incentive for campers. What solution do you have that's a real incentive for the killer.
-
Anti aliasing remove jags which is supposed to make it look smooth haha. What the hell did they do.
-
Not toxic.
Very unfun perk though imo. Doesn't feel good dropping your item.
-
@DerpyPlayz said:
https://forum.deadbydaylight.com/en/discussion/comment/2173984#Comment_2173984
What do you classify exactly when you say "meta"? BT isn't even a chase perk, its a hook perk, nor is Fixated, nor is Lucky Break.
Out of what you just said, Borrowed Time, and Iron Will are the only ones that most could consider meta.
Iron will because it consistently will help you vs some of the best killers, and allows for a lot of mind game protentional.
Borrowed Time because it gives a extra life off hook for a few seconds, extending chase if killer is near.
With that being said Fixated is just as gimmicky as Lucky Break, both being perks not directly used for chase but used to avoid it, these can't be considered meta because they're is no reason a survivor should use these perks if they're looking for the best builds or if they are an ok survivor due to how strong most loops are and the survivors base kit being so great.
It was in a descending order. I'd say meta is being the most strong and versatile which in turn makes it popular. BT and IW topping this. Kindred for solo q comes to mind too.
I threw fixated in because since its buff its ability to use in chase is really good. Like really really good. You can fake a window being an incorrect decision and still have enough time to setup a fast vault and have the killer not get the hit anyway.
Lucky Break probably going to be nerfed because it's too good. Anyone can escape the killer using this.
Substitute them for Adrenaline and Dead Hard then. Just threw in some other perks than the obvious.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2173984#Comment_2173984
Fixated is only good if you are running Sprint Burst. Even then, it's mid.
DS is still a great perk.
I didn't say it was a bad perk.
I don't know man. Fixated allows you to setup fast vaults almost next to the window. I run it in all my games and it's a better chase extender than dead hard against good killers. I'm firm that it's better than ds. Dependant on the playstyle I suppose.
-
If totems actually benefitted the team more than exclusively doing gens than noed would be a healthy design. Unfortunately it's a bad perk and isn't very popular at high ranks.
The inverse of this is its impact on low rank games. It has a high pick rate, totems are hardly ever completed before end game there. It's impossible to communicate totems solo q. Therefore, noed is highly effective perk there. I think survivors mostly agree it's very unfun to go down to noed and lose because of it.
I'm a firm believer it hurts the longevity of the game and player retention. Similar situation with old ruin which I've brought up many times before. Perks that stomp new survivors shouldn't be a thing.
-
It's not meta. It's significantly weaker now and there are much better alternatives that are both more versatile and difficult for the killer to deal with.
BT, IW, Lucky Break and Fixated. All far outclass DS imo.
-
@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/2173839#Comment_2173839
Yea I enjoyed window techs (except where if you channeled a map or key you phase through the killer 100% of the time with no skill or timing involved) just like J-flicks they are fun mechanics that are an interaction between both sides, a killer that predicts a window tech can get easy hits and downs, and the survivor who pulls off a window tech can usually win the chase outright, which is the same with j-flicks there both create unique interactions that normal gameplay lacks.
Balance as a concept is always subjective, but in my opinion I would still be fine with losing j-flick and would love to use only bump logic but the game currently is in a bad state for bump logic alone, most collisions are barely passible at best, and every killer shack since yamaoka and badham have had no collision on any part of it unless you come exactly at a 90° angle and even then some areas still lack collision like the tarps. Im just tired of the collision with blight that frankly j-flicks are the only thing filling the void from me taking a break from dbd until collision gets fixed or just becoming a nurse and spirit main since they offer the type of gameplay im looking for (although are less fun then blight)
Also on the L wall its very subjective on the specific tile, since yes you can flick both on the top of the L around the two corners in a 180 and around the bottom of the L to hit near the window on nearly every tile but usually you can't hit all the way around any part of the L and hit the window, which makes it not as good as T walls where you can swing and hit the window itself fully which is much stronger
Personally I just enjoy the counterplay to both survivors and the bad collision that blight has thanks to j-flick and the variety of fun gameplay it offers
Can you define bump logic to me?
Not trying to be snide here but what I said about the L wall isn't subjective and neither is game balance. Do you mean objective? Anyway I wouldn't be against j flick staying in the game but I'd prefer it gone for consistency. It's still so much more interactive than Spirit/God Nurse. Hell if it got people off spirit I'd be on your side of the fence aha
-
@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/2173023#Comment_2173023
Alright counter point time
It is true that the counterplay to blights j-flick is to stop looping a tile optimally but just like the blight you can also read your enviroment around you to see if the blight has any other options, sometimes j-flicks are used to make up for bad tile layouts with no real way to play around it with a blight that has already committed to power, much like the blight can read the environment to determine if j-flick is an appropriate choice given the situation so can the survivor to even stronger effect, since they not only know that this is blights only option they know if they counter it the blight has no choice but to 115 chase or to attempt another j-flick that will likely fail as the survivor is still keen on them
It doesn't actually take all that much to dodge a j-flick as the hitbox split in to 3 parts, large starting hitbox, extremely small deathslinger harpoon side held lunge hitbox, and barely slightly bigger ending hitbox, as long as you know the blight would be mid attack you can basically do anything you want as long as you aren't in the 10° cone point blank from the blight and not get hit mid attack meaning even if its just predicting and losing a bit of distance you don't have to lose all that much as long as you run optimal while he is farther away
Most fast windows you can't even hit a j-flick on it only really applies to small walled windows, such as Z walls [ walls and the LT walls depending on the variety, but usually only the T wall. Even then this is still a 50/50 on both sides like playing the tile normally, where a j-flick doesn't cover both options and bump logic doesn't cover both options, its still in both players hands to play better than the other player and predict actions much like playing the tile normally.
The interaction described on a LT wall is just a killer brute forcing a LT wall they can still mindgame and wind up on top as long as they aren't facing extremely good survivors because decent - good survivors are extremely predictable which is where j-flick shines countering the beaten path loopers who do nothing but hug a tile optimally and play against blight as if he was any other m1 killer, because both bump logic and j-flicks hard counter them but j-flicks especially are designed against them, while bump logic is more universal
My argument for j-flicks is it offers multiple things to gameplay
- a new interaction between killer and survivor that isn't just guaranteed optimal bump logic
- an interaction where both players have input
- an interaction that differentiates a killers patters from the rest and punishes players who play the exact say way against every killer even close to the m1 category
- it is designed to punish players who don't adapt to play against their opponent, if you stick to beaten path looping it punishes you, if you start playing suboptimal or more unpredictably it rewards you
I think its a balanced mechanic with the ability for interaction and counterplay from both sides and opens up gameplay at tiles that normally would be run in the same boring way as every single other killer, but it is designed to punish people who run it in the same boring way while rewarding those who play in a more unique fashion
In my eyes it opens the possibility to force survivors to play more unique which from a gameplay standpoint makes it fresh and more interesting while still being fun to play as and in some peoples opinions against
I read all your post and it's all correct but I will say on the L wall you can j flick depending on the setup (trees or rocks at the corner. Actually really refreshing to argue with somebody who actually has a proper understanding of the game here.
Now I agree that it's counterable. I'd be an idiot to say it isn't. It is a balanced mechanic by itself. I'm arguing that it doesn't make the killer overall balanced. I argue a good j-flick blight is going to get downs on par with spirit and nurse. Blight is a powerhouse when you are running between tiles and j-flick gives him a similar pressure when you're actually running on good tiles against him. You say without jflick you're running a 115 killer on a loop. While true, what's the issue with that? The game is built around that interaction. Now you say it's boring and that's subjective but I tell you my thousands of hours of survivor have been replayable being chased by generic 115 killers on loops. It's fun in my opinion.
It's kinda like Nurse. If everybody was j-flicking it would be complained about everyday but alas, not many people do it. Hypothetically if it was adopted to the level people play spirit, i'd wager there would be blight posts every fifth thread.
Finally I get that it's fun to j flick and it sucks to have it taken away from you. I felt the same about window techs being patched out. There was the counter play for it that worked 100% of the time rather than almost a 50/50 with j flick Blight. It still was removed.
-
@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/2169120#Comment_2169120
That's not my mentality about it, ill give up on it when its gone but until then I will not stop arguing for it since I think its a wonderful mechanic. Giving up even a slim chance of input is worse then having no input at all. As someone who wholly understands the mechanic I am proud to stand by the complicated but right information about it rather than the simple but wrong answers everyone clings to as a point to have it removed or their simple but boring answers since games aren't meant to be boring.
Then let's talk J-flick.
Its counter-play is to side-step out of correct pathing on the tile before blight has even committed to the j-flick. This works, however, if the blight doesn't j-flick you have put yourself in a poor position and have given an opportunity to give a hit if Blight doesn't j-flick. Blight gets his power up quickly, especially if the killer is managing the rushes well.
There aren't many Blight players that use it in the first place but I've had a couple games where I've versed a good blight player that makes impeccable use of j-flicks and the gameplay goes like this:
Every fast vault setup is hit pressure for the j-flicking Blight. Take the T L wall for example, running that tile correctly blight can attempt to j flick around the corner to make the hit in like a fifth of the time he should normally have to commit to the tile. Your options are to take the fast vault or sidestep the window. If blight doesn't j flick and you have sidestepped you are going to medium vault or continue the loop and have given distance for free. If blight couldn't do this every 6.5 seconds (fatigue + 2 tokens cooldown base); it wouldn't be that much of an issue.
This interaction is on a killer that already is incredibly versatile and already has hit pressure as soon as a tile is exhausted or the pallet has been used (hell blight even gets to destroy pallets in power).
My argument is I don't think it's healthy to have such a wildly different dynamic against a killer beause someone is making use of unintended mechanics. J flicks takes away a weakness intended for the killer and his design got so much praise before the exploit was discovered. Killers that just dominate on every tile on every map (looking at you spirit and god nurse) is uninteractive.
BHVR's decision to remove it isn't because it's unintended. Wouldn't survivor moonwalking be removed yonks ago cos it's unintended?
It's a balance decision.
-
@CakeDuty said:
You know what'd help fix this issue? Give survivors a killer ping indicator, so when they join a lobby, they can see if it's a VPN'ing killer. If they see a killer with 300 ping, then they can dodge and VPN'ing killers will be penalized by getting dodged and have longer waiting times.
This is the easiest solution and in fact we used to have this. When killers hosted the p2p connection you could dodge high ping lobbies. Now you're taking a shot in the dark if you are to commit to a game. I really miss that ping indicator of killer.
That said killer should have the same benefit.
-
@TWiXT said:
I can't speak for those who VPN in order to access servers in different continents, but for me, It's always been purely for protection. I had the unfortunate experience wherein I defeated a team of survivors only to get threatened in the endgame chat by someone who traced my IP address, knew my location, and said they would swat me. Fortunately they didn't follow up on that threat, but it left me pretty shaken. Seriously, who the hell does that over a loss in an online game?
With my family, and myself at risk due to what is and always has been my hobby at best... I couldn't take that chance anymore. I Subscribed to a VPN and while it does cut my connection speed in half, I feel secure that I can game without the chance that an asshat like that will ever be able to trace my IP anymore.
As for those who use VPN to join servers in different countries, Maybe give them a little slack. Sure they don't have the same reasons I do for using a VPN, but overall, have you ever thought that maybe the reason they do it is less about gaining a game advantage, and more about connecting to a better server than their area currently provides? I know this can be frustrating, but maybe they don't really deserve all the hate you're giving them.
You can use a locally hosted VPN for that layer of protection and have almost zero ping given the hop to the VPN is similar ping than your normal routing.
You didn't have to explain yourself aha.
If it didn't give an advantage nobody would give two shits.You need to understand there are players that do it exclusively to win. That makes it a problem that is fair to be addressed on the forum.
The solution is to make the server calculate the hit (not validate). Use interpolation to the lagging players client to compensate what they see behind time. All good competitive shooters, mobas and rts do this. It is undoubtedly harder to achieve with fighting games but I can assure you dead by daylight is no flagship for their netcode. What dbd currently has is comparable to For Honor. It works really well when all connections are low ping.
-
@Aneurysm said:
The best is when you're playing survivor with less than 40 ping and you throw the pallet, the pallet drops completely, then the killer swings, then they get stunned, and then you get hit.
Bonus points if they then turn out to be several continents away. Completely off-topic but the devs haven't mentioned mich about Hit validation recently have they?
Probably got swept under the carpet. It doesn't work.
Not the first time either.
-
I agree completely.
You used to be able to in p2p days. You shouldn't have to commit to a ranked match where another player has an advantage over you because they have a bad connection (whether it's intentional or not). High ping VPN killers use it for an advantage.
They have to revamp the netcode and have hits only pay relative to the servers time. That or your suggestion.
Naturally this topic has been brought up a lot since release of dedicated server but alas it took five years to change the struggle mechanic. One day maybe.
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2147955#Comment_2147955
Its hilarious that you want to give the Killer a super-huge advantage by giving them a 5th Perk Slot and then have the audacity to say that it "might" be enough. Or adding a 6th Generator.
SWF is not a problem, that should not even a discussion. People should learn to stop blaming their losses on SWFs. Like, here is a screen, few days ago, full SWF-group (I dont censor their names, because no point in doing so, nobody did anything wrong, they were all nice players):
https://us.v-cdn.net/6030815/uploads/HVNUAU0WPV8U/20210425203225-1.jpg
Yes, they are not all Red Ranks, but this can happen in SWF, they were just friends playing together. How much do you want people like those to be demolished if I can equip a 5th Perk Slot (like PGTW or Corrupt Intervention) and maybe they even have to repair a 6th Generator, despite not being able to repair 5 in the first place?
And those games are really no exception, lol.
Go get 'em brother!
While swf is an advantage and not a skill the only real solution is to bring communication up for all players solo or swf. Killer has been in the best spot it's been of all time.
EDIT: I've said it a few times here but while there are no public viewable match histories and stats of players, all killers have a false sense of security of their skill level. Killers will always blame swf without repercussions while others can't look up their performance.
-
They should keep buffing solo queue's communication to bridge the gap between the two.
Balance the killers after to compensate.
Problem is there are killers that are balanced against a good communicating swf team but oppressive against solo q.
-
What about this:
We nerf his 1v1 and buff his 1v4.
I suggest adding a wind up/cool down animation when he ads'. This will remove his free zoning and his most hated part of his kit. It will indicate to survivors when they're actually in danger of being shot rather than if he's in los, you're under pressure instantly.
To buff the 1v4 he now has a sidearm grapple gun which allows him to shoot terrain and drag himself to it quickly. You can also basic attack after your grapple ends. It has a reload time of 2-3 seconds.
This killer would suddenly have counter play that's more than never get in los of him. The gameplay would be dynamic for the killer too.
-
@Sadsnacks said:
The tombstone piece, judiths tombstone, and the fragrant tuft of hair are all useless without a the j myer memorial addon to compensate for the increased stalk handicap and with the full tombstone you need PWYF to compensate for the slowdown handicap.
BHVR doesn't give killers anything without also giving them a handicap in other ways so myers addons aren't a big deal.
They're not effective against players with more than a few dozen hours in the game. At best they'll give you a 2k on their own.
It's weird because when I play myers it takes forever to get to tier 3 with these addons and while running j myers memorial, but when I play against a myers who has it they get tier 3 in the first 3 minutes of the match.
Either I just get bad lobbies or the game is secretly throwing in bugged bots for me to play with and against.
I agree with all your points but the worst tombstone piece kills is when the stalk is mostly fed off a bad player in solo q and pwyf stacks off another or the same. Then the myers starts chasing you. If that wasn't possible then the addon wouldn't be treated like an old ebony mori by the community. If that scenario wasn't possible then it would be fine as is. But alas, it's not.
-
@Zeus said:
Being unpredictable is the best thing you can do vs a spirit. I remember tru3ta1ent saying that if you crouch then your groans will have a reduced volume and the killer will think you are further away than you are and I've tested it a bit but I'm not certain if they missed me because I did that. Her standing still mindgame is the most annoying part of her kit and I wish it didn't exist. Otherwise its mostly about predicting how you think the spirit will play and playing against it.
Yes you're quieter crouched. Problem is the spirit too knows this and will get straight out of phase as soon as quiet audio is audible.
Standing still trick is probably going to go let's be real.
@Blueberry said:
You make her react to you, not you reacting to her. You have to be proactive, not reactive.
Give her false information and force her to guess.
It's the complete opposite of most killers. If you're looking for feedback from her you're already playing against her wrong.
That's the problem though. Spirit reacting to you is guaranteed a hit if they play correctly. That's not equal opportunity for each player to perform. This is a pvp game. Nurse is the same but at least you can see her and Nurse is also forced to fatigue or second blink with a very limited time window to do so. Spirit has no such obligations. You cannot force her to do anything. If it was say spirit goes into a fatigue if they don't swing coming out of phase, then I'd agree with your statement. Alas, she has no such downside.
You may have no visual cues except for grass and scratch marks but that combined with audio is enough to get a hit every single phase in range.