Tsulan
Tsulan
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- Username
- Tsulan
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Comments
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@[Deleted User] said:
In the report message, you can also link to your youtube video. Do not upload it via the system but use YouTube
Thx, that worked. Can´t believe i spend so much time for that report.
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@CashelP14 said:
The fact that the total number of escapes is exactly 1,500,000,000 is extremely satisfying.
Yeah, thats why the whole stats thing seems fishy.
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Skill based matchmaking has your back. Once it goes live, most people will have more enjoyable (and fair) matches. The only ones that will suffer from the new mmr are 4 man SWF seal team 6 squads and streamers.
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There are simply not enough cakes per bloodwebs.
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You didn´t miss much.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/2350449#Comment_2350449
Old Freddy got buffed quite a bit because the majority of players thought he was too weak. Has nothing to do with people complaining he was so powerful. And i never had the issue when i played him, can not remember people dcing or suicide when they saw OG Freddy.
Old Freddy was nerfed 1 week after his release, because so many survivors complained that he´s not fun to play against. They also disconnected and suicided against him, which drove the kill rate up during the first week.
He got a rework (buff) after 2 years.
So again, people disconnecting, suiciding or complaining about a killer is NO indicator on the killers strength. It wasn´t an indicator back then and it still isn´t an indicator.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/2349919#Comment_2349919
SWF can be discussed aswell.
Spirit is not unbeatable, but she is too powerful, especially in a public match. Her strenght has nothing to do with popularity. People play the killer they enjoy and not the best killer. Nurse was extremly overpowered before the nerf, and she was not even the most popular killer back then.
When they suciced, its a good indicator, that they dont want to play against her, which brings me back to the enjoy topic.
Old Freddy? Are we talking about the first version or after the rework? If its about the After Rework Version.. He was for many overpowered and their claim was supported by stats (he had the highest winrate). When the majority agrees he is overpowered and stats confirm that, he might have actually been. I personally would not necessary agree, but he was in a public match very oppressive. Maybe a little bit to much.
Old Freddy. The one that had to put everyone to sleep, then wait 7 seconds, before he could interact with them. Thats the Freddy i´m talking about. The one which had among the lowest kill rate. The Freddy most people complained about, because they didn´t find it fun to play against him and therefore suicided or disconnected against him.
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Survivor bloodpoints are fine. I often end up getting the same amount as the killer, sometimes even more.
The only thing that needs to be removed is the 8k limit per category. That way, people could earn more points with things they like doing.
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2350054#Comment_2350054
And you are sure everyone saw that thread how? Just like you are sure op "wasted" pallets by running killer for 3 gens.
I just made a joking answer to a joking response. I´m sorry if it looked like bashing to you.
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@Shaped said:
I seriously can't grasp why is op attacked here.
Killer chased him for 3 gens and when he got him, he put him on the hook and keep hitting him.
And op is somehow a horrible person now? I seriously don't get it.
Maybe because OP has another thread going, doing the complete oposite.
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2350013#Comment_2350013
Where did op said that he wasted all the pallets?
And how is it a "waste" if 3 gens already popped and he is camped. That means other two are being done as well and killer is getting his 1k for being tunnel visioned.
You don't need any pallets if two gens are left with killer watching op on his first hook.
@IronKnight55 was joking. So was i.
But sure.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2349926#Comment_2349926
You can use windows as well... I usually get a few loops in (maybe more) before I throw the pallet. Unless it's DS. 😆
So that's the excuse you get to hear after he wasted all pallets?
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2348956#Comment_2348956
I honestly don't think introducing more objectives is a good fix for ######### maps. I think a lot of maps are just way to tilted in survivors favor. That it makes it impossible for a lot of killers to get the pressure they need.
That's my opinions though. I don't think gen speeds are an issue. I don't think more objectives need added. I just think maps need balanced in a way that is fair for killers and survivors.
Gen speed is an issue. Simply mathematically, a killer can't and won't be able to keep 4 players at the same time from doing gens. Since gens are the only objective, 2 or 3 will permanently be on gens. So it's very much possible for survivors to complete all gens in 4 minutes or less.
If killers would constantly kill everyone in 4 minutes, then the forum would be flooded with killer nerf threads.
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The escape rates being a flat number looks made up or at least very weird.
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So you ran the killer for 80 seconds. Wow, much impressed.
Did you leave by any chance some pallets for your teammates?
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/2349123#Comment_2349123
It is a challange he set for everyone "Come at me and show me your counterplay against Spirit". So far, nobody came up with something good. Even a tournament player tried his best and it ended pretty much the same. Drop the pallet right away and hope you are lucky. People dont like this playstyle.
Yes, SWF can be very painful. But what has this to do with Spirit? That SWF also need changes is nothing new.
Welp, Spirit is around for ages and people complaining about her pretty much since her release (the one way or the other). Its not that she is new to the game and people dont know how to handle her.
I brought up SWF because of the fun part you mentioned.
If Spirit was the unbeatable killing machine everyone claims, wouldn't her kill rate and especially her pick rate be much higher? People like to win, so there would be more people maining her.
Instead I see a lot of people running straight to her, to get downed and then suicide. Or right now simply DC.
I mained old Freddy and I can't count the times he was called OP or pay2win after a match. When in fact he was one of the weaker killers. So the claims of something being OP, doesn't make it OP.
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@Bigchungus223 said:
https://forum.deadbydaylight.com/en/discussion/comment/2348732#Comment_2348732
If we will go by your logic, genrushing isn’t a thing, it’s just killers that don’t want to defend gens.
See how that sounds?
Not exactly. Because it's a 1v4 game. Where the 1 player should be as strong as the 4 players. Instead people push for a 1v1 balance by wanting longer chases and more second chance perks that help solos.
In short, killer can never win, because he can only chase 1 person.
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@TwitchyMike said:
https://forum.deadbydaylight.com/en/discussion/comment/2348998#Comment_2348998
Without taking sides which I am not here... I just didn't want there to be any confusion about this topic. @Tsulan Are you gonna try the exercise I posted?
I admit I totally missed the exercise post.
Ok I'll try.
OP: there is no OP killer. Because if there would be, then he would be played 24/7. There also isn't any OP perk (nor for survivors nor for killers) that I can think of right now.
Balanced: meta perks are surprisingly balanced.
Underpowered: tons of perks that don't see any usage like Monstrous shrine, fire up, botany knowledge, wake up, etc.
My idea for some buffs would be:
- Botany Knowledge = increase self healing speed by at least double amount as it is now. Idea behind it is, that if a survivor wants to use 2 perks (BK + SC) to heal as fast as pre healing nerf SC, then he should be able to.
- Wake up = should reduce the opening time drastically. Maybe 3 or 4 seconds. Why? It's a dead perk for most of the game. It should make a difference during the endgame.
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@Damarus said:
https://forum.deadbydaylight.com/en/discussion/comment/2348998#Comment_2348998
I see it more as an example of how only SOME people are actually willing to state the obvious truth, while others just morph it to suit their purposes. To each their own.
Ok this is purely subjective. As I barely watch any streamers and therefore only can judge from the Spirits I faced.
Starting point is, that I rarely see any Spirits. Now the few that I see either perform normal like other killers, nothing special with the speed they down someone, or they stomp because survivors instantly threw themselves at her and suicide on the hook. That's why I don't consider her OP.
Before you ask, I'm a red rank solo survivor. So I'm not really facing noob killers.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/2348174#Comment_2348174
They dont want to adapt their playstyle, because... drumroll... they dont want to.
It is a game, and it should be enjoyable. If it would be enjoyable to play against a Spirit, nobody would complain.
On top of that, teach them how to play against Spirit, or even better.. show them and challange Scott Jund. Lets see how it ends this time.
How it ends this time? I'm afraid I never played against Scott. I played once with True, but that's about it. No big streamers I played with or against.
Now regarding to the fun part. Most killers don't enjoy playing against SWF. Especially when they gen rush.
Even more, I'd say there are far more killers that are frustrated because of SWF and gen rushes than there are survivors being frustrated about playing against Spirit.
You know what the "it's not fun to play against her" reminds me off? Original Freddy release. A killer who was weak af, but who got a nerf just 1 week after his release, because survivors complained that he's not fun to play against.
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@Damarus said:
https://forum.deadbydaylight.com/en/discussion/comment/2348732#Comment_2348732
Guess I didn't quite explain it properly, it's actually the other way around.
Oh you exlained it perfectly. The phrase "this is just how things are" is just an example on how people just don´t want change. As this phrase could be applied to many other things in the world.
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@TwitchyMike said:
https://forum.deadbydaylight.com/en/discussion/comment/2348732#Comment_2348732
Thank you Tsulan! That is a great example. Survivors can't handle totems? Okay nerf undying. But guess what?! Now we have a new perk from Jill Valentine that is a totem destroyer lol xD... So should we not buff Undying again? What they should have done to begin with is create a perk, which they just did, that creates a counter to undying. Or at the time before hand, buff Small Game. Now here's a hell of an idea guys... So now we have multiple perks for hunting down totems. But will survivors run all three of these perks to counter totems? Probably not...
There are already tons of situational perks in this game... So why would my example of lightweight to counter spirit be so far fetched? It wouldn't just counter spirit of course... but the perk would most certainly be used more if balanced correctly.
I think (or hope) the devs tested the water with Undying. They wanted to see how the community reacts to a perk that would turn totems into something almost obligatory. Obviously it didn´t went very well. As most survivors completely rejected changing their builds or their playstyle.
People complained about Undying Ruin gifting free wins, when it was actually the opposite. Because killers had to constantly switch targets, couldn´t tunnel or camp. Because they wouldn´t have gotten any benefit out of the perk combo. One would think that this was a healthy change, because the perk combo reduced camping and tunneling. Both things survivors have been complaining about forever. But instead survivors didn´t like the idea of doing totems.
Which is just sad. As i, had a blast running totem detection perks and cleansing totems (remember a match where i cleansed 5 lit totems, while my teammates took turns on the hook).
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2348769#Comment_2348769
Thats sorta proving my point though. Badhams 1-5 are a total ######### show. And almost impossible to create pressure on. As long as the survivors arnt doing stupid #########.
Do you feel as though with that same team. On a different map like Shelter woods, gas heaven, whatever maps are more favorable to killer (it's not many of them) Your match with them would of went a little better ? It most certainly would of.
The problem is. Most maps are huge. Have too strong of tiles and pallets. Have too many pallets. Have generators too close to strong tiles, etc. Where if maps were a little better. You could get downs a little quicker and create the pressure needed.
I think the best way to balance this would be to introduce more objectives like gas cans or parts. The Badham maps have already been reworked, so i doubt the devs will resize them again any time soon. Before and after that match i had Red Forest and Temple of Purgation. Both went way better than the Bedham disaster.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/265044/gen-speeds-are-too-fast
Gen speeds are fine to be quite honest. Its YOUR job to create pressure by getting downs and make them get off of the gens.
With that being said. MAPS are the things that are NOT fine. The problem is a LOT of the maps are survivor sided. And you cannot create the pressure needed to make them be off gens. If the survivors are at all competent in running tiles. Hell some maps are so big you don't even need that. You can just hold W..But again thats map issues. Not gen speed issues.
Just had a match as Huntress on Badham. Constantly switched targets, kept everyone injured, no camping, no tunneling and i got a whooping 2 hooks before all gens were completed. Because instead of healing, survivors just were glued to gens and instantly went back to repair, after i broke the chase. They were so busy gen rushing, that they left a survivor behind who was downed at the exit gate and died on the first hook with 4k points. Where is the fun in that?
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@Damarus said:
https://forum.deadbydaylight.com/en/discussion/comment/2348301#Comment_2348301
Expected such a reply, not gonna argue. Free to think otherwise. But that's just how things are.
Exactly! Spirit isn´t the problem. Its just survivors unwillingness to adapt. Like it happend with Undying, which was nerfed because survivors couldn´t handle doing totems.
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@Damarus said:
https://forum.deadbydaylight.com/en/discussion/264823/spirit-isnt-the-issue
I wouldn't be against buffing unused perks, at all. But to what avail? Pretty much all of the players will still keep using the same perks anyway, because they are easy. You will still keep seeing DH, DS, BT on survivor side, and you will still keep seeing perks that play the game in the killer's stead, on killer side (BBQ, Ruin, NOED). With regards to Spirit, she IS the problem, and you should be able to counter every single killer, no exceptions, even without a single perk. You can't do that against a Spirit even with the best perks, let alone without them.
People are used to throw themselves at th easier stuff. That's why you saw so many Spirit/Freddy players, that's why Ash is R6's most picked attacker, that's why people camp and tunnel, or why you always see people using the same weapon in games like Call of Duty. And sadly, that is not something you can change. Unless you PUNISH camping and tunneling, which people refuse to accept. But that is another matter. The point is, even if they were to buff other perks, why would people use something that isn't easier than what they are already using? They wouldn't. Save, perhaps, to give it a single try.
Nah, Spirit isn´t the problem. She just has a different counter that most killers and survivors don´t like to change their running in circles playstyle.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2348174#Comment_2348174
at first I thought iron will was fine but then I started to think you're probably gonna see almost every survivor run it if the stridor nerf goes live. I don't know how I feel it might be very problematic.
Iron Will is one of the most powerful Survivor perks in existance. We´ll see more use of this perk.
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The issue with Spirit is simply that survivors don´t want to adapt their build/playstyle. Spirit is perfectly fine, but will sooner or later receive a nerf, due to survivor complaints.
Once the nerf goes through, the new mmr will probably be live. Which leaves very little breathing room for high skill SWF teams, which will only get matches against Nurse. 24/7 because there is no other killer left that can perform on that skill level. This includes very long queues for said players.
Now regarding the Stridor nerf, it just turns a mediocre perk (because lets face it, no one uses Stridor on any other killer than Spirit) into a trash perk. Which results in Spirit mains switching Stridor for far superior tracking perks like Nurse Calling or Bloodhound. Causing her kill rate to go up and resulting in the above mentioned Spirit nerf.
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Billy used to be the Gold Standart for balancing. Both sides agreed that Billy is perfectly fine and doesn´t require a buff nor a nerf.
Now he´s just a bad example of how good intentions can ruin a perfectly fine killer.
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Probably someone who got tilted after being gen rushed for the 10th time in the day.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2347787#Comment_2347787
Thats the whole point. Nerf Stridor isnt a way to change Spirit. I never use Stridor anyway. Nurse calling is far powerful for me.
Same, i never go without NC.
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Stridor is trash now. A completely useless perk. Which means, that Spirit mains will switch to a more useful perk. I would recommend Bloodhound, as its a far superior tracking perk.
Enjoy the now stronger Spirit!
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Just play her and use Bloodhound instead. Soon the forums will flood with threads, how Spirit is even stronger with a better tracking perk.
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They should have changed the classification for event items to be something different than event offerings and increase the max amount per bloodweb. I´m seeing 0-4 cakes per web (actually saw 4 cakes in a total of 3 bloodwebs). More often than not, i get 0 cakes both as killer and survivor.
Meanwhile, one of the past events offerered up to 6 event offerings per bloodweb. Miss those times.
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@ich_häng_mal_rum said:
@Tsulan There are two answers...
- a lot of killers are to weak with there basekits
- some player want/expect always 4k and they don’t want the risk, to „loose“ a match or they are not interested in to get better on other killers.
And I think the correct answer is a mix of both PLUS a portion of get destroyed by survivors in other matches before
Current gen speed shows something else. Since most red rank killers get barely 4 or 5 hooks by the time the gates are powered. So either, most killers are underpowered or survivors simply need another (obligatory) objective.
Which brings us back to face camping Bubbas. Which could simply struggle with the current gen speed situation. Something that is so frustrating, that they take it out on the next match/survivor they see.
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I wonder how long it takes until it dawns on survivors, that a Stridor nerf actually makes Spirit mains more lethal. Since they now can take more effective tracking perks.
*shrugs*
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A Bot should kick in on a DC. That way, the game isn´t interrupted and both sides can continue playing normal.
As to rewarding the team for suicides/deaths. Honestly, i´m not a fan of this, as SWF could abuse this. Especially with multipliers.
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@ich_häng_mal_rum said:
@Tsulan maybe a few... but what’s the alternativ if every killer on red ranks runs pop or/and ruin and plays one of the top3 killer?
Counterquestion: WHY do you think you see only the same 3 killers on red ranks, which also stack gen slowdown perks?
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@ich_häng_mal_rum said:
@Tsulan genrush is only a problem for killers, that camp or tunnel, cause the other 2-3 survivors can do gens. And don’t get me wrong, I think it’s very boring to m1. I like to interact with the killer and I enjoy chases very much.
Gen rushing can happen all the time. In fact, red ranks is full of survivors that want to end the match as soon as possible, instead of sticking around and earning more points.
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@ich_häng_mal_rum said:
Facecamping on first hook in my eyes isn’t a strategy, it’s just „hey, make sure the survs haven‘t fun“... and to complete these scenario with a facecamping bubba, he runs always noed too, so the survivors can maybe rush all gens but they can’t remove all totems too. So this games mostly ends with 2-3k or 4k, a depip for all, maybe 3000-8000 bloodpoints and frustrated people. That’s really fun 🙄
Same could be said about gen rushing.
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My expectations were low, but man... you guys really...
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2345217#Comment_2345217
I respectfully disagree. Killers who camp for the 1k generally make those of us who actually took the time to learn a killer look bad.
I am not asking for killers to play how survivors want to play, but I am also not tone deaf to how silly standing by a hook while 3 others hold M1 looks.
That isn’t how the game is meant to be played or else you’d have a “Camping Emblem” attached to the ones that already exist.
Actually, since we have Insidious, that´s exactly how the game was meant to be played. At least originally.
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I wouldn´t expect many changes, as a lot of people claim he´s A tier.
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Well, considering how other things worked out when they were first released, i´m afraid a lot of people will get some kind of timeout or something. Simply of the sheer amount of reports. Even when a human has to hit the button.
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Had a Daily with GF on red ranks. Never play him, so of course, i got a 4 man SWF. Managed to get 2 hooks before the gates were powered. They opened the gate while 1 was hanging around in the basement, which was next to the opened gate.
So unhook, downing (expecting DS i didn´t pick up). We teabag each other, i get another down, more teabagging while the time passes. I finally hook the freshly downed survivor, gets instantly unhooked, body blocked and they run flashlight clicking and teabagging to the gate. Which was closed due to BW.
Everyone laughed after the match. Good times!
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I play mostly solo and the only problem i currently see is how lightly people slam the dc button.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2341350#Comment_2341350
I never said killer ones didn’t. I just wanted to focus on these 3 Survivor perks in this post.
But we could discuss endgame perks as a whole. Not separately.
Both sides endgame perks should be incredible stong and possibly turn around the match. Simply, because they are useless during most part of the game and might never even come to play.
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@WexlerWendigo said:
https://forum.deadbydaylight.com/en/discussion/comment/2341500#Comment_2341500
You’re right, but it can easily kill a survivor on their first hook by camping if the totem is well hidden.
And how is that any different from a normal camping situation against Bubba, Hag, Myers, Nurse, Oni, etc? No one will go near that hook.
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@WexlerWendigo said:
https://forum.deadbydaylight.com/en/discussion/comment/2341158#Comment_2341158
I don’t agree with what OP is saying, but NOED definitely rewards bad killers. It’s an unhealthy perk, and doing bones really isn’t a great strategy since you have to find all 5 which isn’t easy. Small game won’t reliably do this, and counterforce can be very inefficient showing the furthest totem away.
How does NOED reward bad killers? Survivors don´t drop instantly dead once the perk activates. It just reduces the amount of hits required to down someone.
If the killer is bad and didn´t get any downs during the match, then NOED won´t suddenly give him a 4k.