Warcrafter4
Warcrafter4
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@nursewannabe said:
One of the major topics that we always see in the forum is how “swf sweat squads” are op, unfair and impossible to defeat and called to be nerfed. Well, my take is that they are supposed to be like this. Real sweat squads are quite rare to find, and members of those teams are probably all really good players with an incredible amount of time spent in game and high skill cap. It is quite obvious to my eyes that an equally skilled player should be able to verse them. Not easily, but still make it manageable.
Now, let’s talk about you, the killer complaining. You’re probably close to average with some variance, because that’s how picking randomly an element from a huge pool of items works, with not that many hours (and 1000 hours AREN’T that many) into the game, and you’re demanding that players with an incredibly higher experience than you get nerfed and substantially punished just for being better than you. I’m sorry but that’s not how that works, especially because these kinds of squads are indeed rare to find, and if you think that the majority of teams you verse are ‘toxic op swf’ that you can’t counter, again I’m sorry but you really need to stop a second and make a self critique about YOUR skill level, because as much as you’re probably around average, the same works for the majority of the survivors you will face. Record your games and rewatch them, criticize your decision making and see what you could’ve done instead.
I know that when facing real sweat squads it’s frustrating and annoying, and most of the times it ends up with a feeling of impotence, but that doesn’t mean they are the problem.
And nerfing them will affect every other player in the game. Killers have to kill yes, but survivors have to survive. Devs can’t make the latter impossible just because some average dude complains he cannot beat a team of players with a lot more experience than him.
This line of logic falls apart when you realize that they can be statistically impossible to defeat unless THEY actively make mistakes.
The numbers are so far in favor(Gen times downtimes/hook times) in their favor that it stops being hard and becomes impossible for most killer's(The characters not the players) kits even with the most powerful possible add-ons,perks, and an ebony to win.
Simply put this logic would work if: *Most* Killers(The characters not the players) could win by skill in these match ups without their opponent's mistakes.
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One of the main issues with this type of challenge is that if survivors want BP/Rank/ Save a teammates the game actively encourages survivors to stay in the game for as long as possible.
The other issue with this challenge is that everyone who has this challenge will not actively leave turning it into a chicken game between survivors.
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@Stinde said:
https://forum.deadbydaylight.com/en/discussion/comment/1490344#Comment_1490344
They changed only the descriptions of some of the addons for Billy and Bubba in the hotfix yesterday but didn't actually change them. Probably another hotfix coming in a few days/weeks that fixes them to do what the new descriptions say.
Can I just point out how sad it is that the dev's hotfix needs another hotfix to actually make it work?
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Please blockout the names in a edit as this counts as naming and shaming which is against the forum's rules.
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@RoMainPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1488978#Comment_1488978
So you think getting slugged at five gens, getting at max 8k points, at min 2k, aka not even being able to play the game is fun? That someone should, "keep their opinion to their self" when someone plays in a way seemingly just to prevent the other side from getting a chance to? People criticize survivors for doing it all the time, purposely setting out to bully the other side, but when a killer does it you can't criticize their playstyle, because reasons.
I have a question for you: Have you ever genuinely done anything to make sure the KILLER has fun? If so how often?
If not then you can't complain about the killer not caring about your fun when you don't care about theirs.
"Do onto others what you want done onto you" Aka if you play while ignoring how much fun the killer is having they have full right to treat you the same.
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@zoozoom6 said:
https://forum.deadbydaylight.com/en/discussion/comment/1485803#Comment_1485803
knowing where the survivor that arent breathing down your back are is useful for all killers including trapper and hag.nurses is less helpful on t3 myers but still somewhat useful. i dont now about ruin being better than noed i guess if they dont find the totem and you pressure but with noed they just need to not find all 5 totem which is much more likely and the effect is just as strong
With ruin on doctor/legion it just makes their innate slowdown even stronger as gens will be regressing due to mending/"Snap out of it" will force survivors off of gens.
Also with the above if combined with the Pig's perk surveillance it would mean each survivor your power gets off of a gen will alert you to said gen being worked on again.
Effectively it gives legion/doctor a lot more time to stop generators from being finished along with powerful information with the combo with surveillance will let them end the game before NOED would ever activate.
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I don't get the killer perk complains as there are examples of killers who can't make use of them:
BBQ's aura reading is useless on any killer with set up like trapper/hag.
Nurses is useless on the plague or T3 focused Michael.
NOED...I play a lot of survivor and I really don't see too many NOEDs but I also mainly play against reds/purple killers as survivor. Its also not the best hex for most killer as legion/doctor's best hex perk is ruin.
Pop: Popular due to gen rushes but also can't realistically be used with some other slowdown perks such as ruin.
Also lets not forget meta/semi meta perks each killer has:
Iron maiden for Huntress with a semi meta use for Doctor.
Play with your food for Normal play Bubba/Speed Wraith.
Whispers for Doctor/any skill check effecting perks for Doctor.
Thanatophobia for Legion/Plague.
Strider for Spirit.
Infectious fright for Michael/Oni/Plague.
Corrupt intervetion for Trapper/Hag/Demo
Save the best for last for Pig/Demo
agitation/Iron grasp/Insidious for basement Bubba.
Monitor and abuse for Michael and Deathslinger.
I am getting tired of naming meta perks per killer so I think this list is long enough to prove my point on killer meta perks not being as stale due to each killer being MUCH better with specific perks.
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@bingbongboi90 said:
DS isnt designed as An anti tunnel perk according to the devs. And even if you look at all the numbers and how ds works it is clear it isnt.
Yes it might function as An anti tunneling perk for you but there are so many things abusable with the perk.
First of all if you have all the time to do a gen then you cant be tunneled. So ds should be deactivated when touching a gen and make the timer stop when Being slugged. This is how you make DS a true anti tunneling perk
This is a quote from the DS rework patch notes:
Question: What led to the decision to put the timer on Decisive Strike?
Horvath: We decided to put a timer on Decisive Strike as one of the solutions to Decisive Strike being used too often, we tried 2 minutes internally and found that players were able to use DS a long time after being unhooked, where it no longer serves the purpose to protect you from being tunneled/ farmed
DS IS DESIGNED AS AN ANTI TUNNEL PERK!
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@Голубой said:
https://forum.deadbydaylight.com/en/discussion/comment/1485670#Comment_1485670
But then you look at all the QQ'ing and they want it to be. And you can still get tunnelled by getting slugged, so sometimes jumping in a locker is really the best thing you can do when a killer is just a dbag.
Not really it just makes you the Dirt bag in that situation as there is no counterplay to what your doing a survivors do it as a get out of jail free card more often then not whether or not they are being tunneled/camped.
I have A LOT of personal experience with the locker abuse with DS watching teammates do it and being effected by it as killer.
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I honestly feel like the aura change was an intended stealth nerf to aura reading perks just so everyone stops bringing them.
Why out of everything they'd nerf aura reading idk but this wouldn't be the first time they have pulled a stealth nerf on everyone.
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People don't say its unneeded its just FAR too easily abused outside of its intended purpose.
Infact most people flat out say in their DS nerfs that they DON'T want to remove its anti tunnel/anti camp function as they agree its necessary.
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Lopro's effect even without a downside isn't very useful.
There are hardly any straight ways pallets in the game outside of the double pallet on "The Game" which are by the bathroom/basement.
Even then on those maps given the stagger if inflicts on your ability to control it during the break makes hitting people even on that straight way incredibly hard as they will either reach the turn or will juke you due to your lack of control from the stagger.
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Yep and the developers have said they'd be looking at fixing his addons at a later date.
Aka they want to watch billy burn to help figure out that mother's helpers is a useless addon.
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@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/1481247#Comment_1481247
Thats why corrupt intervention is a thing in the first place. If you are afraid of losing too many gens because of portal setting, bring it and your fears should be no more.
Yes then the 2nd and 3rd issues arise where your mobility is destroyable and/or rendered useless by the survivors making it so even Corrupt Intervention unable to truly help.
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@MadLordJack said:
That was actually a huge complaint people had with Demo when he was first released, and I genuinely have no idea what happened to resolve it.
My guess is people realized that if Demo is setting all those portals up you can gen rush them to death.
Also just the fact that Demo needs to be on each side of the map to set up the portals means that they have to waste a lot of time doing so and if the survivors either break the portals or do gens that make those portals useless Demo would have wasted a lot of time.
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@stikyard said:
I appreciate all the input. I'm not a big fan of reveal perks for either side. They should be minimal and least effective perks. that's my stance and I'm sticking to it.
BBQ is considered to be one of the single worst reveal perks in the game due to how many counters it has.
Also if you see it being run on a trapper or hag then its soley for BP as set up killers CAN'T USE THE REVEAL BECAUSE THEY ARE TOO SLOW.
PS. If you hate the killer camping/tunneling then you SHOULD LIKE BBQ.
BBQ is one of the only perks in the game that wants killers not to camp/tunnel by giving them someone else to chase who is very far away from the hook(This mainly applies to killers who can use the aura reveal of BBQ so trapper/hag are excluded).
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The basic attack requirement is almost a tell tale sign of overbalancing.
Where the developers are too scared of a perk over performing they end up making it worthless instead.
STBFL I'd argue is the only one that actually needs as it adds to the perk instead of being a random downside.
Franklin's really doesn't as its a niche effect and most alternative attacks are melee anyways so not much actually changes.
Knockout makes it anti synergistic with its respective killer leatherface...Along with it being niche effect again.
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@alaenyia said:
https://forum.deadbydaylight.com/en/discussion/comment/1478676#Comment_1478676
If a survivor escapes it wasn't free, why do killers get free kills for doing nothing. (EGC)
End game collasp was added because the survivors were holding the game hostage while the gates were open in FAR too many games.
It wasn't added to help the killer it was added to end the game hence the name.
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You can also pallet stun a charging billy.
Its extremely difficult but possible.
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@Squirrel_Thicc said:
It has been nerfed tho
Extremely Arguable due to it possibly being seen as a buff.
You can no longer dribble DS and its now instant rather then being delayed if you weren't the obsession.
In the past if the killer downed/grabbed you right next to a hook then you couldn't DS them unlike now.
Its overall less powerful for the obsession its FAR more powerful for the rest of the team.
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Most don't really warrent needing to be forced together.
If they have special animations/sounds to them maybe but I doubt that will ever happen given the amount of spaghetti code there is in the game that could prevent that from ever happening.
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If by nerf you mean exploit/abused fixes then I's agree with it needing a nerf.
As for why its not given one is because survivor would complain too much if they can't abuse the perk.
Trust me people complain about tunneling while forcing you to grab them out of lockers with DS as I had that happen with a survivor next to a 90% done gen so i had to eat the DS and down them so they'd wouldn't finish the last gen.
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Being honest the bookmark could be made into its own power line like how Freddy has add-ons that changes his dream snares to dream pallets.
If they were to do it I'd change it to still not let you go through walls but let you go through dropped pallets and windows.
With the higher tier versions reducing both the charge cooldown and the exaustion by minor amounts for each rarity.
It would let there be for more aggressive but more limited playstyle for the nurse.
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I think keys should have a bright glow of their respective rarity color while in the lobby(But not in game):
Broken keys glow green.
Dull keys glow purple
Skeleton keys glow Red/Pink(Or fluctuate between both).
This would fix both the visibility of keys along with the usability of broken keys as killers can now tell them apart from normal keys.
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The first 2 gens taking only 2 mins is fine.
Its only an issue once 3-4 gens pop in 2 mins.
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@CakeDuty said:
Nurse is fine and still the strongest killer in the game if you're good with her. She requires a lot of practice to master and that's how it should be. The only issue with her atm is how buggy she is, she's had bugs since her rework that still hasn't been fixed.
Can we please stop with these hypothetical Unicorn Nurses.
its easier to find unicorns then it is to find "Good" Nurses thus the nickname Unicorn Nurses.
Sorry about being so abrasive but these hypothetical/Theoretical "Good" Nurses people talk about I honestly doubt even exist at this point hence my nick name for them Unicorn Nurses.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1470034#Comment_1470034
No? I never said anything like that. If you disagree with the points people have made, please feel free to explain why they're wrong. Immediately jumping to "Woe is me" doesn't make their feedback invalid, it just shows that you're not really interested in having a discussion about it.
To be fair: The developers have repeatedly used lets just say disproportionately light words to describe their intended....Removal of Usability of fan favorite killers.
So its easy for people to be on edge about this given the current and historic circumstances surrounding this type of subject and the developer's words on it.
As for my opinion about this: To make playing against NOED better is as simple as providing a totem counter on the Hud as a quality of life to the game as its knowledge SWF groups have(How many totems are remaining) but solo survivor's don't.
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1473675#Comment_1473675
OP probably found the flashlight using Plunderers + Ace In The Hole so my dedicated guess is op forgot they even had the flashlight in the first place considering it wasn't even used.
If you look closely the flashlight has about a 6th of its bar drained so it was used.
@Cosmin262 said:
https://forum.deadbydaylight.com/en/discussion/comment/1473675#Comment_1473675
I'm trying my best to not be toxic because I know it's not cool, if the killer is not being toxic first,I was in a swf and all we wanted was to escape,brought a flashlight just for the event there'd be a hag/wraith.
*also,when the timer elapsed,he sent me to a cage,saying this just because I thought it was in the video*
Enough people lie about this on the forums that without a full game its hard to believe this.
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@Orion said:
Only if killers are actually determined to need a nerf, or we're right back where we started.
This is pretty much how most of devs balancing patches go:
They fix a survivor balance issue but then they nerf killers making it as if the devs never balanced anything at all.
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@PrettyFaceKate said:
I've already made up my mind before I pick them up. If I want to hook, I hook. If I want to give hatch, I give hatch. Their struggling or not makes no difference.
I've never understood this weird thing where people get worked up if the last survivor struggles. It always seemed like some bizarre power-trip fantasy. Not every one plays this game for hundreds of hours and is privy to the made-up rulebook that says "if you struggle, you die".
At least for me its from a lot of potato survivors who flat out can't understand your trying to give them hatch then wiggle out and try to run away from you and try to hide.
For me is if you're not struggling you just want the game to be over and you accept what I am going to do either way aka not going to try to annoy me if I am trying to give you the hatch.
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@cloudface said:
😕 I thought OoO only worked for one survivor per trial tho?
Being the obsession only extends its near infinite range by 8 meters.
Nearly every single logical downside you'd expect OoO to have(Like the survivor and killer needing to look at each other for the survivor to see the killer's aura) is absent.
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@Kellie said:
https://forum.deadbydaylight.com/en/discussion/comment/1470954#Comment_1470954
Ok thats clear bias.
Not really when the devs themselves have said that the survivor's game play is exposed to be changed by the killers they are facing to keep the game fresh and interesting.
Its also why survivors all play the same and are more or less skins of eachother is because of this design philosophy.
The DEVS have said the killer is the one making the game interesting for the survivors making Khar's statement true.
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Mine is that I find the Doctor's madness effects are fun and make me want to play against him more as a survivor.
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This is just a conspiracy theory with zero evidence to back it up to justify unjustifiable nerfs.
Ps: This happened before with nurse where all these conspiracy theories popped up saying survivors are only doing X/Y/Z because of nurse only for survivors to continue to do X/Y/Z even after the nurse's nerf.
Killers ultimately have very little to do with how survivors play as survivors are the ones who dictate how the game goes for the most part.
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@nicnc82 said:
And the majority of killer mains here condone camping and tunneling knowing most do it to ruin the survivors game experience. Hypocrisy all around.
Also most accusations of "Camping" and "Tunneling" are the survivors own faults for doing bad unhooks/healing under the hook even when within the killer's terror radius aka Nurse's calling range.
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@catbeans said:
https://forum.deadbydaylight.com/en/discussion/comment/1470848#Comment_1470848
Midwich is known for being the new map that people dont know yet. There are shortcuts, find them.
The only short cuts on the map are between floors and even then they are still too slow and opening them only helps the survivor's more.
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@Snowbawlzzz said:
https://forum.deadbydaylight.com/en/discussion/comment/1470816#Comment_1470816
Demonstrike is basically a chainsaw, Mike and Ghosty don't get hypermobility
Technically a different ability: Demon Dash.
Demon strike is the non running version aka non chainsaw version.
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This is 90% of the "Tunneling" or "Camping" Accusations I have seen both as a killer and survivor.
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@IIITweedleIII said:
Bots = Practice Mode for newbies 🤔
...
On the other hand, my nephew got an interest within him to try this game recently, so I allowed him to try it on my account. And needless to say, the messages he recieved were ...needless.
He just wanted to have fun. But no, some butthurt had to berate him out of the game and for what? Having inexperienced rookie mistakes made while learning the game? ( yeah, my fault for misjudging the idea of disabling messages, but I find them funny getting them myself, and didnt pay mind what those who have to say something, just over a game. Because they dont see who's on the other end)....
So, Bots ARE for practice. And that's a Good Thing
Practice mode IS being released with bots on mobile so who knows if/when it will come to PC/Consoles.
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I think its the bad match making getting to you as most matches are one of 2 things:
So easy its boring because match making put people too far below you against you.
Or
Its agonizingly difficult because it put people to far above you against you.
Its so rare to get a fair game right now and its killing my motivation to keep on playing.
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Simple: It stacks far too well with other 2nd chance perks and is abused to the point of being a trolling perk along with making people learn bad habits.
Sound familiar?
Also I doubt anyone anyone dislikes the perk for what its intended...Which is something that will always be applicable to survivor's 2nd chance perks its just most are poorly thought through.
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@projecteulogy said:
Deactivated upon entering a locker, being healed to full, starting gen repair, or any use of an item besides a medkit. Yes.
The progress of healing shouldn't deactivate it, at all. But a full heal should.
I don't feel like Breaking a totem should deactivate it due to Inner Strength. Don't limit combos, but remove the toxicity.
However, It should automatically activate if downed while being the last man standing(3 dead, no hooked/downed survivors).
The biggest complaint about DS is the locker tech associated with it by toxic players. Not necessarily the downing and picking up.
For Object... Banning perk usage is probably the STUPIDEST suggestion you could make. its nonconstructive, gives no room for debate, and makes you look like a newb.
You counter OoO by tunneling the ######### out of them. This, IMO, is the only time i'm going to immediately tunnel someone before anyone can even start a generator.
I agree with everything but DS activating when you're downed the last survivor because it would mean that all killers would have to slug and let the last survivor bleed out if they don't want to be DSed.
If the last survivor always has DS letting the last survivor bleedout becomes the objective best option which is terrible for both the survivor and the killer.
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The Plague is a feast or famine killer.
She either ends the game in a single multi survivor chase or she doesn't get to do very much given how much of her power's Strength comes from survivor's mistakes/cleansing.
There is no real way of fixing this outside of a full rework which she really doesn't need.
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@Marigoria said:
I think it would be fair for everyone else to safety pip/black pip if someone dcs, specially if it's a team mate.
Why should everyone else be penalized because someone was selfish and decided to dc on first down?
Specially now that dc penalties aren't even a thing anymore.
This would be a good idea if SWF's where excluded sense it would let them purposely DC to give the rest of their team in a losing situation a safety pip.
If its 4 randoms/ 2 randoms and one 2 man then one random DCes early game then all is fair with this...Given how often it happens right now.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1468160#Comment_1468160
Yeah no a bunch of posts about whh swf needs to be removed or change you would.be lying if you didnt see em.
Same can be said about you and the endless nerf NOED/X,Y,Z killers,Nerf camping/tunneling and so on.
Not trying to do us vs them but you shouldn't be throwing stones in a glass house.
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@Cata said:
The death progress on a survivor when hooked should be slowed when a killer is in range, according to the heartbeat strength to the point where it just stops decaying when your standing there face camping.
Problem solved.
The devs have tried that...
Survivor's abused it so badly that it had to be removed.
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@DwightKrackers said:
https://forum.deadbydaylight.com/en/discussion/comment/1459111#Comment_1459111
Is this actually punishable though? I mean I totally get the frustration but . .
The Killer can find and kill them so long as they are reachable. Not glitched into an inaccessible area.
It's not the same as if a Killer continues to push survivors off a 3 gen, but refuses to continue chasing only to stay next to the 3 gens.
I don't know whats right or wrong, just my two cents.
Dev's ruling is if the survivors are not progressing their own objective nor letting the killer progress their own by hiding then the survivors are holding the game hostage.
If said survivors were hiding doing getting some generator progress then hiding again when the killer came back then it wouldn't be holding the game hostage as they were trying to progress their own objective which wasn't the case in this instance.
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@DWolfAlpha said:
https://forum.deadbydaylight.com/en/discussion/comment/1466426#Comment_1466426
Yeah, maybe the range is a bit much. And if the survivor spams it instead of using it to counter camping, all they really did is waste its ability to actually help them.
Right now, the only real anti-camping perk is BT, which is hard countered by stealth killers and Freddy.
You say that like people don't run head on just to meme on/annoy the killer.
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@Name_Unavailable said:
https://forum.deadbydaylight.com/en/discussion/comment/1465181#Comment_1465181
We should remove pallets and loops then. Lets make survivors when they hear Terror Radius run in straight line until killer catch them. What is the point of my Skills/Expearinse/Predicting the killer if i should always lose the chase to rank 20 wraith because its 1v4.
Actaully what is the point making this game an online game then? make the killer play against bots.
I never said they shouldn't be able to delay but a lot of people seem to believe they should be able to loop killers of equal skill for 3-5 gens which simply put isn't the case.
The killer is DESIGNED to be able to get you eventually as most of the game's dynamics come from stalling killers in chase for your team to finish generators and doing risk/reward with hook saves.
Survivor's being untouchable to killers in chase shows a large skill discrepancy rather then balance.
The game's main dynamic is interacting with the killer and the killer needs to win chases to be able to foster that interaction as if survivors always win interactions of equal skill then the killer CAN NEVER INTERACT WITH THE SURVIVORS.
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@Terra92 said:
https://forum.deadbydaylight.com/en/discussion/comment/1465401#Comment_1465401
Moris are supposed to be kills without sacrifices. A cool thing that gives you different points but makes the entity displeased for burning that offering. I don't think they were intended to give you that big of an edge before the first gen has even been completed.
The Ebony mori was made to be a power-trip offering.
In the past the Ebony mori COULD KILL YOU WITHOUT HOOKING YOU FIRST.
The Ebony mori was made so killers could feel powerful not for the kill animation the only mori whose conditions haven't changed is the cypress because it has always been solely a "Glory Kill" offering.