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Weasdat

Weasdat

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Weasdat
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  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2516283#Comment_2516283

    To be fair, Ruin/Undying/Tinkerer-Blight was complained about before. And rightfully. Currently it is even more, because Blights are using up their Alchemist Rings (funny that the Blight-players I talked about dont think that the Add-On is too strong, still they are sure it will be nerfed...)

    I don't think it is too strong. But I also didn't think billy was too strong when they did an add on pass for him that nerfed almost every add on he had into dirt and also ######### his base kit. I have no doubt in my mind whether or not some add ons are too strong bhvr will still gut the strongest ones like they did with Billy.

  • @SMitchell8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2515190#Comment_2515190

    That's my only gripe with him. Having to announce to the world that you are ready to snowball them. Its not like you you can wait a few minutes until the survivors forget. I'm just praying they leave topknot alone

    They won't leave it alone. Literally every time they do an add on pass they always nerf the ######### out of whatever is the best addon, make those stupid ones that makes you weaker, and create super situational bullshit like 0.2 m/s when charging your chainsaw and someone is flashing you.

  • Alchemist ring. It is 100% getting neutered.

  • I have no hope for any meaningful buffs. I'm still wrapping my head around the last time they did an add on pass to billy. I expect that level of bad for every killer they mentioned.

  • As far as I know you can't do it with a controller. It's very awkward and difficult to pull of successfully. It's also very punishing if you miss. You have to commit to doing it so it can be juked pretty easily.

  • @Alphasoul05 said:

    The craziest part to me is how there are several perks that can let you find and destroy totems pretty efficiently. For two perks that can put you at literally 2 perks if destroyed, it's pretty amazing these two perks that people make you believe are in literally every game, you'd figure they'd stop running the meta to deal with them. I'll always tell people the same thing, if you don't like gen regression, admit there's a problem so the developers fix it.

    https://forum.deadbydaylight.com/en/discussion/comment/2500717#Comment_2500717

    I think that Ruin/Undying helps you beat survivors you would've beaten anyway, or it stops survivors who really shouldn't win against you from winning. 4 bad survivors spreading on gens can still beat a really good killer on so many large maps, but a good killer can use Ruin/Undying to apply relatively enough pressure to prevent this. If you're not knowledgeable or capable of ending chases quickly enough or you don't know the basics of split pressure then Ruin/Undying won't help you.

    I think Ruin/Undying does overall reward mediocre killers and helps them do better against mediocre survivors, but it's not really the case at high skill at all. I guess that's the case for most balance.

    One survivor with one perk or even just a map is enough to completely shut down every hex perk in the game. It blows my mind to see so many people ######### about ruin/undying yet never use the several anti-totem perks or even a map alone.

  • @xenotimebong said:

    Because once you tier up you can use your whip to shred pallets insanely fast, so you have to invest a bit of time at the start of the match. Also the whip is a ranged attack that is threatening even at very safe pallets and windows and it has pretty good fine control (compared to Pyramidhead’s power), doesn’t need reloading (compared to Huntress and Trickster’s power), and can down survivors (compared to Plague’s vile purge).

    You don’t have to whip every single survivor at every opportunity and hit them three times. You should definitely try to get infections early on and tier up, and whip when you wouldn’t otherwise get a hit, but then sometimes just the threat of your whip is enough to get a survivor to try and avoid it so you can get an M1, or even just the ability to break pre-thrown pallets can get you much faster M1s. You have to consider when and where to use it.

    "Insanely fast"


    Nemesis takes .35 seconds to pull out the whip and his recovery animation is 2.5 seconds. To break a pallet by just kicking it like every killer is 2.6 seconds. The real reason it feels fast is because normally if you're going to break a pallet you have to respect it's huge hitbox so you don't eat the stun despite not being near the pallet. Nemesis can just whip from a distance so he doesn't have to worry about the stun despite his tentacle taking more time to come out. But if you wanted a killer that can bust up pallets there are a ton more that do it way better. His ability to break pallets really isn't that great.

  • Every match has been 2 or 3 people sweating their nuts off. I am also sweating my nuts off to keep up. I hate it. The worst part is the end game chat. Everyone is always salty and toxic beyond measure.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/2471193#Comment_2471193

    Even if that would be the case,the overwhelming majority of the playerbase will benefit from this.

    Maybe the top percent will get frustrated,some may even leave but at least we shouldn't see people with 100 hours getting matched with players that have like 6000+ hours.

    If they never address actual problem this will not solve match making. Bad and medium level players might have better matches but only for a time. Skill Creep means eventually the best players will filter out everyone directly below them until there is no one left.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/2471115#Comment_2471115

    What you and a LOT of people are talking about is like top percent levels of play.

    We're talking about a group of people that are about 0.01% of the WHOLE community.It's pretty much irrelevant to use them as an arguement against SBMM.

    From my experience,SBMM does a great job at matching you with people of your skill/approach to the game.

    It's 100% the players choice whether they want to sweat using the best stuff or to play more chill,maybe with some off meta perks here and there.

    It's just gonna take a while for SBMM to properly adjust your skill rating (which is probably too high for many players,because of the awful rank based matchmaking)

    "It's pretty much irrelevant to use them as an arguement against SBMM."


    No it isn't. What happens Everytime in games with sbmm is something called skill creep. This will be doubly so because top survivors far outpace top killers. What will happen is top 1% killers/survivors will get frustrated with the game and losing to the top 0.1% and so they will leave. Now sbmm will pair up those top players who remain with lower skilled opponents and they will leave after getting frustrated same as before. This will continue on and on. The OP called it the trickle effect but for games it's better known as Skill Creep.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2468968#Comment_2468968

    If that's correct, then that shows that the game isn't balanced, and you were only winning your other matches because you were paired up against players of lesser skill. How is any of that fair, for you or your opponents?

    SBMM will either work, or it with highlight those imbalances for the devs to fix. Either way that's a win.

    Just think. All of your wins so far, in your entire time playing this game, have not been about skill, they've been about terrible matchmaking putting you against potatoes.

    The SBMM tests have been the most balanced killer games I've ever had. I could tangibly feel the balance, that fine line between sweating against seal team teabag, and wrecking potato survivors, and they were some of the most rewarding games I've ever had, with some very clutch moments, and some awesome and earned victories.

    Your entire argument is named around the falsehood that the game is balanced. Everyone including the devs knows that great survivors beat great killers every time.

  • There are a million perks and even an item that directly counter totems. Ruin undying doesn't need changes survivors just need to take one map or perk out of the 4 and 16 a team gets.

  • For how much totems get bitched about since NOED you'd think survivors would just bring a map or one perk to deal with totems. If ruin undying is so oppressive and meta and has been since blight came out why don't more survivors just bring maps or 1 perk out of the 16 a sec could have to deal with these two perks?

  • A lot of survivors have auto pilot strategies because they work against the majority of killers. 90% of the time though going on auto pilot against a good blight is going to get you killed. Blight isn't just in the top 3 with nurse and spirit because he's strong. He's also up there because you have to really focus as a survivor and think about all the ways blight can be played.


    I also think people feel bad about losing to blight is because you always have eyes on him and he still moves on the same map times as survivors. With spirit you can just chock it up to get being invisible but with blight? You two are always looking at each other. It feels more in your face.

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2461165#Comment_2461165

    Spirit and nurses power don't affect her m1, her m1 stays the same.

    Blights lunge increases when using his power.

    Gf still procs m1 effects when in stealth form.

    I'm not sure about nurse but spirit gets a super lunge from her power.

  • @AGM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2461217#Comment_2461217

    I disagree, it makes perfect sense to me. Nurse's power is teleportation, after which she can turn her camera and lunge normally. Blight's lethal rush attack is functionally distinct from a normal lunge, as the hitbox is much wider (and I want to say a tad shorter?) than a normal lunge, and the angle of attack is restricted.

    A good rule of thumb is, if an attack used during or after a killer's power isn't functionally identical to a regular lunge, then it's a special attack.

    "after which she can turn her camera and lunge normally."

    This is the best reasoning I've heard for why nurse gets an m1 but blight doesn't. That being said I don't think any perks should be limited by whether or not they're "basic attacks" except for a few exceptions like Save the Best for Last. I want to use haunted grounds on demo's lunge.

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2445409#Comment_2445409

    Hitting same wall on the loop to get speed impossible to react in not fine my friend

    Blight has to do 2 rushes before he can attack you. You have plenty of time to know what he's trying to do. Blight counters a lot of auto pilot strategies survivors employ. Against a good Blight I'm sorry but you're gonna have to actually pay attention.

  • Try not to worry so much. Payday 2 also is a game with tons of licensed crossover stuff and they lost a license too. But just one. Losing stranger things is more than likely a one off thing.

  • I faced one about an hour ago. ######### was ridiculous. I couldn't even send an in game report because he crashed everyone's game at the end.

  • I haven't noticed anything different.

  • I haven't noticed anything different.

  • I haven't noticed any difference. I'm rank 1 and 4k 9/10 matches before and after mmr.

  • @Jasix said:

    https://forum.deadbydaylight.com/en/discussion/comment/2407255#Comment_2407255

    If survivors did this (which is a hyperbolic claim by a lot of killer mains) - NO gens would ever get done because survivors would just be running all the time. Not sure what rank you are playing at, but at red ranks - survivors do not do this - we rely more on our looping - we don't run the second we hear the killer. Eyeroll.

    Regarding the OP - This is not a mutually exclusive act - Both survivors and killers (mainly mains) complain about one another, perks, and maps. Open your eyes - they are all over these forums.

    I play at rank 1. Any good survivors will do this because most killers can't do ######### about it. The other 3 survivors will keep doing gens. You basically just get zoned out by 4 survivors who you can't reach.

  • @Ghouled_Mojo said:

    Leather Face - Lethal pursuer, bamboozle, enduring, and spirit fury

    just keep on moving and mowing them down.

    This one on any character who can move around or down fast. Just hold W and kill survivors ASAP.

  • @InsatiableMop said:

    https://forum.deadbydaylight.com/en/discussion/comment/2407176#Comment_2407176

    its killer sided rank 20 to rank 1. Its survivor sided when a cracked team of 4 sweating their asses off and communicating everything and all have the ability to loop for 90s which literally happens 1 in every 30 games maybe, its a killer stomp the rest of the time, survivors are lemmings. Even in swfs when 3 of them are good they all die because the 4th creates huge dead zones that no matter how good they are the good players cant get out of alive.

    Against most killers you don't even need to be good at looping. Just start running away from the killer and hold W when they come towards you from 40 meters away.

  • The same reason Haddonfield still exists the way it is. The devs do not understand how their game is played and/or do not care.

  • @Crystopus said:

    I play a lot matches, both killer and survivor equally. But EVERYBODY has a different view on tunneling and camping.

    But I want to know from both sides without being bias, why tunneling could be a viable strategy if I were to use it every match.

    I personally believe there should be more ways to counter it other than DS. (I don't believe that BT is a viable option, because if you play solo queue you can't just expect teammates to have it)

    There're already several ways to counter tunneling. DS, borrowed time, we'll make it, taking protection hits, sprint burst/dead hard off hook. Just being in general a better player whether that means looping better or not saving teammates in a dumb way that gets them downed again.


    The truth is survivors have all the tools they need to counter tunneling but 90% of players in this game are bad and blame the game/killer rather than themselves.

  • @UncleStabby said:

    https://forum.deadbydaylight.com/en/discussion/comment/2399870#Comment_2399870

    The only person that tunneling slows down is the killer. Also I still see aura's behind gems. Its not that hard to see a spot of bright red that fades out of view. You know unless this is purely brown rank we're talking about.

    When one person is out of the game the numbers work in your favor. You down someone and chase another and now literally no one is working gens.


    And the auras of survivors literally get blocked by gens. Survivors can see where the killer is when they pick someone up which makes it easy to get behind a gen.


    @UncleStabby said:

    https://forum.deadbydaylight.com/en/discussion/comment/2399939#Comment_2399939

    If I can consistently 4 k at ranks 5 and 4 without doing it, I dont think that makes me inexperienced. But whatever, you do you.

    I'm rank 1 and never leave it and I'm telling you tunneling is your best friend when fighting good or even decent survivors. It's important and 9/10 the best strategy.

  • @UncleStabby said:

    This is untrue. Tunneling more often than not ends up being a headache early game. You lose too many gens in the process and you aren't getting that pressure either.

    Bbq is a great perk to ween off tunneling. It helps reduce the desire to attack the same person by providing you with an immediate target.

    Good players will have spread out already and expect bbq on every killer and will hide their aura's behind gens so you can't see them. BBQ as a tracking is really bottom of the barrel. Tunneling someone out of the game early is still the best slowdown in the game. Just book it for the rescuer hit them once and they go tunnel the person off hook. It's the best strategy in like 99% of situations.

  • Clown. At least trapper can camp like a mother #########.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2397848#Comment_2397848

    How about this: Making an unfun killer fun! That sounds much better to me.

    You have given no real suggestions. Just nerfs so that it'll be easier for survivors to clown on him.

  • @treefiddyoh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2397909#Comment_2397909

    Again, if you aren't good enough to get the kills during the match, maybe you should play another game.

    If you aren't good enough to not get downed at the EGC, maybe you should play another game.

  • @Stinde said:

    Because J-flicks and other unintented BS is unfair against console players.

    Console survivors can't dodge it and console killers cannot do it because controller.

    Console players are second class to BHVR.

    Blight has ways to flick on console.


    And the best way to not get hit by a blight doing his fancy ######### is to stop being predictable. When blight goes for one of these fancy techs he commits to doing them. So just move away from where he thinks you are going to be.

  • I think his power is dumb and not what I would want from nemesis. It's so weird that a character who's whole thing was his ability to run fast and use heavy weapons that get more dangerous over time has no movement ability for his power. Nothing to make his power more lethal or scarier as the match goes on. Breaking pallets a few milliseconds faster and 1m extra is so lackluster.

  • @Dustin said:

    You'd probably see more builds if Blight's power worked with stuff like Exposed effects although I will admit he'd probably be overpowered in that case because insane mobility with exposed would be busted and you'd have to tone something down on him.

    Right now his mobility is so good that his basic swing in the power is just complimented so much by his generic build. He also can defend Hex perks quite effectively. It's not really worth it to run other builds on him like let's say Surge because most of the time you won't proc it.

    Spirit, nurse, wraith all have insane mobility and their m1's during their power work with basic hit perks like surge/exposed.

  • @BioX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2356257#Comment_2356257

    what worth is that "win" when you used the strongest build to achieve it?

    Winning is objective my man. As long as you don't straight up cheat a win is a win. To try and diminish someone's win because they didn't play by your made up honor rules is called the scrub mentality.

  • @Munqaxus said:

    Perks don't need counters. There are plenty of perks without counters and it's not a consideration when making a perk.

    "Perks don't need counters"


    Then why does iron need to counter stridor?

  • @ObscurityDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2357302#Comment_2357302

    TO Win, to lose, knowing one without the other would be maddening

    there will alwzys be a winner/looser

    And you dont need to sweat to win

    Yet people sweat to do so, and makes for an unhealthy gameplay forcing the other side to weat back, boom, now you have unfun games for everyone

    I happen to enjoy sweating. And sometimes you do need to sweat to win.

  • @ObscurityDragon said:

    https://forum.deadbydaylight.com/en/discussion/265873/things-you-hate-the-most

    Spirit/freddy players, they sweat their lives off

    Sweaty player when.we could just enjoy the game

    Lag spikes/freezes

    Keys

    Have you considered people find winning fun?

  • You already lost by the point the hatch spawned then got a 2nd chance then botched it up and you want another 2nd chance? It's bad enough keys allow you to circumvent so much of the game already they don't need to be stronger.

  • @kaeru said:

    I watched Netflix' Castlevania. All main heroes and villians are so powerful, they probably won't fit into dbd. They like flying all around and fighting with explodes and extreme speed. I don't see them walking, breaking pallets and hooking survivors.

    Considering the ######### nemesis does and how tonality in this game is with trickster and holiday onsies? Nothing is off the table.

  • @Kebek said:

    His power grows stronger each day. Soon he'll challenge Sluzzy for the throne.

    That wexler guy with yun jin for his profile is pretty good.

  • @oliviaa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2349030#Comment_2349030

    that’s literally my point 😭 blights can hide their devour until they start killing survivors with their hands

    I often lose two totems before the first chase is over. Devour is always a gamble.

  • @oliviaa said:

    https://forum.deadbydaylight.com/en/discussion/265065/after-all-of-the-changes-to-blight-i-would-like-to-see-stats-on-how-hes-performing-at-red-ranks

    he has such a high win rate because all of you run devour on him, camp totems, and use j/z flicking (exploits) to compensate for his average ability and add ons🤦🏼‍♀️please

    You know devour doesn't work with lethal rush?

  • @Munqaxus said:

    It amazes me that all of these players wanting a nerf to a perk yet can't give a valid reason why it should be nerfed.

    Here are the arguments..

    • Can't counter Dead Hard for distance - The other exhaustion perks give 2 to 3 extra seconds of distance without being counterable. Plus there are so many perks that don't have counters anyway, so it's just a bad argument.
    • Dead Hard doesn't require skill - The people who say this haven't ever play survivor. Dead Hard is probably 1 of the top 10 survivor perks that do require skill. Blast Mine anyone? Plunder's Instinct, Ace in the Hole, Open Handed, Kindred, the list goes on forever.
    • Its a second life stage - This is just straight out dumb. That would make everything that makes a killer miss a "Second life Stage". Drop a pallet and the killer swings, 2nd life stage. Jump through a window and the killer swings, 2nd life stage. Sprint Burst away right when the killer swings, 2nd life stage.
    • I-Frames - Well different perks are different. Dead Hard has I-Frames but has 2 less seconds of speed, it's a trade-off.
    • Dead Hard has no downside - You have to be injured to use it. You can't use it against one-hit downs when healthy. Another really bad argument.
    • Press 'E' to Win - Everything is a Press "So-and-So" to win. Sprint Burst is press "shift" to win. Lithe is press "spacebar" to win. This is just another absolutely bat-sh*t crazy argument. They are using this argument because they actually don't have an argument.

    This is some impressive bait.

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/2348880#Comment_2348880

    Ironically, at high level holding W and maximizing distance is one of the strongest strategies since so many of the top Killers are anti-loop. Do not underestimate the power of gaining distance, it is one of the strongest things a Survivor can do in the game, which is why all exhaustion perks are stronger than most non-exhaustion perks.

    As for fixing mistakes, playing risky is part of the strategy with Dead Hard. What you might have considered a mistake could have been planned or at least predicted by the Survivor because they were playing around their Dead Hard.

    If you can get away with it, greeding and playing risky can be the optimal way to use Dead Hard.

    It's not playing risky if you know you can mitigate any bad decision. That's not a risk. Dead hard for distance allows you to play dumb and greedy and get away with it every time because you have a dash.

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/2348815#Comment_2348815

    You didn’t read my post lol.

    Distance adds up over time. The reason a Survivor barely makes a pallet/vault in chase could have been from a BL, SB, SH or Lithe used earlier on in that chase.

    Dead Hard’s burst of speed is just more in your face than other perks. An exhaustion perk doesn’t end the second its timer runs out its value only ends once all the distance that was gained with it is lost and the Survivor goes down.

    The game isn't always just counting the seconds for distance gained from holding w. Dead hard for distance also negates mind games where the survivor ######### up. No other exhaustion perk can do that. That's not to mention the million utility cases dead hard still gets over other exhaust perks.

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2315203#Comment_2315203

    No its called my opinion on the subject. This is why conversations can never really be substantive or taken seriously here because everyone is always calling each other's posts bait or trolls. A better community starts with the community guys.

    Bubba's chainsaw isn't some supremely powerful tool that allows him to go above and beyond all survivor defenses like Oni's fury or plague's corrupt vomit. Bubba is still held back by vaults, holding W, pallets, lockers, etc. He has to earn the hit it's not free so there's no reason he has to earn his ability to then again earn the hit.

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2313785#Comment_2313785

    Said the killer mains.

    The cannibal should have to earn his instant down power and until then have a different ability to it. I've suggested before he could take fuel from generators, causing them to regress a little if they have progress or take a little longer to repair if they don't. Something to just make sure he doesn't always have the instant down would be nice.

    This is some premium bait.


    @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/2314241#Comment_2314241

    The point I was getting at was that competent survivors will smash out gens, which means you have 1 kill on the board and 3 hook states. That's really not winning.

    Camping is almost never the right play, especially not in a three gen. So, put that way, just how important is it for him to be the best at camping?

    Are you smoking something? Camping in the middle of a 3 gen is a great position and no one does it better than bubba. Camping as bubba with a 3 gen is even better if you can cut off the map to see anyone running through.

  • @Pilot said:

    @Weasdat

    It doesn't matter how you spin this. It's a straight-up nerf to bubba and there's no reason to nerf him.

    The only reason you'd have this mindset is because you play like this and don't like getting punished for it & you just simply woke up and chose violence and decided to play like this....

    • It's not a nerf to his 1v1, this only makes him weaker in the camping category and doesn't allow him to chainsaw 2 survivors even if they have BT

    Do you fail to see my point of view? Or see that there's MORE to it than a STRAIGHT-UP nerf to bubba, where it MAINLY affects his camping potential?

    Doing gens is how you get punished for camping. Nerfing his camping potential is still nerfing him and it will affect him when camping is the optimal strategy. It's been said a million times by everyone devs included. If you're getting camped it's on your team mates to do gens instead of die like dummies because they want to run directly at the killer for a free save.

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