WishIcouldmain
WishIcouldmain
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2319768#Comment_2319768
So you're saying it's unfair if the Killer pressure Survivors to the point that they can't do totems, so they can't clear NoED?
By that logic; EVERY Hex perk is unfair, because the Killer can pressure Survivors to the point that they can't cleanse it. In fact, Killers HAVE to pressure Survivors to keep totems alive. But clearly Killers doing JUST THAT is 'unhealthy'. 🤦♂️
It's called 'Rewarding The Killer'. But I understand that that's not allowed by Survivor mains. Killers should never tunnel, never camp, never slug, and never, EVER stop Survivors from doing bones. Any time they stop Survivors from doing bones, either the Killer is 'toxic' or the hex used is 'unfair', 'op', or 'unhealthy'.
Your argument is basically 'If the Killer prevents me from cleansing NoED, then NoED is unhealthy'. You're basically saying it's unfair that the Killer, in that situation, outplayed the Survivors & they got punished for losing.
How dare they lose because the Killer was playing well! That's not how DBD works (in the Survivor main mind)! Killers should LOSE when they outplay Survivors! Survivors should always win, even if they don't wanna do bones, or can't do bones! Anything else is 'unhealthy'! It's unhealthy for Survivors to lose! 😂
Oaky so then tell me this imagine. I'm a Nurse. You're with your average Solo Q teammates. I'm able to keep delivering enough pressure but the survivors were able to genuinely do great plays were outplayed me. But, enough pressure can be kept up and simply no time can be spent on bones unless you want to loose. Because you didn't finish a gen or unhook a teammate instead. So the gates are powered all your hard work and effort can be payed off. Then a NOED happened because you couldn't focus on bones. And creates a loose-loose scenarios. And gambled whether there was NOED. Despite the survivors performing great plays. In that scenario is NOED fair? And I'm not a survivor main. And with the other hexes you know that they're in play. And can plan accordingly.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2319724#Comment_2319724
I pointed out Survivor perks that 'reward bad play', which was your excuse for wanting to remove or change NoED. I was addressing your reasoning for removing NoED. Sorry, that's not 'whataboutism' in the slightest.
NoED is fine. It's not 'unhealthy'. I've noticed lazy Survivors always hide behind that same excuse; the 'health of the game' as reason why Killers should be punished for camping, or tunneling, or slugging. Or why Killer perks should be removed.
But when you look at the theme behind those 'health of the game' arguments, you see the same thread; Survivors who want to bang out gens in sub-5 minutes with no punishment. They want to extend chases, avoid dying, and genrush. They just want to win, and will use 'health of the game' as their smoke screen to nerf Killers into the dirt.
"90% of Survivor meta perks reward bad play; Adrenalin, Dead Hard, D. Strike; these reward a Survivor for being found and hit or downed. Yet it's not okay for Killers to have ONE perk that activates in the end game? A perk Survivors can turn off" Dude you literally say that because survivors have this killers should have this. It's literally what about these perks that survivors have. That is whataboutism. And that point out had nothing to do with NOED. And there isn't always time when you have the time to do bones. What if your team is under constant pressure like hooks or gens being regressed and you simply have not time to focus on bones. This can punish survivors for working hard and NOED can take that work away. NOED simply needs to be changed to the point where it doesn't seal the fate in these games and not worthless in other times.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2319407#Comment_2319407
Not all losses are simply due to Blendettes, but killer being too overwhelming. Killers can hook someone, use BBQ and down two more almost instantly. For example I played against a doctor yesterday that hooked someone, he then downed someone going for the save and his static blast showed where I was and now there's 3 not doing the objective with Ruin. Actually now the 4th person has to go for a save. 5 gens still up.
No, in my personal experience most losses are to pretty dumb teammates. Thompson House against a Bubba. My three other genius teammates clumped up against a Bubba. Literally had no reason to be so close together but they did. A Nea ran into the open instead of a nearby loop, David was bold when he shouldn't have and not bold when he should've, and a Steve who brought No Mither. Simply personal experience more losses are from incompetent teammates who don't know the basics.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2319703#Comment_2319703
90% of Survivor meta perks reward bad play; Adrenalin, Dead Hard, D. Strike; these reward a Survivor for being found and hit or downed.
Yet it's not okay for Killers to have ONE perk that activates in the end game? A perk Survivors can turn off?
I think by 'unhealthy' you mean 'I don't want to do bones; let me genrush in peace'.
Okay, you just mentioned perks that literally have nothing to do with NOED. Whataboutism is a lazy argument. The changes the main issues of something. While yes there are perks on the survivor side that do reward bad play. And should absolutely be changed mostly Dead Hard. That doesn't mean something still unhealthy on the other side shouldn't be changed.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2319675#Comment_2319675
The whole point of NoED is the threat it has. Risk vs reward:
Do you genrush, and risk being killed in the endgame via NoED? Well, it paid off; the Killer did not bring it!
Do you go looking for totems, which delays leaving, and raises your chances of being seen? Well dang; Killer did not bring it! All that work for nothing.
Or maybe you went looking, and shut down his endgame perk! Well, your risk paid off!
That is the point of NoED. Remove or change it, and Survivors can slam gens with no threat of reprisal in the endgame.
But, it's also can reward a killer for playing poorly and can excuse them for mistakes. Like DH. It might be weak but it is still an unhealthy design like Insidious. And there shouldn't be perks with this unhealthy design in mind. And no perk or power should at the end of the day come down to a lucky guess.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2319472#Comment_2319472
NoED is fine, the only people who hate it are Survivors who want to rush gens with 0 punishment.
It's a perk you can, LITERALLY, cancel before it ever activates, and yet Survivors are too lazy to even do that.
I know it's not that strong and an unhealthy design another reason it should be changed.
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The only killer perk and killer in need of significant changes that would be a nerf are NOED and Spirit
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@Wavy said:
this forum is full of killer mains lol.
Like 90% of people here want a Spirit nerf.
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@Lord_Tony said:
meanwhile survivor ques are 20 minutes and killer ques are 20 seconds.
For me Morning=Instant survivor game
Night=Instant killer game
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This game isn't grossly unbalanced as you make it seem. In my Opinion.
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@ShinobuSK said:
https://forum.deadbydaylight.com/en/discussion/comment/2319306#Comment_2319306
Well I think bad matchmaking and unbalanced maps are what keep the fun away from us
Agreed I don't need a teammate who can loop all game and only hit great skill checks just give me someone who knows the fundamentals
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2317806#Comment_2317806
I've played together with 4 what seemed to be really good solos (they had a lot of hours) but it was still a 4K.
What is extremely wrong here is, too much is expected from the 4. It is always "survivor needs to play better"..."survivor needs to learn how to play". Why is it not required for killer to play better? When killers lose, it is always "survivor is OP".
A misconception that survivor is chill because you have to work on gens and the killer is always moving but that doesn't mean the survivor is winning. More times than not, the killer is forcing everyone off of gens because you have to save someone, look for totems, etc. Then the perks win the game because there is absolutely no time to look for totems if the killer is halfway decent. Killer perks are oppressive.
Because it is a PVP game doesn't mean the one is almost guaranteed to win. There needs to be balance and right now killers win way too much and even make more points.
No amount of changes in the world can fix Solo Q when you have Blendettes who Self-Care in a corner against a Plague. I don't need a god looper teammate I just need people who know the simplest of things.
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5.02 made it a proven fact the devs can't fix anything quickly or don't know how.
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@Mr_K said:
Saving the good stuff for mid chapter.
I don't think you should save game issues for that long. But according to the statistics they say.
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@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/comment/2316445#Comment_2316445
You take that back you bish..
Myers. Trapper and Legion are All above F tier.
In my tier list of S,A,B,C,F tier against survivors who know the basic of killer countering they're the worst in my opinion.
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2317751#Comment_2317751
noed can be countered unlike dead hard
It's not as strong but has the same purpose of covering your mistakes. And these unhealthy perks should be changed.
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@Sluzzy said:
Killers got what they wanted. An extremely nerfed decisive strike that is no longer decisive, punishes for playing the game. Now they tunnel.
The survivor role is borderline completely unplayable.
DS should keep it's current limitations to avoid abuse, But, in exchange has two time usage. Does that work?
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And honestly the devs don't care they're too busy fixing cosmetics instead of fixing the game
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The survivor equivalent of erasing your mistake is Dead Hard like NOED. Hence why both need significant changes
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With the poor optimization starting to devour Hag's with the tp animation pausing it's horrendous to play her.
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They saved my least favorite maps for last. STWFL
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@QwQw said:
The return of Lord Tony.
No, The Return of the King.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2317357#Comment_2317357
3sec per attemp. The Maximum is 6 attempts mean 18sec (with Killer speed can make 80m which is accross the map). 20sec is so greedy.
I would put skill check so at least it depends on survivor skill than RNG
Fair enough that could work
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@Seiko300 said:
https://forum.deadbydaylight.com/en/discussion/comment/2307366#Comment_2307366
This one knows what's up ^^
The original film is absolutely incredible and even if the devs had a hard time implementing it into the game I say it'd be entirely worth it all the way. The Thing is up there in the Top 5 of my most wanted licenses, I just don't talk about it as much because I know that it's a bit difficult to visualize and supporting something in the abstract can sometimes be difficult.
That might be a good thing however, as Dead By Daylight has fallen into a bit of a monotony and creating killers that are really oppressive in the chase and lack anything else. I'd love to see killer powers that innovate again and create something unique, and perhaps the challenges posed by characters like The Thing or Chucky even are exactly what Dead By Daylight and its devs need to spur some really fresh inventiveness and imagination to create new distinct characters that feel entirely their own.
Thank you so much!!! Might redo my concept
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2317357#Comment_2317357
Trapper is really a lot different from the other killers. Naturally you won't get 12 hooks against the best survivors because as you said a couple of gens are done after he has set his traps. How many times have you played against a trapper where everything goes south at the end? He simply shouldn't be balanced like Hillbilly for example, where you are instantly powerful. Starting with so many traps is an unfair advantage, he can too quickly set a part of the map as totally impassable and then down someone. Having that much power with so many gens still up is too much. I already find Trapper very oppressive, a good one that traps all the loops because it means there is no way to defend against being caught. You are caught as there is no way to loop.
They already buffed him so it is much harder to escape and I believe they darkened his trap a lot this last patch? Don't you think that is enough now?
Please not another Wraith! He requires a bag for a reason. Having 2-3 traps on hand with honing stone and iridescent traps would be so ridiculously OP.
I said this before, if you love using 2-3 traps, why not simply use the addon? They are in every bloodweb so you can actually use one every match if you wanted to. There is a common addon for being able to carry 2 traps.
There are moments where Trapper does come very strong in the end but that's simply the nature of his power. Atrocious early game too atrocious sometimes for the endgame with . And actually it's also easier to escape his traps since you know you'll get out and it's still RNG which is too inconsistent. And I don't like the thought for a chance to actually play since base trapper is the worst in the game. You are forced to run an add-on and spend blood points unnecessarily. With my idea he'll have those two traps so he isn't forced to waste his traps. And he still has to get his traps but not to the point where he can't even use some. With the add-ons you mentioned they can be open to changes. That's why I mentioned an add-on rework for him.
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A fellow Hillbilly? I could've swore I was the last one. And yes Lethal is awesome with him
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@CornHub said:
If trapper did start out with all his traps, what's the counter to his stronger early game pressure?
Still needing to walk around to set up and being disarm able easily. But it can still be much in instances so I'd rather he stars off with a few and the rest are in the middle.
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@Sluzzy said:
Excuse me? Trapper killrates are very impressive. If you are not getting kills it means you are not playing him correctly.
Survivors have been nerfed tremendously since he was released and he has actually had several buffs.
The face of the game is not supposed to be a guaranteed 4K in every match, that is not balance at all.
While I do disagree with Trapper being that strong and my overall distrust of kill rates. But, I have an idea I'd like you to hear. Trapper changes, because in my opinion he needs buffs since competent survivors can crush him
1.Brown Bag base kit
2.Starts with 2 traps
3.Remaining traps spawn in the middle
4.Base 7 traps regardless
5.Traps now have a set escape time 20 seconds with 15 from another survivor
(In short total removal of RNG from his kit)
6.Add-on rework from mentioned changes
While you definitely made the good point a Trap can shutdown a loop. These traps can simply be disarmed or even walked around in some instances. And it simply takes him too long to set up with two traps often on the other side of the map which killer is forced to hinder themselves to use their power that can be disarmed. But, that is what I believe. So, what do you think?
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@Edgars_Raven said:
https://forum.deadbydaylight.com/en/discussion/comment/2317283#Comment_2317283
That counters most killers 🤷♂️
And theres always add ons 😈
But, it hurts Legion in particular. Since it can deny the whole purpose of his power to injure everyone and slowdown the game. And we have killers who can focus on these basics.
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@Edgars_Raven said:
https://forum.deadbydaylight.com/en/discussion/comment/2316874#Comment_2316874
Survivor basics such as?
He gets everyone injured quickly then is an m1 killer when getting the second hit. He also has good map presence because he can literally run to gens which elevates him above more basic m1 killers like mike, clown and trickster (dont get me started on trickster).
Trapper is a little different because it depends on how well the team is coordinated. Trapper can lockdown an area, but good teams can easily counter that, where as with legion as the map gets smaller the survivors have a harder time staying uninjured and if youve been getting rid of pallets around your 3 gen thats a dangerous spot to be in no matter how coordinated you are.
Spread out to avoid snowball.
Don't dedicate to healing and fix gens
And most times unless there's add-ons you're not injuring the whole team.
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@Zokenay said:
https://forum.deadbydaylight.com/en/discussion/comment/2316888#Comment_2316888
Well it depends, some Legion players can run perks to make chases considerably easier, such has Enduring and Bamboozle
Legion is still a weak chaser. Hence why the best bring slowdown.
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No, because nothing should be flat out removed. And while it is an unhealthy perk there's counters.
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Loop them for 5 gens since they can't chase. Hence why it's fine to stay injured and just do gens. And to avoid a healing simulator.
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@Edgars_Raven said:
https://forum.deadbydaylight.com/en/discussion/comment/2316354#Comment_2316354
Legion > trapper, trickster clown and myers :p
I don't believe so. Because Legion is hard counterd by the survivor basics with no help in chase.
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@Dwight_Fairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/2316688#Comment_2316688
In no reality is Mikey an F tier killer. Scott Jund made an excellent comprehensive 25 minute video countering in great detail all the usual silly reasons people who claim Mikey is one of the worst use.
https://www.youtube.com/watch?v=Q7wp7RrzRfw
Could he use some buffs? Absolutely. Most killers could. But he is not F tier. He is not even in the bottom five.
Fair details given but he's still in my F tier not the worst. But, here's my reasons
1. Worst early game of all killers. Often a gen pops before tier 2
2. Very miniscule gains from tier 2
3. A power that runs out.
4. Weak stealth
5. Weak snowball
6. Tier three while yes an instant down with some assistance in chase. With the standard terror radius.and no effective way to get through pallets. Not that strong.
7. Not the worst because he's better against lower tiers and some of the best add-ons in the game.
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Most likely Mid-Chapter
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@Coffeeaddicted said:
Yeah trickster is weak. Michael is weak😙......All Killers are weak KILLER MAIN LOGIC 🤡 !!!!
stats in 2019 (i guess) proved that kill rate is above 75% if you don't know about it GOOGLE IT , you guys are whining since 2018 if you think trapper ,trickster literally killers are weak why the heck bothering your self playing DBD ? simply delete it and enjoy your life ! whining about it all day won't make a difference the kill rate is still high
waiting for your salty messages go on vent your anger 🤣
That was a long time ago and those stats said Nurse and Blight were the worst killers in the game. With Pig and Doctor as the best. Also this game has Corner Care Claudettes, Locker Dwights, and Meg heads. Do you wanna talk about all the variables in these 100% realistic statistics? And Myers is an F tier killer. Trickster a C tier killer. You probably won't respond 🤣
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2316445#Comment_2316445
F tier is for killers that are absolutely not viable, broken and terrible.
Trickster on release was F tier.
Now he's borderline D-F tier.
My tier list is S,A,B,C,F tier.
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2316350#Comment_2316350
C tier?
that's kinda generous
I thought about it but there are some areas where he does well where most struggle. Like holding W. Although bottom of C tier. For those niche situations. F tier is reserved for Trapper, Myers, and Legion in that order
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Cough Cough Legion
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Still stuck in the C tier.
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General IV's Freddy.
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@WexlerWendigo said:
https://forum.deadbydaylight.com/en/discussion/comment/2315672#Comment_2315672
He can’t carry all the traps, or he could place all of them on the ground after hooking someone. He could do that right now, but let’s be real it wouldn’t be possible before the person was rescued.
He needs the brown bag base kit though, and my idea is a 5-10% haste for some time after someone steps in a trap to be used to reach them easier, or a tool in a chase.
Another thing is a set escape time.
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@Coffeeaddicted said:
You're just bad that's all
all the killers start crying right after losing 1 match and not getting 4 Kills
This has become a tradition , you lose you make a thread
No dude. Trapper is one of the worst killers in the game and in need of buffs.
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If I had to guess tomorrow
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Never really considered making any perks base kit. I've always thought this could lead to some powerful stacking. And welcome back.
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@aroell said:
Probably 99% killers. And yes, if you say anything bad about killers they will do anything to hurt your feelings and such.
Did you know who Lord_Tony was?
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No he's not OP. And has plenty of counters. It can take a while to tier up. Weak for zoning. And Zombies are far too much RNG.
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Because they're more competitive and Tunneling is finishing the objective as soon as possible.
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He's not an OP killer he's more in need of QoL