Xbob42
Xbob42
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Ah yes. Let's change an entire gameplay system to give DS a sneaky buff. Brilliant.
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@immortalls96 said:
Red ranks is too much if a mixed bag....that's why mmr is necessary, scott won with old speed limiter bubba and there's no saying that's strong in any respect..there's a ton of bad survivor players in this game, way more than youd think
I hit rank 1 on Killer a few days ago. I have under 300 hours. I get matched up with people who have similar hours to mine, or 10-20x my hours. The fact that I can be in the same "rank" as someone like Otz is absurd. I'm nowhere near as good as people who've played for thousands of hours, yet according to the matchmaking, we're basically identical.
All that is to say I fully agree. Red ranks is pure mixed bag. I can dominate for 10 games in a row on Trapper, who I don't even have to level 50 yet, then lose so bad someone legit says "wow rank 3?" or whatever my current rank is, because they're surprised someone at my rank could do so terribly.
Now from the survivor side, take that same concept of red rank being basically random, and apply it to all 3 of your teammates in solo queue. You could all be the same rank and two of your teammates could comparatively be potatoes. What're the chances of all 4 of you having thousands of hours outside of SWF?
When people say the game is survivor-sided, they don't mean under your average, everyday circumstances of a 4 solo queue players vs. a decent killer, although there's an argument to be made for the strength of a few perks, especially if all 4 happen to be running them.
But where you determine balance is at the absolute top level. Because both sides are basically maxing out the game's potential to what is currently possible. And I gotta say, when Otz goes against a 4-man team that's giving it their all... he gets spanked a whooole lot. That doesn't mean he can't win or never wins against them, but total random partial-solo queue games and proper 4-man SWF games aren't even in the same galaxy of difficulty. The best survivors (from all that I've seen, not from my personal experience, so take it with a grain of salt) can pretty much scrub most of the killer roster clean of anything resembling viability unless the killer knows they're a 4-man SWF beforehand and can spec to counter appropriately.
In many competitive games, the idea is to balance around the top-end because that means as players get better, their all start moving towards that top-end and the balance really starts to pay off. Things being unbalanced in the early hours doesn't really matter as much, as there'll be so many mistakes, misplays and just inexperience that the nuances of balance will rarely be felt by such players.
All that said, as I pointed out, I myself am still very inexperienced. I'm not trying to make too many definitive claims outside of what I've seen from the best-of-the-best players, but what I have seen definitely indicates a survivor advantage at the top-end. I imagine comms plays a huge role in that, and even simple perks like OoO can really just make it unbelievably difficult for a killer to get anything done.
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as someone who plays killer and survivor here is my example of why only survivor perks are perfectly fine, mysteriously absent is any killer-specific talk, followed by me commenting:
@stoudbaker said:
https://forum.deadbydaylight.com/en/discussion/comment/1578213#Comment_1578213
I try to be high rank as survivor as much as possible but as killer idc.also i deranked unintenially*from red trying to catch up on backlogs from tome3 book before tome 4 came out
Hmm. This, boys, is what we call a "survivor main."
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In this case it was likely just a 4-man SWF. Remember, the vast majority of SWF groups are legit just friends playing together, and in many cases that means a big rank disparity. It probably averaged the survivor ranks out to about your rank in this case, which I guess is sort of fair, if you just took the top rank of the survivors you'd have a really high-end killer who would easily chew through the whole group, which appears to have been what happened regardless.
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Well, I ain't no big city math lawyer, but I'd wager in the vast majority of matches people don't even attempt to get off the hook even once, putting their chance of a kobe at 0%.
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@Deadeye said:
Sounds like a good change to me. Just as note: the "4x slower" regression is fine. Just think about how bad Ruin can be, and that only increases regression to half speed
Well what I more mean by that is because it's so easy to undo, having it regress at 4x slower speed seems really punishing with how the kick currently works. Wouldn't be so bad if we had this little skillcheck thing, but something like ruin for example just auto-applies to gens, a kick is a very dedicated and intentional use of a killer's time, so having it actually be weaker than passive (albeit cleanse-able) perks like Ruin strikes me as a bit odd. It's not like a killer auto-kicks every gen they come across like ruin does.
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@Zeus said:
Why do you have tier 2 pop as rank 1? It bothers me. Fix it immediately 😡
The vast majority of my perks on the vast majority of my killers are tier 1 at Killer rank 1. It takes a long time to get them all leveled up. Especially if you want a specific one and it only shows up 20 bloodwebs after the cap.
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@Steel_Eyed said:
I completely disagree with your conclusion. Especially considering it was an easy 4K. Stop dropping chases. Stop falling for every dead hard. Don’t pick up survivors who are baiting DS is you’re worried about DS.
The fact he got through multiple flashlight save attempts is incredible.
https://forum.deadbydaylight.com/en/discussion/comment/1575674#Comment_1575674
Yup. We all go in and out of potato. Trial to trial. Minute to minute.
https://forum.deadbydaylight.com/en/discussion/comment/1575678#Comment_1575678
Yeah was pretty amazing how a guy running Lightborn managed to dodge several flashlight saves...
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@SunaIIanu said:
A bit unrelated but you can blame the community for the killer lock. So many people asked for Killer specific matchmaking and apparently didn't think that through (because killer specific matchmaking doesn't make sense if you can switch the killer in the lobby). The Devs listened and want to implement it.
It isn't active at the moment, I know, maybe further MMR-Test are easier with the lock, maybe the Devs are just lazy, who knows, still the community is to blame for this feature imo.
I think this is the case where we want to blame a symptom instead of a cause. Killer matchmaking makes sense because killers can play dramatically differently. I should know, I can go from getting a fairly easy 4k (usually) on my Huntress to getting absolutely decimated on my Myers, which is what just happened like 2 hours ago. I'm nowhere near as good with him and am not really sure how to effectively use his power.
Killer locking is also fine if the matchmaking works based on that. If you're playing a killer you're not good at, you're vastly less likely (in theory) to be matched up with a sweaty 4-man SWF you're unprepared for.
There's a few deeper issues, though. One is that, as we see from this thread, the bloodweb is a goddamn antiquated mess that makes no sense. Random character progression that costs in-game currency? It's just total nonsense. It makes no sense in even a vaguely competitive game. I have no idea why the bloodweb is still a thing. At the very least you should just learn perks and automatically have them on all killers/survivors. And they should get rid of perk ranks because outside of one specific example, lower tier perks are just worse versions, and the ranks only make sense in this dumb bloodweb system.
The second is the lack of information. Why is something as important as SWF kept secret? Show visually which survivors are in a group so the killer can prepare, just like with survivor items. If the survivors are using comms, they're still at a massive advantage, so it's not like it would be a huge deal most of the time.
The third issue is BHVR.
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Forgot I posted this at 4AM PST. Probably not the best time to get replies.
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DS on its own isn't too bad. When all 4 people have it it can be real annoying because you can legit chase and hook someone else, come back and chance upon that first person, and by the time you chase and down them, they've STILL got DS up. That can be infuriating, especially near end-game when that kind of ######### just means a free escape.
Pair it with unbreakable and it's just a nightmare.
It'd be like if I had a perk where if you made me chase you too long (the "anti-looping" perk) then after I picked you up I'd just get to do a really easy skillcheck to auto-yeet you to the basement hooks.
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It's a shame you can't change your add-ons after knowing what map it'll send you to, using the one that shows the location of your blinks helps tremendously on Midwich.
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@InnCognito said:
15 minutes is flatout STUPID for a ban. This game already has bad enough Q times the way it is. No wonder why Q times BLOW, because everyone is sitting around waiting.
The default "ban" is 5 minutes. To get to 15, he would've had to DC multiple times before this killer DC bug happened to him. Although if the killer himself was DCIng multiple times and was somehow "splitting" his DC penalty with the entire group, that could be yet another not-at-all-surprising bug.
These guys really need to hire some new people who can get this crumbling game into shape. They can't seem to do the most basic of changes without massive cascading issues that take ages to fix.
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Trust me, for every time you get grabbed when you feel you shouldn't, a killer gets 10 grabs that turn into literally nothing as the survivor just runs off post-false-grab.
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@sakha said:
if killer afk you cant leave. leave = ban. nice
What? Finish the gens and walk out the door.
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@Mercês said:
https://forum.deadbydaylight.com/en/discussion/comment/1572018#Comment_1572018
There's a red rank set below.
Thanks, I missed that.
Looks like he sits pretty much in the middle of the pack once you factor out the baby killers.
So give him more traps!
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Indoor maps would be cool if any part of this game was designed or balanced around being indoors.
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@Eleghost said:
Bags are a must on him but i don't think he should have the ability to hold more than 1 after placing his traps unless an add-on is used. Basically give him 2 or 3 starting but can hold only 1 after deploying them.
He could literally start by carrying every trap on the map AND have the ability to hold all his traps at once and he still wouldn't be super powerful because he still has to walk around collecting/resetting them. Imagine if Spirit had to go drink Ghost Juice to phase, and the Ghost Juice locations were placed randomly all over the map. It's silly. Let the poor guy start with 2-3 traps and be able to carry 2-3 traps. Free up his add-on slots for cooler stuff.
@Mercês said:
https://forum.deadbydaylight.com/en/discussion/comment/1571947#Comment_1571947
The last data they posted revealed Trapper is the most played killer in the game and has similiar kill rate than Ghost Face and higher than Huntress. So I'm pretty sure they think Trapper is fine.
Proof: https://forum.deadbydaylight.com/en/discussion/106566/stats-november-2019
Those data points seem extremely vague. I imagine, being one of only a few killer included in the base game, he's chosen by tons of baby killers (and baby players likely make up the vast, VAST majority of players, as with most games), and since they'll be matched up against baby survivors, the majority of those matches will end with him just getting a bunch of M1 kills because baby survivors have a way lower chance of succeeding because the tutorial teaches them to hide in bushes
and never to run.Of course, it could be that he's "better" than people think he is, but we can't know without more detailed and complete data. "All ranks" is possibly the worst set they could've used.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/185841/you-want-to-know-what-real-toxicity-looks-like
Ummm... you are trying to demonstrate how to be toxic by complaining the company isn't giving you ENOUGH free stuff? Given that most of their money is made off cosmetics, I'm surprised (and certainly don't expect) them to give us ANY free stuff. Talk about ungrateful. The game is inexpensive. The new additions are always inexpensive. Isn't playing the game enough?
Ah, yes, let me be grateful for battle passes, which are just enhanced monetization schemes, in a game that already has a purchase to access the game, DLC purchases multiple times per year to actually have access to 100% of the gameplay, and an in-game cosmetic shop for real money.
Yes, as if the log-in ads for cosmetics weren't enough, here's smaller ads (in the form of notifications for "prizes" you've "earned" even though it's literally nothing 75% of the time) that pop up after every match. That's all those are. Ads.
You can be grateful to a corporation for granting you such an amazing boon as some valueless digital costumes all you want, that's still not even relevant to what I was talking about.
Also, if I had a dollar for every mark I've seen talking about "more free stuff?!" in response to battle pass discussions of all things, I'd be a rich man by now. How can so many suckers possibly exist? Do you really think these items exist as nice little fun freebies for you? Maybe in the early days of DBD when it was mostly just event items.
Don't even get me started on you spending $10 to participate in an absolutely absurd grind. Why make it a grind? So you pay for skips of course. Gotta make money on making money, after all. Jesus. The scheming never ends.
Know what I'd be "grateful" for? A return to an era where I would buy a game, and if there were costumes to unlock, I'd do it by achieving things in-game. And occasionally you'd buy an expansion with a whole bunch of stuff. I mean, if they make most of their money on cosmetics, why even charge for the game or DLC? They're so far beyond double or triple dipping, and people will defend it. You're supposed to make companies fight to earn your buck, not defend them.
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@Mooks said:
Well you don’t have to imagine how the premium rift would satisfy you, you can see those rewards even when not bought..
you say yourself you are not the target audience, then maybe just ignore it? I haven’t really noticed those ‚claim your rewards‘ notification..
I've literally never even hovered over any of the items because I care so little about cosmetics. My prime issue is in regards to receiving a notification about literally, LITERALLY nothing, but framed as though I've just received a fabulous prize. Just fill those empty garbage spaces with like 5k BP or something. Or even 10k, who cares? It's just BP. But I'll take just BP over nothing. At least that'd be worth clicking on.
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@BabyDweetMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1568452#Comment_1568452
If winning is that important to someone that they'll purposefully ruin someone's game just so they can have an easy advantage, that's really scummy. I used to bring party streamers and the anniversary cakes but now I feel like I'm supporting their crappy ways so I just bring bloodpoint offerings for myself or other survivors.
Oh it's scummy, but the game does very little to discourage scummy behavior. If it did, the Killer would start to get pushed away from a hook (unless X number of gens were done) by the entity after hanging around it for so long (or maybe on hook phase changes?) and the entity would start pushing survivors back into the map if they hung around the edge of the exit gates for too long waiting to teabag or whatever.
They could really use the entity excuse to add some really interesting anti-bastard mechanics to the game to encourage getting your objectives done in an active way for killers and telling survivors that if they don't want to leave then maybe they want back into the map proper, so once that get is open get out, unless someone's on the hook, which we already know can slow the EGC, so it could function the same here.
Just little things that people who play the game normally might never even see, while people who thrive on being jerks for no reason would come to the forum to cry about.
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Sounds like he found the strongest survivor and decided to remove them from the game immediately while the potatoes crouched in bushes. Smart man.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1568364#Comment_1568364
Good thing the perk already stacks with other perks
Then all is as it should be. I made no claims about this perk, as I don't even have Botany Knowledge unlocked, my Claudette is level 1.
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@Maperson said:
Deadslinger gets decimated against high swf team. He doesn't need nerf, if he gets nerf you won't see him again, and that's really stupid.
No one said he needed a nerf. Him not having counterplay on his power is not the same as him needing to be nerfed into oblivion.
Of course, I understand why people fear that, as BHVR has shown they love destroying killers, but what he needs to be more fun (that is to say, more than him just tapping M2 then M1 and instantly grappling anyone within 12 meters) is a telegraph, both him and Spirit have no telegraphs whatsoever. Whereas a classic killer like Huntress has multiple telegraphs every time she lifts a hatchet. A telegraph wouldn't really help against Spirit too much except to prevent you from literally running into her as she stands there, but would still be appreciated.
It really seems like there's different eras of Killers that have vastly different design principles. The Trapper starts with 1 trap by default and takes time to set them, which has audio and an animation lock, and can be deactivated by players. He has to walk around the map to pick up his power from RNG spots, compared to today's killers he almost comes off as a parody or something. It doesn't mean he's horrible, a good Trapper will mess you up good, but the default power difference between him and Huntress collecting their power from RNG points on the map and having big telegraphs when those powers are used vs. Deathslinger and Spirit just waiting on reloads or red bars to fill back up before they insta-use their powers with no warning whatsoever, it's like they're from different games altogether.
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As this functions as an exploit, I'd expect it'll be patched out soon.
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I feel like if you're willing to sacrifice multiple perk slots to something, they should always stack, barring game-breaking exceptions.
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@Freesham said:
I enjoy using Scratched Mirror on indoor maps to jump out and scare survivors. Using the wallhacks to watch them be paranoid and scared to do gens is hilarious.
This makes him one of my favorite killers. It's not necessarily super effective at winning games, but when you can do it against a normal, non-sweaty team and just get a bunch of laughs and have fun it's some of the best stuff in the game.
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@Customapple0 said:
Not sure why hits weren’t server sided to begin with when dedicated servers first released.
Because BHVR.
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@ALostPuppy said:
I love how the defense of the use of the Mori by everyone here is "you're using strong perks and a clicky clicky and you're also trying to promote your twitch channel so you deserve it for being a big meanie :(". Like ######### clockwork dude, happens every time.
Watch the match and the post-match chat. If the shoe fits...
The Killer has moris and is allowed to use his moris. This dude baby raged so hard on him over it while running BS meta perks. At least moris are hard to come by, those perks are active 100% every single match and never need to be replenished.
But it's not about the whatboutism of meta perks or Twitch or any of that. This guy fell into a good trap, got mad about it, got unhooked, ran directly into another trap like a rank 20 still learning the controls, raged about THAT, and then get morid because any killer with sense who sees flashlights and .ttv names knows there's a good chance it's a memesquad coming to be as annoying as possible, and then he rages about THAT and acts like an entitled child in the post-game chat and files a false report like a tool, and then CONTINUES to rage and comes here to talk about how moris hurt his feelings after he was a total sleazeball to someone who just used an item in a video game and did not respond in kind to his harassment and rage.
This kind of trash needs permabanning. We don't need this type of person in the community. Absolute dumpster fire of a player.
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Just the killer doing his objective. I don't see the problem here. You running directly into a trap off the hook was hilarious though! Once you know you're up against a trapper you really gotta start paying attention.
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I couldn't find the store page, but the link to download the game still works. steam://install/555440 (That opens Steam on your PC and directs to that download page.)
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I've only seen it twice. In both cases their teammates came up to point in a direction for me, even after hitting them, so I followed them and lo and behold, dude stuck in a rock. Weird thing is I've only seen it twice, and both within the span of an hour with different teams, both desperately trying to help their teammate.
I downed both, picked them up, let them wiggle off, went to a nearby corner, waited for them to heal, and counted to 15 or something, can't remember exactly. Then I made sure they knew it was game on as usual. I didn't suffer any catastrophic losses due to helping them, and if it hurts you that much to give someone a fair chance who clearly got stuck in the terrain because of a bug BHVR left in, you care about winning a little too much.
You obviously don't have to let them go, and I'm sure they're happy to be unstuck even if you do hook them, but why not try being a little nice every once in a while? It ain't gonna kill you.
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@Massquwatt said:
https://forum.deadbydaylight.com/en/discussion/comment/1563568#Comment_1563568
Why does he have to be mobile? Not every killer needs their ability to be mobility. We already have Billy, Oni, Spirit, Freddy and Blight for mobility killers now. There's no need to turn Deathslinger into cowboy spiderman with his redeemer. A lot of Deathslinger's power comes from the power itself and that's just fine. That'd be like turning Huntress's hatchets into a mobility skill, what's the point?
Because it would be more fun, and make him more useful. That's it. That's all the reason you need. Holding W to slowly patrol each part of the map is often boring as hell. Beyond that, it could give him vertical mobility, which is something that I think only Nurse has right now, and can be janky as hell, and breaks walls. Deathslinger would still have to obey LoS, would still have to reload, would still need to physically navigate the map. He would play unlike any other killer in the game.
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No one wants Deathslinger "nerfed" because he's not a strong killer to begin with. They want more ways to actually interact with Deathslinger outside of he holds M2 for .2 seconds and he's either good, so he'll hit you 99% of the time, or he sucks so you might get the occasional miss. Outside of throwing pallets early there's not much actual gameplay for the survivors when Deathslinger is around, and there's barely any for the Deathslinger since it's so easy to aim and shoot.
I've been saying he should be able to shoot walls and other objects and basically grappling hook himself around the maps. That'd be WAY cooler and make him mobile.
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@malatruse said:
There are matches I can barely get one gen done, so no.
I think that might have more to do with matchmaking. The matchmaking is bad, and ironically that's probably what's holding the game together so well as randoms tend to be a lot worse at just focusing on objectives. A focused team (even of randoms, but it's less likely) will get 3 gens done even if a killer quickly finds a survivor and instant downs them. I know this because it happened last night while I was playing Billy. On my very first chainsaw sprint I found and hit a dude, who was, helpfully enough, right next to a hook. Pop him on, start my next sprint, and 3 gens pop. I'm no expert on chronological forces but it sure didn't feel like anywhere near 80 seconds had passed, but I also didn't see many toolboxes. I guess maybe things just took longer than I thought? There was definitely no chase, I just happened to run into the poor man.
In any case, if they could do something to help struggling teams while slowing down more powerful teams (it's a party game, right? A casual game? Like Mario Kart? Mario Kart has tons of rubberbanding, as annoying as it can be for more skilled players) I think it would make playing killer more fun and less stressful. You have to play with a completely different mentality once you start hitting red ranks, and not in a good way. It's not impossible, and last night I just hit rank 1 for the first time (using Clown of all things for the last 3 ranks, so even on a "bad" killer you can still pip) but it just doesn't feel as good or as fun as earlier ranks. I'd almost prefer completely near-random (excluding maybe actual baby players, so everyone rank 14 and above maybe?) matchmaking, with ranks completely deleted from the game.
I don't need to win every time, and a lot of the time I don't even care about winning. But what I do want to do is actually spend time playing the game. Not loading into a lobby, waiting for everyone to hit ready, the 16 hour load screen, having the match end super quick one way or another, and then loading back into the pre-lobby screen where I waste more time on the bloodweb and replacing add-ons/offerings and repeat. I want to be able to have fun doing silly things like Jump Scare Myers, because doing fun stuff is so much more important to me than playing well. And... I can do those things, it's not like I'm beholden to pips or rank, but the survivors will finish their objectives too quickly for me to get any fun out of it most of the time. I WANT TO PLAY SILLY SOMETIMES. At least give us a casual matchmaking mode with random rules or something!
There's so much wasted time between actually playing the game, it makes it really unsatisfying when I'm finally in a match and it just comes down to 3-5 minutes of gameplay.
Even when it's "boring" like the last 2 survivors refusing to do gens, waiting for the other to die so they can take the hatch, that's at least interesting in some way. Hell, the most fun I've had in the last couple of days was having survivors desperately try to come point to their friends stuck on the hill so I could go get them off. I'd smack 'em twice, pick them up, let them wiggle off and then wait for them to heal (if they chose to do so) before counting to 10 in a corner before resuming the game. It felt... nicer than what the game has become in red ranks. Less hostile, or maybe oppressive.
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I think people are using "counterplay" to mean different things in this thread. Generally, counterplay should be you see the other person do something, and you can then make a move to try and counter it. The Huntress raises her hatchet and makes a noise while looking at you, you can now watch her aiming carefully and try to juke, break LoS, crouch if you're already behind something, etc.
Pre-throwing a pallet isn't really counterplay in the same way. Sure, the Deathslinger is behind you, so you drop the pallet, but that's kind of your only option unless there's LoS. But these things I'd consider "partial" counterplay. As in, you're entirely reliant on the environment to stand a chance. You can still dodge Huntress hatches just fine out in the open. It definitely becomes harder, and to an extent you're both still taking guesses, and I guess that's the thing. A Deathslinger doesn't really have to guess like a Huntress does, his projectile is at max speed instantly with no charge time, and he can fire it almost immediately after hitting his power button.
It isn't inaccurate to say most of the "mind games" in DBD are a lot of guessing, but it's guessing on both players, so it makes it feel much more interactive and fun (for a while, I agree with someone above who said as a Killer I just kind of sigh once I know someone's a good looper and they have a good setup, the pressure to pressure gens kind of saps the fun out of the fun parts of the game as Killer a lot of the time) than just trying to bait a shot and hoping the Deathslinger is far enough away for the projectile to take a while to get to you and new enough to now instantly quick shot you.
But like in most cases, "good" players are fairly rare. I imagine not a tremendous amount of people main Deathslinger to boot, because he's really not very powerful outside of this one area.
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@MadLordJack said:
Okay, first off, none of the "techs" you mentioned are of any use against even a Wraith or Trapper. They exist to bully noobs, something you can easily achieve against a Slinger.
That being said, he is a ridiculously low-counterplay killer and there's nothing really to be done about that. The game needs the variety that 110 killers bring, but nerfing his power would force him to be a 115 killer.
I think they could just make him go "hurgh" and take like an extra .25 seconds to be able to fire his weapon when using ADS. Like a faster version of the Huntress. He still should be able to aim more quickly since he has a smaller range and doesn't have guaranteed damage on landed hits, but right now his aiming is functionally instant and there's no real telegraph of intent.
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Just pretend you're dumb the whole time, then when the last gen is powered, be a real hero by using NOED to down and hook one and then rely on their relentless altruism to secure your Blood Warden play!
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Half the time playing killer makes me want to whack people with a real hammer, so I guess not!
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There's a reason the first penalty is only five minutes. It's for situations like this.
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The game would definitely benefit from some sort of change. One team has 4 people and 5 objectives... the other side has 1 person and up to 12 objectives unless mori/die early on the hook/quit, etc.
The fact that one side can get 3/5ths of their objectives done in the time it takes the other to do 1/12th is crazy. Yeah, killer has the ability to snowball... IF people actually go for hook saves and start playing sloppy. A really good team knows you can leave someone on the hook a good, long time without them actually dying. And insane teams will happily let them die.
As has been said, those sorts of monster teams are very rare, but even a bunch of scrubs can finish 3 gens in the time it takes you to get one hook at red ranks. If you're not a high mobility killer and the remaining gens are spread apart, it's gonna be a really rough time.
It's obviously not unwinnable, but it just feels bad. Like, the objective for one side is to chill out and hold M1 for most of the match and do a chase or two if found, while the other side is this frantic race where any one mistake can cost you the game, because there's no one to cover for you, and no second chance perks. I can't unbreakable a generator to get it unfinished again. If it pops, it pops. Meanwhile survivor second chance perks synergize and stack on top of the 2 extra lives they already get.
I don't want survivors stuck doing even more boring M1 holding, which is why I continue to be in favor of some more active objectives. Even if they're easy, at least have them move around the map more and do a few light gameplay activities. "Optimal" survivor play is the most boring thing in the game, and that's a shame for both sides.
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It's really cute when console players try to 360 you and it's like way too smooth and easy to follow, sometimes I just let them do it for a few seconds because they're trying so hard. It's a nice change of pace from the usual sweat.
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I'd rather they just had some extra objectives that weren't just holding M1. Hell, I'd like it if they replaced the entire current generator system with something a lot more active. Doesn't necessarily have to take a ton of skill as it's still a casual game (despite only have ranked online play and perks that grant tiny percentages like 7% to movement speed... almost like the game is tightly tuned around very controlled metrics instead of like actual casual party games like Mario Party where you can land on a block and lose all your stars for no reason) but something where survivors are actually out there in the map trying to do... something, would be nice.
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"Knowing a thing or two about networks and systems."
Dude knows his dad's wi-fi password AND where the router is!
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@Dpooly said:
It's just what it randomly chose, that's how bloodwebs work. Sorry if that's a little blunt, but like pretty much everything else in the game, it's completely RNG based.
No, for every single bloodweb I can remember, it starts at the farthest node (always preferring a perk) and then worms inward unless you interrupt its path, in which case it goes to another outermost node.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1559763#Comment_1559763
Yeah it is what I asked. Since you are so hung up on "evidence" what evidence do you have that things that were previously nerfed before, are still unbalanced? Inquiring minds want to know.
I don't think you understand how balance works. The point of nerfing things is to still keep some of it's strengths. Previous nerfs ARE relevant when the OP posts things such as "Now more than ever..." So you mean to tell me now is less balanced than before? Ok. lol
You have once again ignored what I said. I never said that anything in particular was too strong except a really good 4-man SWF. I have made no claims to the strengths or weaknesses of any given perks. My only point is that something being nerfed, even multiple times, does not mean it's balanced or no longer overly powerful.
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@Thasard said:
You do realize that the majority of new perks are pretty much garbage... Like they can't create amazing perks that then every killer will run. Because if that happened, they would then have to nerf that perk like they do for anything that becomes meta.
That's great and all, but this perk would still be pretty trash even if it weren't a hex. So why IS it a hex?
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I think the idea is that it's a rusty old lock and you're kind of just jiggling it until it breaks. Should just be a lockpick animation using a bobby pin. EVERYONE gets a bobby pin! Woo! And then keys make the animation super fast.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1559721#Comment_1559721
"Things being stronger previously is not evidence of those things being balanced currently."
According to who?
There are killers who didn't have a problem with certain things pre-nerf and post-nerf. I think putting out statements like "Now more than ever..." doesn't really help your case when you want people to understand how unbalanced some things can be.
So they stopped bringing the groceries in and started cooking for you instead, but now you want them to spoon feed you too? As in, maybe the survivors should just all 4 start on a hook at the beginning of a trial and then attempt the 4% before they can start working on a gen. Maybe that is the balance that you seek.
What do you mean according to who? Read what you quoted, out loud. And then say "according to who?" It makes no sense. It is a self-evident statement. Something being unbalanced and then changed does not guarantee that the item in question is now balanced. If I have a 400 kg rock and you have a 300 kg rock, and I shave 5 kg off my rock 10 times, I cannot then point to my 350 kg rock and say "you know this is balanced, I made my rock lighter over TEN TIMES, what, do you want me to come sit on your rock as well?" because that's silly. Previous nerfs are irrelevant to the discussion of the current game and are a red herring at best to deter actual balance discussion.