Xernoton
Xernoton
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@anarchy753 said:
I do think he's a bit overtuned. There's basically no downtime in his ability to cross the whole map, and his locker perk and at least one of his add ons are basically global aura reading on everyone.
I like the design, but he needs at least SOME window of "ok he's crossed the map six times now, I can at least have 20 seconds of peace."
That is honestly the problem with most killers. You know they are somewhere else or just used their power, so for the next 20 seconds nothing stops you from doing gens. Think about it, that goes for the rest of your team as well. In other words the Dredge is the first killer in quite a while that doesn't give you a break, constantly applying pressure.
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As you mentioned it largely depends on the Killer, the map and the perks. For example you won't stand long against a Plague with her red puke in the open. Same for Bubba or any killer that can down you in one hit. Then there is also a component of mindgaming in loops that again largely depends on the killer and their power. Even if you are the best survivor in the world you could make a wrong read and get hit. In case of equal skill you shouldn't last too long in chase, since it's a 1v1 that has to put the killer in a favorable position. Unless you're playing on The Game aka Gideon Meat Plant. Then you're pretty much untouchable for most killers.
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@KillerKiryu47 said:
The Dredge is the worst offender. Survivor games for 2 days straight and can't escape once. Every match is a 4K. This game has gone to hell.
Survivor feels downright impossible.
I've played this since one year after launch and am so fed up with this god damn game catering infinitely to trash killers to the point that every match is now a 4k. But no, I'm not allowed to judge I guess. And im sure the replies will be so original like "bye then".
I rember distinclty this little girl from the well. I can see how she has "basically no counter".
In all seriousness, you will lose every single game, if you give up from the start. The only solution for that is to learn what makes these killers strong individually and where their weaknesses are so that you will see how they actually work, not to mention don't give up. If it is so easy to get consistent wins with these killers why don't you go ahead, pick one of them and show us a nice little win streak?
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@BastardKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2989074#Comment_2989074
I once had a zombie doing a gen with the survivors. It was not blinded.
I'm telling you, they're a bunch of sellouts these zombies. Absolutely no principles whatsoever. I even had a zombie coming for me instead of the survivors some time ago. I was terrified.
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@socalfusions said:
Nemesis not being S tier doesn't mean that he isn't oppressive to the majority of the survivor player base which is solo que, he simply can't be looped in any manner and the recommended counter play is to literally hold W and run away, only problem with that is that he inevitably catches up and downs you anyway compared to the extended looping that other killers might face. Running just buys you the most time possible against his tool kit but it means nothing when your team doesn't do gens during it which is the real problem and is a solo que issue instead.
In other words Nemesis shits on solo que survivors and what was their only chance, pallets and windows, is irrelevant.
If oppressive means that a survivor making a mistake, getting outplayed or not playing the loop right results in a hit, then yes. He do be oppressive. But honestly, when a survivor doesn't feel under pressure in chase and can just run in circles to completely counter a killer that's bad game design.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2988947#Comment_2988947
B? Damn people B generous 🤣
Seriously though I cant even play nemesis and not have my zombies stuck constantly for no reason lol
Ahh yes. The Nemesis experience.
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@OneGoodBoyDemo said:
Nemesis should only be nerfed if the Nurse is buffed, no exceptions.
Truer words have never been spoken.
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Welcome back, you will come to hate to love DBD again as we all do.
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Maurice is the Entity, change my mind.
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@FeelsBadMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2988532#Comment_2988532
It depends. If you manage to find the weak link first and manage to tunnel it out before multiple gens pop, then yes but all too often the killer just COMPLETELY throws the match cause he starts to tunnel, loses all gens, then face camps while the rest escapes and then has the balls to actually complain about 'gen rushing' - like dude if all you do is chase ONE survivor without ever giving a ######### about defending gens, guess what the other three people are gonna do in that time... LMAO
If the match goes like that there are multiple things wrong. First a very obvious distribution in the survivors's abilities to loop or an overall badly balanced match in terms of skill and second a killer that seemingly doesn't know what they're doing. I get it tunneling feels anything but fun when you have to go against it. But in this specific scenario you stated the survivors still win. I don't like to tunnel because I know how it feels to get tunneled but sometimes you just have no choice but to play more efficient or else you'll lose the match. And when I do tunnel there really is nothing you can do to stop me other than giving me free downs on othere people and help me get my objective done faster or trying to delay me for as long as you can. DS can only keep you save for so long. Same as pretty much every other second chance.
Also there is no way for the killers themselves to protect gens other than applying so much pressure on the survivors that they just can't sit on gens. Gen defense is always done by perks. There is pretty much no gen regress in the killers's base kits. Kicking a gen is pointless without a perk that supports it and just wastes the killer's time. It takes 80 seconds to complete a gen (actually less, considering you get skill checks, which speed it up) without any perks or items for that but it's 320 seconds (322 seconds considering you need to kick it first) to completely regress a gen which can be stopped in the blink of an eye.
Again I ask you, do you stop doing gens because the killer DOESN'T tunnel? Probably not, because why would you? So there will always be 3 people humping the gens while the killer chases the 4rth.
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Why would a killer not tunnel one survivor? Is there anything that tells killers to go after someone else? You get nothing out of NOT tunneling. Even if survivors had 2 DS that would not stop killers from tunneling because it's literally the MOST effective playstyle they have. Survivors want to play as efficient as possible as well or do you start a gen and do it to 50% just to then go for the next gen and repeat that for no reason other then to make the killers match more enjoyable? Pretty sure no one does that. The logical way to play is to complete your objective in a way that it can't be taken away.
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S/K
Honestly I think we all could take this game a bit less serious from time to time, including myself. A Killer tunneling you doesn't mean they hate you personally and survivors teabagging or clicking doesn't mean they want to annoy you specifically and ruin your experience in the match. Same with gen rush, camping, slugging etc.
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I think some small changes are in order. Just enough to allow some of the game's core mechanics to be changed for the better, benefitting all killers, without breaking her completely.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2987609#Comment_2987609
I think its more of random stuff making certain tiles uncurvable. Take the red forest long wall as an example. You have to go even more out to dodge past it and by the time you curve past that the person had time to vault back or get to the other side.
I know, I know. But it would get better at least by a bit if they did just work on Billy himself. We can't expect to see pretty much 50% of the maps reworked for this. Especially in jungle gyms you see those weird bits coming out of the wall quite often (who would even build a wall in such a way lmao).
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2987258#Comment_2987258
Killers are getting a +50% win rate. All those suggestions would skyrocket the killer rate way beyond the +50% they're already getting. How is that fair?
I blame that on matchmaking and the survivors themselves. There are so many survivors that never learned how to loop properly. Why would they though? Just equip Dead Hard and 3 other second chance perks or Prove Thyself, bring the strongest items and addons every game, send yourself to a map you have an advantage on and play in a SWF and you go up in your MMR to a point where you get killers, that don't fall for either of those things. The amount of people, that try to Dead Hard through me right before noticing that they can't do it after getting shocked by a Doctor is infuriating. They can't really loop because they never learned how to do it properly and obviously do not even bother learning the killers's powers. If you don't believe me, just wait for the perk overhaul. We'll see some significant changes in win rates suddenly, I'm sure. But after a while it will probably normalize again.
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Why remove something when you can rework it from the ground?
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@Icaurs said:
https://forum.deadbydaylight.com/en/discussion/comment/2982325#Comment_2982325
Killers who complain about pallet camping really demonstrate they have no idea how to play killer. I love when survivors camp pallets, because they burn through their recourses twice as fast.
And then you find yourself on Gideon Meat Plant. Have fun breaking all the pallets there.
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Old Hillbilly was indeed too strong. However it wasn't his base kit that was concerning but mostly his addons. The old insta saw was unfair and it's good that they removed it. The reason Billy is not as strong anymore is partly because as you stated his addons are pretty bad if it isn't for the few actually good addons he has, the overheat mechanic which is more annyoing than really a nerf in most instances and the maps and tiles we have now. There are so many ways in which they could give him some QOL changes without him becoming overpowered again, like maybe make the Death Engraving base kit so you aren't as dependent on addons anymore or look into his hitboxes on objects around him a bit. Just some little things really.
I said it before and I stand by it. Hillbilly is pretty much the abandoned child of DBD by now.
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@TrollToll said:
https://forum.deadbydaylight.com/en/discussion/comment/2987253#Comment_2987253
Yeah the most recent bug patch is really just kicking a dead horse at this point, like he was only fun but incredibly weak.
but they proceed to reduce his fun factor even further, all we have is flicks now and once that’s gone well he would officially be deleted from existence.
Without addons and the right map and tiles that little bit of fun is already pretty much gone.
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Many killers try to use every advantage the can get. Camping forces the survivor to come to you and not the other way around. The problem with your suggestion is that now killers would not only lose that edge but also survivors could abuse it. In many matches I don't even have the chance to leave the area before someone tries to go for an unhook. Survivors just linger around that area and as soon as you turn your back they go for it. This is not camping but the killer would still be punished by that mechanic.
Tunneling, camping, slugging is nothing different than from what survivors do to win. You sit on gens every chance you have, so you use your time to finish your objective as efficient as possible. Tunneling is exactly that, trying to kill you as efficient as possible. Camping forces survivors to make a decision and come out, pretty similar to spreading on multiple gens. Slugging means applying pressure on as many survivors (objectives) as possible at once. That is the same as a survivor not just waiting and hiding near a gen they started when killer gets close but going for the next gen if possible and working on that. Killers have no reason not to play like this, that's the issue. Do we get anything for not camping, slugging and tunneling other than more survivors who make it out and teabag in the exit? I completely agree that these strategies are no fun but instead of punishing people for doing that we should foces on fixing the underlying issue. For example if the killer kicking a gen wasn't absolutely pointless maybe they would bother doing that more often instead of just standing next to the hook.
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People had fun playing him. We're not supposed to have fun playing killer apparently.
Jokes aside, I have no idea. Billy is pretty much the abandoned child of DBD by now.
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I can't believe they actually went through with it.
BHVR, this goes to you! Your game has massive troubles of both sides not having fun in many of their matches. Just look at this forum: Slugging, camping, tunneling, some unbalanced and badly designed maps and perks, even Cirlcle of Healing, repetetiveness in terms of perks and killers, a META that defines the game so much people literally stopped playing because it's boring and not fun and the list goes on! There were some good changes over the last year and the upcoming perk overhaul is a good thing but we're not out of the woods yet. With the introduction of MMR you got so many complaints and they don't just go away if you ignore them long enough or make some adjustments. We are used to it now but that doesn't mean we're happy about it.
BHVR took one the most fun killers to play and first butchered him with his nerf and now kick him with every new map they add. I'm well aware that you can't create a map specifically for one killer. But this killer is already barely managing and the new maps are freaking horrible to play on (again just look at all the discussions here). Now tell me again, why would you remove a mechanic that you actually approved of? Skybilly was absolutely hilarious and fun for BOTH sides! This game truly is horror for anyone who doesn't play SoloQ, one of the weaker killer, or Hillbilly and not in a good way! "Fixed an issue"? You CREATED an issue. The people on this forum were very vocal about their opinions on this topic, so no one can say BHVR couldn't have known. Show me 10 players that are actually happy about this and I'll show you 100 players who aren't!
The fact alone that killers will literally get paid just to play that role says it all. We do not enjoy the game as much as the survivors do and we haven't done so in quite some time. This is not a passive mistake by not reacting to something or not realizing it. This is a conscious decision and it brings me to the conclusion that this game is not focused on fun, otherwise there would be no reason to even make the effort to remove it. It is focused on competetiveness and stress because that was the only argument there was why SkyBilly should be removed. If we wanted to get stressed, we wouldn't need to buy a game, DLCs or even cosmetics. We could just work more or do other things we don't like. Let's do some quick maths: More fun = more players = more people that buy this game and ingame content = more money.
Sorry, I got a little carried away here. But my point still stands. I just want to understand why BHVR would do this.
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@DrDeepwound said:
4) You are afk at the start of a match? I will give you a slap. If you don't get back until the birds are circling over you I'll down you.
not me, you AFK, im chainsawing you on the hook and will rehook you as fast as they unhook you. Will sleep like a baby after too.
5) You use your BT to bodyblock me and prevent me from going after the unhooker? Since you obviously don't wanna leave my side I'll grant you your wish, wait out BT and down you, maybe even eat your DS or straight up hook you again.
this right here, they always act like oh no hes chasing me for reals not just hitting me once.
Sorry Bill, you going back on the hook
It's pretty much the same with people that don't even give me a chance to leave the hook before rushing in all guns blazing to "rescue" their team mate. That one is going straight back where they belong after getting hit by a chainsaw: On the meat hook right next to their little friend!
Seriously, I main Hillbilly and I can't even leave the area that fast with the chainsaw!
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I developed some simple rules for myself:
1) You use Dead Hard? Don't expect me to be nice in any way towards you. If I see my chance to slug, camp or tunnel you out to get the upper hand I will absolutely do that.
2) You go all clicky clicky or teabag me? Have fun watching the rest of your team slowly get dissolved until you go down and get BMed yourself.
3) You try to force your DS on me? Buddy, that little thing was your last line of defense. I will literally throw the game just to kill you now idc.
4) You are afk at the start of a match? I will give you a slap. If you don't get back until the birds are circling over you I'll down you.
5) You use your BT to bodyblock me and prevent me from going after the unhooker? Since you obviously don't wanna leave my side I'll grant you your wish, wait out BT and down you, maybe even eat your DS or straight up hook you again.
6) If you play good and fair all game, don't do anything of the above and didn't bring an insane item I might just give you the hatch or sometimes even reward you and your team with the gate.
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He will return someday. I refuse to believe otherwise. Billy got kicked so many times over the years with his nerf, new maps, hitboxes that are absolutely atrocious and the fix of several SpaceBilly spots but he never left. He will still be out there biding his time. And when the time is right he will return and show BHVR that they can never really kill Billy!
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@dspaceman20 said:
I have teabaged the killer on hatch. (They camped and tunneled with spirit on 5 gens)
I have sinned.
Dear dbd forums cleanse me of my sins please.
Your sins shall be cleansed by playing Plague and vomitting in the survivors's faces!
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@sp1n4l_ssnap said:
https://forum.deadbydaylight.com/en/discussion/326435/why-dead-hard-should-be-nerfed
seems like a you problem, those survivors seem to know how to use dead hard and use it well.
maybe you should try not swinging until they use dead hard??
This is a 5 pages long discussion about Dead Hard. Did you even read more than 1 the first post? That argument has been made and counterpoints were stated.
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The fastest way to die faster on the hook (without disconnecting of course) is to not do skillchecks at all. If you don't react twice in a row you die instantly.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2984576#Comment_2984576
You are right about pickrate, but the problem is the people who are using that information as evidence/context that the perk is somehow "OP" or unbalanced. That is what I have a problem with, and honestly it's a problem with these forums.
Waiting until you finally have the mercy to press E and I can hit you isn't fun for me!
Things like that ^ do not warrant balancing of a perk. This is why people bring up OTHER things that are also unfun, because if we set down the same standard for everything that is deemed "unfun" this game would not be what it is right now. One could argue that Anti-loop killers have no counter other than pressing W which doesn't work sometimes because of it's dependability on Map RNG, does that mean that every anti-loop killer should get hit with the nerf hammer? I don't think so, and I don't think you guys would be happy with that either.
You are wrong that most killers are fine with losing a match, nobody likes losing. That is a fact.
It is not that we enjoy the "losing" part itself. No one does. We play this game to have fun. Unless we're literally getting paid for it. Winning a match doesn't mean the match was fun. Would you like to go against afk killers and survivors every match? It's a free win but no fun. I enjoy going against good survivors even when I can't beat them because it challenges me and, at least in my case, they sometimes aknowledge that I tried my best and even help me practise mindgames or my killer's power on a specific structure (rare but it happens). I main Hillbilly and play mostly without addons, using my chainsaw more than necessary because I just happen to like that, which limits my abilities massively so I find myself quite often in a position where I can't really do much with my power. As killers we want to have good chases (whatever that means for each individual player) or some strategy come in clutch. There are always people that feel frustrated after losing (on both sides) and want to win every single match. But as soon as the initial sting wears off a bit even they won't argue that fun is not determined specifically by winning or losing. Part of that frustration problem is the introduction of MMR I think because it made the game go in a more competitive direction.
The main issue with Dead Hard is now that my matches feel even more repetetive than usual and also the before mentioned scenarios. These situations don't occur in 1 in a 100 matches but in most of them actually. Would anyone rewatch their favorite episode of a TV series multiple times every single day? Probably not and for the same reason I think Dead Hard and pretty much the current META in generell is an issue. If it happens to often we first get used to it, then bored, then annoyed and then avoid it, if possible.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2983792#Comment_2983792
First off "extending a loop" is too broad and generalized.
You (like everyone and their mother on here) claim one single scenario completely ignoring the other many scenarios in which DH isn't useful and you can bait it out.
In order to use DH properly you HAVE to have the right distance. If you are too close to the pallet it will not, I repeat: IT WILL NOT give you the pallet vaccuum (I.E. prompt to drop) if you are too far you won't even make it to said pallet. So the notion that EVERY single time it is used to extend a loop is BS. That is just 1 example where you can bait DH out, because unless you swing early, it will not work. Period.
Even if Dead Hard was completely fine in the way it works right now, what is not completely fine is it's pickrate. We all saw the statistics. Those numbers don't lie. Survivors always say they don't want to go against the same 2 killers every match and I understand that. Hell, I don't even like to go to the same map more than twice a day. It's the same for killers. We don't want every single survivor to run Dead Hard. It doesn't completely destroy killers and make matches unwinnable but it makes the game less fun. Waiting until you finally have the mercy to press E and I can hit you isn't fun for me! When I finally get in the position to hit you I should feel the thrill of the kill (or whatever they called it in the live stream, I don't remember) but I can't because I know you still have Dead Hard. If it is fun for you, well, congrats you used your E key in a way that makes my game less fun. Guess I'll return the favor next time and face camp you to death because maybe I have fun watching your charakter die. Or I won't because I know that this isn't fun.
Most killers are completely fine with losing a match. Damn, some of the matches I had the most fun in were losses. Seriously, we don't mind that. It's only normal. But is it normal that you see the same perk pretty much on every survivor in every match no matter their MMR ( even in lower MMR the pick rate is still insane)? At this point making Dead Hard base kit and remove 1 perk slot for survivors wouldn't have that big of an impact on most survivors.
That's why Dead Hard and a bunch of different perks will get an overhaul.
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@Arkmenhah said:
https://forum.deadbydaylight.com/en/discussion/comment/2984481#Comment_2984481
Maybe not even that. What motivates me to play the game right now isn't the outcome of the matches, but the whole preparation for the new DLC, and the event. Basically I'm preparing to get the most out of Dredge as soon as it releases, and THEN match outcomes may start to reflect motivations to keep playing. And for some players, winning or losing has 0 effect on wheter they wanna keep playing or not, they literally just wanna play regardless of what happens. Seems like they're trying to determine if someone likes seafood solely based on whether they like sushi or not.
You got a point there.
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Billy doesn't need huge changes but definitely a bit of love and attention. The last time they changed him on purpose was when they buffed engravings a bit so they wouldn't generate as much heat anymore. I think it would be enough to make the death engraving base kit. What I would like to see is the possibility before charging the chainsaw to switch between a fast (with death engraving base kit) and a slow chainsaw sprint that would allow him to maneuver more easily like with the yellow boots.
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As I see it the only thing the devs can really get out of this is to understand when players feel motivated to play another round.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2984265#Comment_2984265
Just because the killer pressed a button doesn't mean you are entitled to a down. I think you forgot both sides should be having "fair chances". Why is it fair for the killer to press M2 for a guaranteed downs but survivor can't press E for a chance to dodge a hit? I could name so many scenarios where survivors are in lose lose situations because of how a killer power is. I'll go ahead and name a few:
Huntress holding her hatchet until survivor is always in a lose lose situation
Pyramid Head hitting during survivor animations
Leatherface bodyblocking vaults and in the basement (inability to rescue a hook)
Nurse blinking in area where it can't be mindgamed and DH is already used
Myers wallhacking with addons and then smacking survivor
Ghostface with no TR, marking, and insta-downing with very little warning
Blight having 4 quick sprints with virtually no cooldown
Tinkerer usually gives a guaranteed hit or down as well all the time
And so many more. You can do a really good job mindgaming a killer, but their power makes up for their inefficient play all the time
Killers are performing way above average.
That's why these killers require you to play smart and in a different way other than the average M1 Trapper. There are exactly 2 scenarios I would agree on. Pyramid Head and Leatherface have little to no counterplay in those situations. Do you see them overperforming? No. Because as I mentioned you need to play different against them. Don't even let them get you in such a situation. I know that's easier said than done but it's possible. Otherwise you wouldn't see as many survivor compilations with those killers getting completely outplayed. You are not supposed to close your eyes, nap for a bit and then when the gens are done escape. That's not how it works. The killer outplays you and you get hit. You outplay the killer and you prevent that hit. The real issue is that with the simple press of a button you can do that as well. Only now the killer doesn't really have the power to prevent that. As mentioned before: If the killer doesn't swing you don't need to use Dead Hard and when they do swing you can still use it. And of course there is our beloved "Press for E for distance", which was never inteded by BHVR, since the idea was to dodge a hit and not prevent the killer from getting into posisition to down you, and is also uncounterable.
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@Gylfie said:
Translation (I think lmao):
'Every fun game that has been played at any moment in history has been ruined for the loser and even for some fellow winners if the winner was a bad sport.'
There is some wisdom in that.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2984193#Comment_2984193
The survivor is trying to escape the killer and should have abilities to do so. It seems natural for a survivor to attempt to dodge a hit from a ruthless killer. Otherwise, the character is lifeless.
That's game balance for you. Dodging a hit by the press of a button is not skillfull, especially when you know the killer has to swing or lose their only chance. Then again it's not even like you straight up dodge the hit in the first place. You just get a little dash and i frames. Dodging would be more like a 360 and i respect people who can spin me way more than people who press E to outplay me.
Let's do some simple math: The killer has found you and chases after you for 8 seconds to get in range. But because you are a god tier looper you made your way to the nearest jungle gym and can vault the window. After a bit of mindgaming and the use of the killers power they get a hit on you after 10 seconds. You instantly use the speed boost to gain distance and make your way to the next strong loop while the killer tries to catch up to you, wasting another 12 seconds. Here you can run the killer another 10 seconds before dropping the pallet. The killer breaks the pallet because it is strong and you make your way to the next structure gaining 6 more seconds. Again you are looping them for 8 more seconds before realizing: The killer did the unthinkable! Mindgaming and outmaneuvering you so they can now hit you. But of course your very fair and counterable perk Dead Hard is here to save the day. Like the absolute god you are you rush forward by the push of a button and get to the pallet, dropping it on the killer. What does that tell you: The killer just wasted 54 seconds of their time and you could easily "outplay" them by pressing E, extending the chase even further. Would have been better if the killer just waited it out so maybe you would reach the pallet and wouldn't have had to use Dead Hard in the first place, right?
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2983940#Comment_2983940
Killers have those nullifying abilities in their powers without needing a perk slot. Survivors require perks to make up for dire weaknesses.
Ghostface can hide his red light on demand and then every loop is a 50/50 guess. Lets pretend killers have no advantages without needing perks while complaining about dead hard.
You do realize that the killer is chasing the survivor and not the other way around, don't you? That's why as a survivor you often wait around corners because you can react better that way. It's not the game's intention that you can lose the killer easily. You have those loops to delay the killer not to completely stop them. If a killer had no chance of mindgaming you that would mean they had to break every pallet on the map and then MAYBE they might get a hit. But how do you mindgame shack or other strong structures where survivors can see you most of the time? By using your killer's power if possible.
Because this is a 4vs1 the killer needs to have a significant advantage over the survivors or they have no chance at all. Just look at Sadako. She has nothing in chase. Her stealth won't help with super safe tiles like jungle gyms, shack and whatever else you can find on the map.
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@ShinobuSK said:
I only play without add ons and always use bbq, shadowborn and enduring on every killer. But I dont play weak killers obviously.
Can we just make shadowborn basekit already? Just kidding. But it is one of those weirdly addicting perks, isn't it?
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@EvilSerje said:
https://forum.deadbydaylight.com/en/discussion/comment/2984117#Comment_2984117
I was really afraid to hear that, frankly, about SoloQ. Looks like SWF is really the only way.
About loosing: it works perfectly on ranks below red, but on red I have to do SO MUCH stuff. If I did not survive, I had to do few gens, two unhooks, heals and also win some chases. It's very hard to do consistently, especially with campers, DCers and trolls.
Sometimes I escape, but still depip, because did not have a chance to do enough. Black pip starts in the middle of the perfomance bar on red :(
I don't play survivor much to be honest. I feel more in control as killer and that is definitely reflected in the grades. I wouldn't say it's super easy for killers but you have more influence on those things. But until the grade system gets a slight rework or SoloQ gets less horrible I can't give you much better advice, sorry. Right now you get red emblems if you don't play efficient as a killer and and as a survivor. Doing more than 2 gens means someone does pretty much nothing all game or the killer has insane gen regress. Same for killer with the hunter category. You want that on red? Well, don't just down the survivors as fast as you can. It's clearly much better to let them run you for a while, then hit them and let them go so you can find them again later on, fully healed to repeat that. Same goes for hooks. What am I supposed to do when someone dcs and the next kill themselves on first hook.
It doesn't really make much sense to me right now. It feels like you are not supposed to get your pips unless the match was incredibly hard or you didn't play in a logical, efficient way.
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The main problem is that SoloQ is cursed. Maybe when you get some good team mates ask them if they would like to play with you again. You don't have as much controll over the match as a single survivors, which of course makes ranking up a bit tricky. The most important thing about this whole Grade ystem is that you can lose and still get a safety pip or even rank up when you lose. Try to at least get the safety pip every time by going out of your way to get a few extra points when you know the match is lost. Also remember: Your Grade doesn't effect matchmaking so you might get a very good killer when you're still in ash grades or a bad killer in red grades.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2984057#Comment_2984057
Then your teammates are really bad. Playing as solo survivor, the first 2 gens usually go before the first hook.
Or maybe the Nemesis is just better than the survivors and therefore should win the match.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2983946#Comment_2983946
Whats hilarious is the killers you're listing...Are woefully underpowered. That is the TRUE problem. That most killers are reduced to survivors playthings. Nurse seems too strong because of it. But in reality. Most of the roster should be a LOT stronger and closer to nurse. Nurse should NOT be closer to what a majority of the roster is now.
Good luck buffing Trapper to that point. Because killers are very different in their powers we can't just buff every single killer to make killers as a whole stronger. For that we need some base game changes. Nurse in her current state makes balancing an absolute nightmare and that's why she needs some changes imo.
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/2983946#Comment_2983946
I know nurse is the strongest (I have +1000h on her alone). But using SupaAlf who is a god nurse as a reason to nerf her is stupid.
Do you know how many hours this dude has on nurse ? 100 ? 200 ? 500 ? 1000 ? 2000 ? 4000 ?
He has more than 6000 hours on this killer, and has won multiple tournaments. Of course he can get huge winstreaks. I can too, I am very solid nurse, but the average player is not.
The problem is the matchmaking, it’s too easy to get to max MMR as survivor or killer and then you are capped. God nurses (like SupaAlf) facing decent survivors is the problem. This dude is tournament level.
Now :
- you are saying you are not a good nurse
- you don’t know how counter her
So why does this thread concern you ? It seems you just want to nerf nurse because she is good. You don’t care that you need actual skill to make her work. You guys won’t be satisfied until all killers powers are in the hands of survivors like Sadako.
First off, thanks for the information. I did not know that he had over 6000h on Nurse and honestly that explains a lot.
The matchmaking problem you mentioned is a bit hard to evaluate, don't you think? How do you tell your own MMR exactly? The only people that can do that are the devs and hackers. For all we know half of the players could be capped or only, like, 10 of us.
The concerning part is that at some point with enough practise you will get good as Nurse and that is a game changer. Playing good should be rewarding but not straight up bring you on a whole different level, that no one that doesn't play this specific killer can reach. There are 27 killers in the game and they all should be strong. Would it be fair to introduce an early game collapse to help weaker killers like Michael Myers? No because then Nurse would benefit as well and get even stronger than she is now. I'm pretty sure no one on this planet thinks making Nurse even stronger is a good idea.
That last part is pretty much the opposite of what I want to see in this game, because I play killer most of the time (probably 80% of my matches). I still hope that the devs will introduce something that makes killers in generell a bit stronger. But for that we would first need to nerf the strongest killers in the game a bit in order not to break the game completely. Making Nurse's Blink an M2 wouldn't make her weak. It would just stop her from making all exposed perks impossible to balance because weaker killers would hardly benefit at all while Nurse would completely break the game.
And please don't get me started on Sadako. What a joke of a killer! I mean just look at her. She is a little child that can come out of TVs every 110 seconds. Great. She has NOTHING in chase, no real slow down, since the TV mechanic is just a gimmick and she is overall a weak as ######### killer. With the Dredge coming we get a better Sadako (really, what in the world?) one that will probably be a bit more of a threat.
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/2983911#Comment_2983911
Prove it. Show us a winstreak video if you are good with her.
I just said I'm not that good with her, buddy. Why do you think EVERYONE considers Nurse the strongest killer in the game? She can literally go through walls for crying out loud! A good Nurse is not even in the same dimension as a good Trapper. You think Nurse isn't that strong? Maybe watch this: https://www.youtube.com/watch?v=ogDOYr3y0OI&t=1042s
I know that this guy is one of the best Nurses out there but the fact that he could do this is a statement on it's own. Now tell me, how do you do this on Trapper, Doctor, Hillbilly, Cannibal, Myers or even Blight. Or any other killer on that regard. And that's not even the most disgusting thing you can do with her. Just think about it. Send yourself to Midwich with Starstruck, Agitation, Pain Resonance and Infectious Fright. A decent Nurse that would give the survivors a run for their money otherwise becomes pretty much unbeatable with this.
Face it. Nurse is a problem for balancing. Because she exists the way she does now, some perks just can't get buffed without breaking the game.
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I'm not the best Nurse in the world but I can get things done on this killer with no perks that I know would be impossible on other killers. The safest pallets and loops are no good against her, so the only way to really "loop" her is by being unpredictable, sidestepping, breaking line of sight and all that. I know Nurse is a hard killer to master and that's why she has a low killrate but I feel like learning her is not that hard. Eventually you will get a handle on how to use the blink and you will get better results with her. She has some overly powerful addons and her Blinks are still counted as M1 so she even has good synergy with many perks that would not be so good on other killers. Honestly I think making her Blink an M2 would nerf her perk synergy but she would still be very powerful so why not just do that?
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@JohnWick1654 said:
If he respects the pallet, that means he backs of and stays behind the pallet, which means he is moving at 0 M/S towards you, which most often gains you enough distance to run around the pallet loop another time.
Bloodlust.
https://forum.deadbydaylight.com/en/discussion/comment/2983709#Comment_2983709
Really? In my games he certainly feels unstoppable, as he gains T3 very quickly despite it's high cost
Good one. Bloodlust. Of course that's an issue with Nemesis, isn't it? Did you know that bloodlust resets to 0 when killers use their power or that it's paused while charging their power or not having a direct line of sight to the survivor? If you manage to make the Nemesis rely on bloodlust that means he didn't break a pallet, use his power or get a hit on you in 15+ seconds. That's pretty good considering he has to you thrice.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2983663#Comment_2983663
Lol agree to disagree.
There is nothing wrong with how DH was designed in terms of baiting it out. You refusing to do so, doesn't make it a bad design.
Would you rather need a perk to counter it? Because I doubt you would. You would still be complaining about it.
If there was a decent perk in the game that causes exhaustion on survivors many killers would use it. Right now we have Blood Echo and Fearmonger, which aren't too good, and at least Fearmonger gets used quite often. The problem with those 2 perks is that you have to give up 1 of your 4 perk slots just for the chases to end when they should end. Even then both perks have plenty of counterplay.
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@Megmain80 said:
https://forum.deadbydaylight.com/en/discussion/comment/2982520#Comment_2982520
You’re probably not a very good killer if you rely on bbq to give you incentive to leave the hook. Good survivors will just let you camp that one and do gens.
I didn't talk about me but when I was new to the game I had a lot of trouble finding survivors so I patrolled an area around the hook. Back then BBQ would have helped me a lot and I don't see why others wouldn't benefit from it as well. It's still a good info perk regardless of how you look at it. Even when survivors split up on gens, espacially then, BBQ comes in clutch.
Also with the right build and killer survivors will have a hard time doing gens fast enough, should you decide to spend some quality time with them on the hook.
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@sp1n4l_ssnap said:
https://forum.deadbydaylight.com/en/discussion/comment/2983146#Comment_2983146
so what? keep letting the ######### toxic killers who main hillbilly, leatherface, or other insta down killers down everyone in the game with no punishment? because lets be real the reporting on anything other than PC will do literally nothing
It's not toxic but efficient. Most killers don't slug to ruin your game. It's pretty much the same as a survivor leaving a gen when the killer gets near and starting another one. Hillbilly and Bubba have the abilities to end chases potentially very fast, so of course they'll try to utilize that in the most efficient way possible. Is it good that killers have to do that? No but until we get rewarded for not doing so we will continue. Also reporting that doesn't do anything. It's a strategy that is supported by the devs.
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@ACleverName4Me said:
https://forum.deadbydaylight.com/en/discussion/comment/2982488#Comment_2982488
So how do you outplay a dead hard for distance to a pallet or window which will extend a chase? You didnt earn that extra time, you hit a button. In fact you have to be injured for the perk to work which rewards you for playing badly.
Dead hard is a pathetic crutch perk and rewards bad gameplay. Also without dead hard you would have died which means you got outplayed but you got a free escape because you equipped the most powerful perk in the game.
Exactly