Yords
Yords
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- Yords
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I wish the devs would give us a balanced game
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Well since killer is so easy why don't you go ahead and show us some of your gameplay? At least 5 different killer games.
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How does a company with 600+ employees working on their only successful game not have the capability of fixing said game in big patches?
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@DetailedDetriment said:
https://forum.deadbydaylight.com/en/discussion/comment/1950429#Comment_1950429
A nerf was needed, but not a complete got of the perk. This has left killers with one gen defense perk: Corrupt. Every other perk has been nerfed (depending on how you view Ruin).
I wouldn't say they gutted the perk completely because the core problem is just how totems spawn and work in general. Ruin is still good, but like any hex perk on its own can be lost immediately or not.
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@DetailedDetriment said:
Are you saying you want Mother's Dwelling to be every map? That would be just as dumb as the Undying nerf.
The undying nerf was pretty justified.
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@Azterikk said:
For consistency's sake I suppose, just like how some other killers can get stunned out of their power (Legion, Ghostface, Wraith, Twins etc.). There are some who don't get stunned out of their power (namely Oni) not sure what dictates who does and who doesn't get stunned out of their power though.
Peak game design
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@BaldursGate2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1946195#Comment_1946195
This
Rightly used, you just make it always to a window or pallet. It does not matter that the killer allready knows you have it, because if there is a window / pallet, you just make it there. It's just so broken, that it has only a CD.
That wouldn't solve the problem since survivors can use medkits and really save their dead hards for the right moment.
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@KingFrost said:
Giving Survivor items can be smart, but a lot of survivors won't notice. I've left a med-kit for a survivor to heal up because the killer was coming and I was going to take the hit, and run for it and couldn't heal them in the meantime. Went back later, and there was my medkit still there.
As for Sabo'ing... it's really difficult if you're not on comms. A good sabo build for solo players though is Sabotage, Empathy, and Breakout. (Breakout isn't necessary, but it can make the difference).
That is why you should wait until they notice you which is what I do, but I have had this happen many times as well.
As I said, the sabotaging was situational but very rewarding. Most of the time, you should be using the toolbox for repairing a gen.
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I used iri shards for the original dlc's (not the twins)
I have only bought the licensed characters such as myers or demo
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They will all revert back to normal and you will passively gain corrupt purge from where you are at. This is bad because you only get one corrupt purge use out of all of them. I myself was like wth when this happened to me when starting to play plague again a few months ago and only learned why it happened because of otzdarva's quick killer guide for plague.
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Map balance and then killer balances. Maps are what make it straight up unfair sometimes when trying to pressure survivors, it is why the splitting up on generator strategy is so effective.
Once the maps are much more balanced, then they could work on the killer powers themselves including addon passes. The game would feel much more balanced. Some can be nerfed or changed and others buffed.
Perks should then be next.
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Yeah they do, us.
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It is not going to matter when the new DS comes in
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Yeah, survivors have never had things nerfed for them. /s
btw iri head is far from balanced
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It is pretty good, a very good tracking perk. Especially good on billy, oni, and nurse.
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The last thing we need is another anti-tunnel perk.
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They added it so we can actually hear our eyes being melted out of our skull.
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Jason Vorhees
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@Johnny_XMan said:
You know they are reworking it so that it actually works right? Not because they think it's not balanced.
I do now
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@DarkMagik said:
https://forum.deadbydaylight.com/en/discussion/comment/1943269#Comment_1943269
To explain all you need to know to be a good m1 killer is Time Management & Knowledge about the Maps/Loops
Being able to manage your time effectively is skillful
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1943197#Comment_1943197
But what your describing is the same problem right? They still dead harded not because they wanted to dodge a hit but to make it too the pallet, so they still dead harded for distance.
Also I just thought of this but isn't dead harding for distance the same as dead harding to avoid a hit? Because you dead hard to the pallet or window to technically avoid taking a hit right?
Yes, it is still using it for distance, but you can't use it as mindlessly as before this way. You have to time it just right instead of just pressing E at any time so by the time the 2-second cooldown of not being able to do any action is over, you can drop or vault a window.
I guess these actions could be considered the same thing, but just in the form of a perk.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1943168#Comment_1943168
Would that really work though? Would it not just make Dead Hard useless? If feel there would need an experiment to see.
I don't think it would make the perk useless. For example, you could dead hard during a loop if you think the killer is going to catch up to you right before you make it to the pallet or window and if you time it perfectly you will make it. It would give the perk some skillful aspect to it which would make it feel fairer. But yes, it is an experiment that should be tested.
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Bring a medkit just to give it to them so they can at least last 10 seconds longer, use kindred, WMI, and just slam the gens.
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Because the new UI is just bad, or inefficient. New smoother and updated animations sounded nice, but they just look weird atm. The UI literally did not need to be changed and the new animations just need some work.
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The perk is still great btw
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1943165#Comment_1943165
I guess this is just from my perspective, because from facing good killers it doesn't seem to make an impact.
It does, it can often make them drop the chase and return to the other survivors especially on the coldwind farm maps that have nasty tile spawns.
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It would be situational as hell, but it also wouldn't really help you get away unless you have resources like exhaustion perks, windows, pallets, and teammates with flashlights or toolboxes.
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@MigrantTheGreat said:
https://forum.deadbydaylight.com/en/discussion/227198/e-to-extend-chase
DH was intended to avoid taking a hit, which meant the risk was that the killer waited for it to happen than swing.
DH for distance has no risk, so I would propose lock survivor's interactions for 2 seconds, in other words, they can't vault, throw down a pallet, etc. This will make survivor's take a risk and decide what they wanna do.
If they avoid taking a hit they're probably out positioned, and they gain some distance because the killer is recovering. If they use it for distance than they need to make the right read weather they'll have enough distance to loop and throw the pallet down, and to not get mind gamed
The 2-second penalty of not being able to perform an action sounds really interesting, it would make it high-risk high reward for players who know if the killer will catch up or not.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1943142#Comment_1943142
Ok then. Part of my opinion is above. But I feel its a problem for bad killers and not a problem for good killers. I say this due to what I observed from playing with it.
But if they consider any nerf to it they have to fix it first. That should be priority number one for dead hard.
I think it is still a problem for good killers. It still is powerful in a chase against any killer and it doesn't really matter how good you are. You have no way to stop the survivor from pressing E
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@Mugombo said:
The only issue with dead hard is that bad killers love to cry about it. It’s one of the only things survivors can use to extend a chase. Killers have multiple perks and add ons that reduce chases and take no skill to use either, but those are clearly fine but DH isn’t...
Well, it isn't exactly the fairest perk, is it? Survivors can completely ignore Trapper's traps which is the only thing he has against them with this perk. All they have to do to extend a chase is press E (not for dodging) just for distance alone which doesn't seem very skillful and can be used multiple times. I have had countless times where the survivor presses the E key on their keyboard and extends the chase for another 30 seconds.
I don't think it is right to say that killers have addons that take no skill to use because it affects their power which does take skill to use, it just buffs it a bit. Take huntresses belt addons for example, they don't require skill to use because they are just addons making your power stronger and killers take much more skill than survivor. They don't directly make the killer's power any less skillful to use (with a few exceptions ie iri head) As for perks, a killer still has to use them properly to get full usage out of it such as the old ruin + undying combo, same for survivors. Survivors using a perk like SB can still use it skillfully during a chase like 99%ing their exhaustion and then using it when the killer gets too close which is tricky for newer survivors.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1943119#Comment_1943119
If it was saved in your discussions what made you want to talk about it now? (Sorry if I'm prying)
You aren't prying, it's fine.
Just cuz I felt like it, I like to have discussions ready to be posted. I have another one saved for why Trapper needs certain buffs that I might post later.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1943099#Comment_1943099
They made surveillance turn off on a generator once it reaches zero instead of it being permanently on until a survivor touches it.
Sounds fair to me, that is what the perk was supposed to do in the first place.
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@SleepyWillo said:
I dont think theres much they can do to it without basically killing it (circa BL).
With hitboxes the way they are you cant even extend loops with it at the moment and even without the current hitbox debacle it was unreliable imho. As killer you just wait a second before you swing. SB is better imho.
I think they should just leave well enough alone...
Yeah, I think SB is just better overall and is much better. Too bad many players don't know how to play with it.
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@dspaceman20 said:
I don't know if this is a coincidence or not but you made a thread on dead hard next to the thread complaining about it. Did you do this on purpose?
It was saved in my drafts along with a couple of other discussions I have saved, it was a coincidence.
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And Wraith just needs legs
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There could also be a text above all of that saying "The hatch has spawned" like in mobile to help newer players understand when the hatch actually spawns. A totem counter would be nice too (maybe).
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That is still not as good as it could be
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What if I told you, that the new DS is still an anti-tunneling perk?
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The cowards way out
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@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/1941329#Comment_1941329
What do you think his best build is since the nerf? I was doing ruin undying tinkerer discordance and still attempted a few games with it since the nerf.
It’s pretty dumpster tier now, 2 totems isn’t worth 2 perk slots.
I swapped out Undying for Pop but then ruin dies in the first 30 seconds of the game so I’m thinking of dumping it also.
Before I felt the play was use cages all the time but maybe now it’s hook, use pop, tunnel them off the hook, cage, tunnel them out of the cage, finish them.
So stridor or monitor to find them coming out of the cages easier?
Tinkerer is still a fantastic choice on him since he can sneak up to gens and possibly hit multiple survivors with POTD so I would keep this.
Ruin is still good but meh of course on its own, but I recommend using infectious fright instead of this. If you hear one too many survivors scream when downing a tormented survivor, then cage that survivor. If not, then just hook em.
Discordance on its own is still pretty great but was only really good because of its synergy with ruin. I would replace this perk with corrupt intervention.
Nurses calling would be decent on him since he can hit through walls and survivors wouldn't really expect it.
Honestly, ruin is still a strong perk and it can work on him, but it is a hex perk that is gone too soon (as usual). He is already more limited from killer perks like BBQ, they still work on him, but are just a bit less consistent on him. Whispers would be a nice option to put here as well.
So, a good build would be tinkerer, CI, nurses, and infectious fright. Pretty good synergy
Another one can be surveillance, whispers, dark devotion, and M&A. Also pretty good synergy.
Just know, that even though he doesn't benefit off of perks such as BBQ, he can still get value from it.
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@lexihvh said:
Typical Pyramid Head main player
I am not sure what this comment is suggesting, please be more clear.
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@MadLordJack said:
Your advice for avoiding potd is basically to hold W. I wouldn't exactly call that counterplay. That's like calling on people to slam generators against a spirit.
You can actually dodge his POTD attack. I didn't mention it because I thought it would be obvious, but you can dodge it when it really comes down to you need to stay up for a little bit longer. Faking a pallet drop by quickly stopping can work as well, same sort of thing with windows.
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@Phasmamain said:
Nice advice! After his nerf he is much more managble but he is still a nuisance at times.
Got any ideas for a spirit one😂
Just hope she messes up honestly and try to juke her.
Stealth whenever you can and hold m1 on gens
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I would rather commenting on solo queue gameplay because SWF makes it too easy, playing alone is a good way to improve efficiency as survivor just in general. Also, do it without kindred.
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@Rizer said:
https://forum.deadbydaylight.com/en/discussion/comment/1934499#Comment_1934499
I think you should just start looking at this logically in that it's basically cheating... it gives the killer way too much info and again, if you had a brain, you'd see how easy it makes it for killers to locate survivors.
No aura = survivors are close
aura = oh look there they are.
Go to aura's location, scratch marks?
If Yes - Follow them
If No - Survivors probably didn't move at all or are in a nearby locker
Too EZ. Remove the aura... it's garbage.
If BBQ is cheating, wouldn't kindred also be cheating because it gives even more information to all survivors?
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@NOEDaddy said:
https://forum.deadbydaylight.com/en/discussion/comment/1940716#Comment_1940716
He already can dude. Scratch mirror add on .
He shouldn't have to use an addon for that, and the addon isn't even that good against people who know what they are doing since he has 105% movement speed during this. His base kit even with addons like the faster-stalking speed is too weak because of his early game, and his tier three is still not enough of a threat.
What I mean is for him to be able to go back to tier one to really sneak around. Tier one is more of a hindrance than a utility.
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It is incredibly boring for each side to play on.
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If the survivor can make it out
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He is going to need more than that. It would be cool if he could use tier one throughout the game.