Zozzy
Zozzy
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@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/comment/2998258#Comment_2998258
Then survivors would abuse this feature so much,
if you think about it.. if it changes while the killer is protecting hook if its getting swarmed, then he'll be tp'd to another hook, then all of a sudden..
He's unhooked by the other teammate whos closer to em, then that's just gg
That's the point... But they would need to change the survivors objective to take longer or be way more difficult.
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NO, they just need to account for 4 people sharing one brain and change the objectives so there is minimal benefit to coms.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2997620#Comment_2997620
It's definitely not the same. Survivors can think ahead and react fast all they want, but if they are forced into the remnant without the pallet being nearby, they won't be able to mindgame your remnant, if line of sight isn't broken that is.
Artist I guess is a fair point, though I am not sure if it's really her being clunky or her just not having the most interesting gameplay for many? I mean she is another ranged killer in a game filled with those, although she does have a unique twist to that formula.
I don't know, I enjoy playing her a lot.
How do you get forced into the remnant without a pallet nearby? That would mean the survivor screwed up and didn't pre drop or they are in a dead zone and are trying to loop a basic rock or hay bale. Either way it is on the survivor for getting in that position.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/2998355#Comment_2998355
Or you could just be altruistic and give the killer that 1k they do desperately fight for :shrug: Seldom happens, though.
That can only happen if the killer gives chase, and they never do.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/2998249#Comment_2998249
Well those buff should be very small ones so like if survivors are being stomped at 5-4 gens so then suddenly they can repair all gens very fast and heal would not be fine. Also if killer plays fairly hooking everyone twice this could punish him a lot as he has 8 hooks but no kills. Whereas tunneler has only 3 hooks but a kill already at that point.
no... no buffs. Survivors already do gens way to quickly when they double up. Buffing on death would also punish good killers because well.. survivors are eventually going to die, and by that time there should only be one or two gens left.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/2998258#Comment_2998258
https://forum.deadbydaylight.com/en/discussion/comment/2998264#Comment_2998264
3 genning is a major part of high level gameplay, what you guys suggest would destroy any strategic hooking of people inside a 3 gen to continue to pressure the team. Sending your hooked downs across map is sometimes the worst thing you could do, forcing this on killers would destroy the game imo.
Obviously you slow the gens down as compensation.
stuff 3 genning.. I have had games go for 40 minutes + because the killer refuses to leave their little cluster they sat on from the second the game started. Nobody goes down because of boons, and the gens slowly, and painfully get completed because the killer can't stop it. Waste of everyone's time.
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@Salacia said:
https://forum.deadbydaylight.com/en/discussion/328111/why-is-hook-suicide-still-in-the-game
Still happy that we can commit suicide, nobody likes to play with a big draw of a killer who camp. But their player's behavior without lack since it allows this ultra toxic style of play. You just have the big bad killer who has fun taking the game hostage while the 4 survivors who suffer without having fun (result a lot stop the game definitively because of the camp).
Got a solution to the problem that isn't just another weapon for survivors to abuse? Don't forget to give a way to slow the game down to compensate for the free unhooks.
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@MrPeanutbutter said:
https://forum.deadbydaylight.com/en/discussion/328111/why-is-hook-suicide-still-in-the-game
Unfortunately you can’t force people to try. Go ahead and take away hook suicides and you’ll just have AFK teammates that will make your miserable match last longer. Personally I would prefer a shorter match if my teammates aren’t going to try, and the hook suicide mechanic facilitates shorter matches.
An afk survivor is more of a distraction than mr tug and out.
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@Akumakaji said:
What would be the alternatives? Taking all decisions anx interactivity away and just make ot a timer? That's even more boring either way, and the occasional missed skill check during the struggle phase can be fun.
Giving no penalty for self ubhooking tries? Yeah cool, then everyone equips slippery meat and get 6 free chances without repercussions.
On the contrary, killers have no easy way out should they face a bully squad, that they either got to suck it up, eat the 5min DC penalty, deal with it, or sulk in a corner till it's over.
I still think that a catch up mechanic would be healthy for the game. Nowadays most often one side it totally dominating and snowballing on its success, but what if you got a speed buff or short aurareadings or plus genrepair and healing speed buffs if the ratio of hooks to gen progression is too unfavorable for your side?
I kniw that people don't like it, because "they get punished for being good", but right now you see so many people giving up when things go south and I can't blame either side.
Sit there and watch youtube until the timer runs out.
Or you know... change the hook mechanic so camping is almost impossible and make it work like pyramid cages.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2995870#Comment_2995870
"The lowbies"... Not sure if someone who complains that much about the game and showing that they cannot really play it on a good level should call others "lowbies".
And sorry, there is nothing exciting about Dredge-gameplay at all. Yes, dropping a Pallet and teabagging does not work. But Shift + W is not really the way to go for all Killers in the future.
I fully admit i am not top tier on survivor, but i do have an understanding of what to do and can hold a chase for enough time for things to get done.
I don't complain about the killers unless something is jank like a vpn using huntress that hits you 10 steps behind a wall, or Nurse addons because i see how braindead they are on the rare occasion i use them as nurse.
I wan the hook mechanic changed and gens changed so the killer has enough time to do something. people with thousands of hours on killer constantly get destroyed on TWITCH through no fault of their own beyond the killer they played and pallet density/ com use.
Yes, survivors should be able to win. But there is a difference between winning through good mindgames and teamwork vs holding shift W and pre dropping with nothing you can do about it. Chuck in an overpowered loop like groaning storehouse, garden of joy or the window loop on swamp and you should never actually win as killer if survivors don't waste time. Hell, all you really need to do is stay evenly spread out and the killer will lose on sheer travel time just to get to everyone after hooks.
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@Phasmamain said:
The main building is literally house of pain 2.0. How the devs haven’t figured out map design in 6 years confuses me
It isn't just that. The map basically counters every killer.
Most loops are safe, almost all loops are over range height where even trickster can't do anything, there is so much junk that you rarely have los on a survivor and its huge.
Literal trash
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This is why the developers can't give survivors real anti camp. Everything they do is then weaponised against the killer in stupid ways.
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It isn't bugged......................................
maximum travel time = 1.5 seconds
Longer distance + maximum travel time = faster blink over all because it all changes to fit in that 1.5 second window
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If they actually fix or even respond to this, i will be shocked.
They did nothing and said nothing after that tru3 vid where he was held hostage on the saloon by the locker thing. So what makes you think they give any poops at all about this when it doesn't happen often in the mids (they love this section of the playerbase sooooooo much) and is deemed a fringe case and not worth a single thought?
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People grinding bp for prestige in pursuit of some non visible reward.
The best way to do that is bbq on killer.
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There would be no impact if they didn't balance for mid and ignore the upper 40%
this might change with the upcoming base game changes, we will see.
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Entire hallways are barren because the hook above counts for some stupid reason. I have lost game purely because i could not hook people on this map.
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It will be a sad day when they remove mori's... I just started enjoying them with the dredges mori and now i will only be able to do it once, and only if i slug for the 4k.
They did say it was "TOXIC" on the dev stream so i guess it was coming.. how dare a killer use an iri to bypass one last d strike or flash/sabo save. can't have that can we?
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2995015#Comment_2995015
Increasing the teleport time to his remnant from 0,25 seconds to 0,6 seconds will gut it into uselessnes? Lmao what?
You don't seem to know how counterplay in a game like DBD works it seems like. All this would do is give survivors a bit of a chance to run around the loop the other way when Dredge teleports, and to get to the pallet in time, if they can predict the moment he teleports perfectly. It would certainly not gut his anti-loop in any way thinkable. It would be a very small nerf in fact, and I don't reallly think his anti-loop is op, I just think design wise, it would be better, because it would allow for more interesting counterplay while looping.
What an insane exaggeration. But to be fair this forum is filled with people like you, both among killer and survivor mains.
Oh yes.. that 0.25 to 0.5 seconds change they did to Deathslinger was so miniscule that it didn't change his play rate at all did it? It didn't make him feel clunky and awful to use at all /s
Just because you have problems with slow reactions or thinking ahead, doesn't mean other people do.
All these "small" changes turn into a massive change that destroys the killer and makes them feel awful and clunky to play. There is a reason nobody plays artist and it isn't because she's not viable.
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This community is way to toxic to have your profile open.
Don't follow the survivor rulebook? WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA on your profile
Don't save the guy from the camping bubba during end game? WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA on your profile
Click play killer? WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA on your profile
I have an alt where i just play normally and it has 20 pages of salt from survivors i beat. From hackusations to waa camper (mostly camper) even some wishing me to commit no life. I don't know what it is but this game seems to attract awful people or it messes with peoples brain.
The only people that get away with an unprivated profile are streamers because people won't say anything in fear of their dirty laundry being shown to others.
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@xfireturtlex said:
On the killer side, its not too bad. It could use some tweaks, but usually it balances out. Get some sweats, drop a little, have some fun before the sweats kick back in.
Survivor side (solo q) is absolute hell. Im stuck in a spot where the game thinks i can carry a team against high skill killers and that triggers an endless loop. Get bad teammates or ppl that DC/off themselves, lose game and depip. Get worse teamates, lose game and depip. Get slightly less skilled killer with more garbage teammates, maybe solo escape with single pip. Then repeat the whole process. Its a rare treat when i can get a teammate that can hold a chase longer than 20 seconds. Id love for them to bring back the old system. At least back then i didnt feel like i was constantly beatin my head against the wall.
solo q in a nutshell.
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@Rythoriak said:
https://forum.deadbydaylight.com/en/discussion/comment/2995256#Comment_2995256
I haven't seen those videos so thanks for pointing them out. If this is really the case, why is it not addressed? I have had a match I have lost in 5 minutes before when not playing a top tier killer from gen rush and out. I even hooked 2 people at the same time and still lost in 5 minutes.
To paraphrase the dev's, "that's not how normal people play" that's why... they seem to only care about the mid tier and ignore what happens when players learn and get good.
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2996241#Comment_2996241
But they remove one of the most important counterplays nurse has which is building distance, giving her a substantial advantage she simply doesn't need being the strongest killer available. It's the same argument with alchemist ring, the best you can do is get hit after blight consumed all stacks and build distance. Alchemist ring removes that. Or with spirits DCB
I do agree certain maps are awful but they are universally awful, it's not a nurse problem, which already has one of the strongest powers in the game, and the new map didn't seem bad to me at all
Also I don't understand your point about god nurses, which simply don't exist
To be fair, Lerys is basically an auto loss without addons. everything else though, you can switch the upstairs off and just coast along.
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Fix maps. That is my suggestion.
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NEO
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2996089#Comment_2996089
if nurse didn't exist.
The other killers apart from blight, are a joke though.
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Its like switching my brain off every time i equip them since i normally play her without any addons since she is my farming killer.
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wouldn't be as bad if range and recharge didn't exist.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/2996012#Comment_2996012
I used to have Spies in my builds. In Hawkins this was insufferable.
I thought it was great on hawkins :S
Different things annoy different people i guess. Doesn't change the fact they nerfed it because survivors refused to run calm spirit.
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Do gens when not in chase.
Seriously, tutorial bots would be better sometimes.
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@Sepex said:
https://forum.deadbydaylight.com/en/discussion/comment/2995859#Comment_2995859
Having a really good mori sweetens the pot too!
The mori is so fun. Shame they will nerf it soon and you will only get to do it on the last survivor because it's "toxic" as the survivor main devs themselves said on stream.
Can't allow a killer to bypass one last potential Ds can we?
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Some maps just hard counter him like the game, and some maps have awful locker spawns.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/2995937#Comment_2995937
I think they gave the cooldown to spies because killers were annoyed by getting machine gun fired with crow notifications on certain maps and the game for example had like 5 crows in total and now works fine with spies. Not the best example you put there
Never saw a complaint from a killer that it gave too much information. The best part was that it showed the direction the survivor was moving, now you get one ping and then silence.
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Survivors don't like not having basekit counters to killers. This has been going on since 2016 when they nerfed crows because spies from the shadows was deemed "op" even though survivors could equip calm spirit to counter it.
They made it so crouching would not scare the crows, reduced crow numbers and made it harder to scare them... 4 years later they gave sfts a cooldown thanks to even more complaints.
Counterplay for me but not for thee as they say.
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Most of the loops are anti ranged as well being over throw height for even trickster. It is one of the safer maps in the game and seem to counter every killer.
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He still can't do anything to a survivor on the game map. He bows to the all mighty pallet like survivors want right?
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@dreamsy10 said:
This killer is at best a B bottom / C tier. Against decent survivors he will struggle, a lot. But ofc beginners will complain about everything.
Sadly OP is the target audience and they will listen to this rather than experienced players :(
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@Sludge said:
How do you guys deal with the constant deafening screams during nightfall? He blinds himself too.
It's nice to have a killer without all the head bobbing, but damn they still find a way to make playing killer tiresome.
I play without sound lol. No point since i can't hear survivors 90% of the time anyway thanks to chase music and my refusal to cause myself hearing damage.
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You can hit people mid SB with range killers.
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Please don't, you never know if their complaints tally guy just reads the title or not.
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@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/2995868#Comment_2995868
I think that’s why I’m enjoying him as well. Everything feels smooth and seamless. He isn’t frustrating at all.
There is a post in suggestions basically asking bhvr to slow everything down. If they take it seriously then it will destroy him :(
They want a 0.6 remnant teleport time... Think about how long that is when Deathslingers ads is 0.4 and survivors can react to that.
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The lowbies are already targeting him because they can't just drop a pallet and spam crouch.
It will happen and nobody will touch him just like every other killer....
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@KurnDisciple said:
Mid-tier. Pretty fun, with seemingly a good amount of build variety and skill expression.
Holding W, predropping, and bad locker RNG can screw him over hard though. There isn't too too much to do with him at god pallets so he will inevitably fall victim to the 3 gens done in 2 minutes SWFs while the guy getting chased predrops
Noooo, you must ignore all that and demand they slow him down and make him clunky and awful to play!
Just look at Artist. She is soooo popular, even though she does what Dredge does but even better.
This is the first killer in a long time that i don't get peeved when i lose while playing, and i figured out why! It's because he isn't clunky or annoying like nurses fatigue head shake, followed by helplessly walking after a survivor every 8 seconds. Or Deathslingers slow... everything.
If a survivor is annoying you you can just port away and instantly get in a chase with someone else instead of doing the agonising walk of shame while gens pop because it takes 20-25 seconds to cross a map.
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@tippy2k2 said:
https://forum.deadbydaylight.com/en/discussion/comment/2995208#Comment_2995208
https://us.v-cdn.net/6030815/uploads/ZZYOJ4SA4OM9/4dabe2c3-776e-489b-8e33-73856d95b8b0.png
See, it's right there! Can you not see it? :D
oh, its so clearly obvious now.
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@tippy2k2 said:
I had zero idea that there was a breakable wall up there until I accidentally ran into it and saw that I could break something
On the top floor especially where that generator spawns, it is literally pitch black. I'm honestly not sure how no one noticed that at BHVR...
There is?!?!
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@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/2995167#Comment_2995167
i dont mean deadzone as in no pallets, i mean pallets being like 30 meters away
If they are 30m away then you are in a dead zone or the other survivors used them.. again, shouldn't you be screwed in that situation?
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@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/2994668#Comment_2994668
https://forum.deadbydaylight.com/en/discussion/comment/2994673#Comment_2994673
https://forum.deadbydaylight.com/en/discussion/comment/2994674#Comment_2994674
ive played against him alot and what i CAN say is its not guaranteed. if he zones you to the area away from pallets youre screwed and if the other pallets are too far youre screwed. it only works in a pallet dense area and also he can teleport back and instantly move and swing, baiting it isnt gonna be much use if they follow you until youre right on it. thats why im saying he is pretty strong because he can zone you easily and his cooldown is so fast that he can instantly catch up. but yes you guys have a point if its a pallet dense area, but so far ive only had a few situations where that was true. so its like 5050 in my case of when his counterplay worked
Shouldn't you be screwed in a dead zone?
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2995080#Comment_2995080
Hmm haven't made that experience myself yet. It's good that in general, the killer is the one to decide in which direction survivors can run a loop.
Not convinced yet that killers don't have enough counterplay against that, but maybe that will still come.
Problem with haddon is that the loop is so big, that any attempt to change direction allows the survivor to just move to another building.
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@ad19970 said:
Can't say I agree. That teleport grab is pretty much an instant down, it doesn't need it's odds to be increased.
Together with his new perk that reveals survivors near lockers when opening a locker, it can already be ridiculously strong.
You think his anti loop is op and want to gut it into uselessness so, that says enough.
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Bruh...............