Zozzy
Zozzy
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Because he can take the power away from survivors and doesn't rely on them being bad to get a hit.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1654952#Comment_1654952
This is a strawman argument and you reaching at everything you can can. I never said I counterplay that's easy, or super clear or whatever you are trying to say. I want counterplay where my input/skill matters. I thought I made that clear. Or maybe you dont have any argument to say so this is your last resort.
Nobody wants bot killers. Survivors just want a chance to win a chase.
The controls in this game are to basic for your input to matter beyond what i just said.
For your input to matter beyond 50/50 guessing, the killers input can't matter.
You want to force Deathslinger to shoot or be punnished giving you an extra loop or letting you get in position.
At 25 ping almost everyone reacts to the initial aim before i can even physically shoot.
Putting known and reliable restrictions on him would kill him if their changes to hit detection work
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1655780#Comment_1655780
By this time if you down someone and DS is still active, that's YOUR fault for not paying attention.
This DS rework has been out for a very long time, enough time for you to learn, if you've only have left them slugged for 10 seconds, 5 or 3 seconds before you picked them up you could have avoided the DS stun.
By THIS time, it's more your fault at not being able to keep count on who's been unhooked than the survivor.
We're heading on 2 years of this rework, at some point you have to take a good look at your IQ levels.
I see you like doing gens in the killers face.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1654898#Comment_1654898
You dont even need to be out of postion you could see him coming and a pallet could be 10 meters away but you can make it. All he has to do is press m2.
Blah blah blah
No point arguing with someone that demands all killer powers have clear and defined counterplay.
Replace killers with bots already because their skill shouldn't matter and it should always be the survivors fault 100% for getting hit.
It is the single, most boring and frustrating argument in this forum.
THERE IS A REASON PEOPLE DONT USE PYRAMIDHEADS ATTACK IN THE OPEN because it isn't up to him if the survivor gets hit by it. This is what clear and defined counterplay causes.
You want Deathslinger to slow to 90% when aiming with a longer aim time and 2 to 3 second cooldown so you can jiggle about and force the teeny tiny hitbox to miss through your "skill" of swiveling a stick. Or be slowed for so long that you reach the safety net every time with no opposition.
We get it.
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I have some legacy pieces
Full hillbilly (sadly he is dead to me now)
Dwight and claudette shirt and nurse saw.
I think they should just give it to everyone because most of the people you see with it just hacked for it... you can't tell me someone with 100 hours is a legacy jake.
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@ClickyClicky said:
DS just needs that damn terror radius sorted out. How is it one ranged killer has a 45m lullaby and the other has perfect stealth?
Unlimited range with the ability to wombo combo for a fast down
vs
limited range that can't wombo combo without getting 8 stacks in a perk and ignoring a survivor all game.
I use spinechill so never really have any issues running deathslinger for 3 gens. Because he needs to catch up to me to even get the first hit.
It is people that refuse to drop meta second chance perks or feel entitled to 1v1 the killer all game because they know where to stand on a loop that have problems with him.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1654568#Comment_1654568
Ok so now you are closing distance on them because they lose forward momentum. See how poorly designed his power is? If you dodge he gains distance, if you dont he shoots you instantly. It also isnt even a 50/50 since he has to sit and react.
So you are out of position and feel that tapping A orD repeatedly should gain you ground instead of the killer?
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DBD works on AMD to so i don't know why you are only asking for only nvidia cards to run the game
Now if you are talking about raytracing a thing that both AMD and Nvidia do. It would be nice but would require a tremendous amount of effort from the devs and would take up all their development time.
Nvidia marketing really does brainwash people >.<
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Doesn't fix the problem of you being able to see to the other side of the map when you shouldn't
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/1652320#Comment_1652320
I've defo seen way more "reeee" for Deathslinger than PH.
Pop is more of a halfway between OG and the "overtune(?)" so cant be too mad. Plus, 45secs is still plenty of time.
Thana I'm actually optimistic for - more time spent off gens and healing seems like a win to me! Esp if survivors start self caring in the corner lol
As for WGLF... I dont really think it needs an extra benefit like BBQ - I think survivors would have accepted it just having more ways to get stacks (totems/gens/picking up survivors from ground etc)...
That's the thing though. The "buff" is so negligible that you still don't need to heal before you finish the gen and then you get the benefit of fast team healing and medkit heals when appropriate.
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@Science_Guy said:
Yes to this, for Entity's sake.
It's one thing to complain about how underwhelming some of these buffs are. Fine.
It's another thing to say a nerf wasn't necessary, or that something else should have been changed too. Demonl3y already pointed out that the problem with that, but okay. Fine.
But when you scream about how broken and unfair it is for them to change X, how that's so obviously unbalanced... even though that's exactly how X already works, you might as well just sign your posts with the disclaimer, "I have no idea what I'm talking about!"
X may be unbalanced because of the "fun" aspect of the game ignoring the outcome. but the anger is from the fact that the dev's focus on nerfing the result instead of fixing the cause.
They are focusing on Pyramids cancel cooldown because that is what most of the REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE.
is about instead of fixing his clunky movement and his slow and overly telegraphed power to make it useful outside of boosted rank 20s and animation locks.
It doesn't matter if i can spend 5 minutes "spamming" it at a low wall loop until the survivor finally stuffs up and runs into it.
They are nerfing pop for ....???? i don't know why
They are buffing wglf because it does need ways to get stacks but 100% heal speed on downed survivors?!?! again nerfing the result and not the cause. survivors hate slugging but killers must slug to win against good survivors.
Thana! terrible exchange nerfing it just because of the "fun" aspect. Time spent healing is extra time on gens. removing that and replacing it with essentially nothing is terrible. It should essentially force survivors to heal or suffer a decent slowdown
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Can't give feedback on a perk like Thana.
They did 8 months of rigorous testing and decided that 1% made a gigantic difference at rank 20 so it is perfect. Lets not forget that time spent healing is also time not spent on gens so it is a net nerf.
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@Pryzm said:
No, they deserve every ounce of criticism. They make boneheaded nerfs, like the current Pop nerf, ignore in game bugs for months and even years. They hurt the game regularly. Look at the massive healing nerf a couple of years ago. So many of us said the result would be a harder focus on gens, creating a mess for killers who relied on snowballing matches. What happened? Gen rush era.
They ignore concerns and warnings and pat themselves on the back for minor things. How many players tried to warn how broken MoM's synergy would be in various game situations? They ignored it. Got the cash grab and nerfed it to oblivion.
This game has the absolute worst quality control process of any game I've seen in years. They don't vet their perk, power, and buff/nerf ideas well at all. They don't tgink of how one thing could cause ripples across the game when combined with others.
No, tgis team should honestly be replaced or at least the management should. The game could be so much better than it is if it had a decent dev team and good quality control processes.
They have a decent team called fog whisperers but choose to ignore them and make them peddle cosmetics.
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@Ramxenoc445 said:
https://forum.deadbydaylight.com/en/discussion/comment/1650056#Comment_1650056
If they remove the lines he would get nerfed somewhere else. Just because you say good survivors don't get hit by it men's he needs a buff for it because not everyone that plays is good most aren't good or are just average and maybe you just need to not be as predictable with it or place it better.
Hard to be unpredictable when he makes a loud noise, roots you in position so you can't turn does a large obvious animation with his sword, sends out two warning lines and then a wave that takes longer to hit the further they are away.
Oh and the killer glow always is already showing where he will shoot before all that so you can look for the direction of that in a loop to tell.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1650110#Comment_1650110
42 ping so good to know I've faced nothing but potatoes despite me being rank 1. Good to know.
👍no problem, hope it doesn't devalue your experience.
@Ramxenoc445 said:
https://forum.deadbydaylight.com/en/discussion/comment/1650202#Comment_1650202
A good one will shoot you over walls and through little spaces in windows. And he can pull you close enough then let you go and hit you with a lunge attack. If you haven't experienced it then you've probably not played against good deathslingers. Either way it doesn't matter what you say the truth is still there that he shouldn't be able to do this. I'd really love to hear your excuse if the clip was at a window.
Do you really think you should be safe at low wall loops from killers?
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1649759#Comment_1649759
So the copious ref ranks I've faced over about 200 hours have all been boosted? Every single one? Not one of them was good and its had nothing to do with my skill, they've all been bad?
Sure.
If you hit them in the open with nothing stopping them from pressing a or d yes. That or your ping is massive.
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They need to increase the speed of the attack, or remove the red warning lines. Good survivors against a low ping killer don't get hit.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1649833#Comment_1649833
Ah, I'm usually in the 70-150 range depending on the match. Now I'm really curious to know more about the POTD travel time :D
I played a game with huntress late at night and the game put me on a server with 100 ping. it was the easiest game i have ever played with her.
Survivor vaulted and moved out of sight? still got the hit. Throw where the survivor is instead of where they will be? get the hit... It was stupid.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1649716#Comment_1649716
His attack isn't really dodgeable reactively on my typical ping. Maybe if I'm on the very edge of the attack area, I'm near the very end of its range, and my view isn't obstructed. Maybe. Other than that I've pretty much only had luck guessing when the PH is going to attack and dodging preemptively.
I've tried to math it out, but the wiki doesn't provide enough information to determine travel time of his attack. All it says is that there's a .033 second (2 frame) delay between each "attack trail element", but it doesn't say how many attack trail elements exist in the POTD trail, what their hit boxes look like, etc.
At any rate, this is very much exaggerating how easy his power is to dodge. It's just not smart for killers to try it when they're not confident they can get a hit right now because a miss is pretty punishing. This is aimed at addressing that by reducing the punishment for missing.
I have 25 ping so my gameplay would be different to yours. If these dev's are balancing with ping in mind then i need to get a VPN and play at 100 ping all the time.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1648467#Comment_1648467
Interesting how I can hit people consistently. Do all of my survivors just lack braincells? Every single one I've ever faced?
you hit them out in the open? if you literally hit them in the open then yes.. they are.
You have a slight chance to hit a boosted rank 10 behind a wall with a bit of ping lag (60ish ping would do it) i will give you that
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@ad19970 said:
Another one of These posts? Almo already explained the thought behind the pop nerf and all they got for it was a lot of ######### talk of idiots that think pop and ds go hand in hand. And now you are wondering why the devs aren‘t communicating more?
Also i have seen many people complain about PH, the devs luckily don‘t only listen to killer Mains.
They listen to killers when the survivor q time increases to much, i will give you that.
I don't know if you have noticed, but they have turned off all forms of match making and will dump full red squads against a yellow killer because survivor q time was taking to long due to a suspected lack of killers.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1648619#Comment_1648619
We don't know the numbers on the cooldown changes, but the PTB drops tomorrow so we'll see very soon! The devs did say they're not intending to nerf him, so hopefully the nerf and buff come out in the wash and he's just more fun to play as/against.
Fun to play As would mean getting rid of the flashing HERE! HE IS AIMING HERE! PRESS D SO YOU DON'T GET HIT! lines that shoot out before the attack launches. Telegraphing a slow attack with sound, time, and vision is bad design and makes the attack literally useless against GOOD survivors.
Instead they slow him down even more and will probably give survivors time to jump the window or get a second loop in.
I don't care if they get rid of pallet hits but they need to make the power fun to use and actually require skill on the survivors side or a bad read by the killer to dodge.
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@SirBDog said:
https://forum.deadbydaylight.com/en/discussion/comment/1647829#Comment_1647829
Lol I'm a pyramid main and I think the cages are his weakest aspect. This might also be because I get a hit with my power 90% of the time. The only use I see for his torment is to be used as a super fast mori, negate unhooking perks, or put pressure on a group of closely packed gens. With his power, being able to put pressure on basically every loop is much more important to me, and I'm able to predict and hit through walls fairly accurately
You must be using a vpn or have terrible ping then (80+) at 25 ping it is impossible to hit survivors.
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@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/1648445#Comment_1648445
A fully charged hatchet is sometimes almost impossible to dodge. However, Huntress is making a clear decision to pull up a hatchet in that scenario, and while she can cancel, there's a detriment to pulling one out too early or too late. The whole interaction requires a lot more input from both sides about who's going to do what next. Additionally, either side can say, "Ahh, damn. I should have done X instead. What I did was stupid" or "That would have been my key to victory, if I'd only read the killer/survivor better". With Pyramid Head, no one (neither survivor nor killer) really thinks that.
You know what Pyramid Head players are saying while they chase you?
Ahh #########.. i can't do anything until they are locked in an animation, how boring.
Playing as pyramid head is equally as boring and frustrating as versing one. his power is ######### tier and the dev's failed to fix the reason why nobody uses it outside of an animation lock and just focused on the complaints from survivor mains.
This update makes all situations a lose lose for the killer and survivors will fully dictate his power now.
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The more important question is why can survivors squeeze past traps? You can set it in the middle of a lane on haddonfield and a survivor can squeeze past it by face planting the wall.
Terrible unfair design
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@Sonzaishinai said:
"What i do think is that all the balancing that has been done so far and is still going on on the PTB is stuff aimed at people between the ranks of 13-6."
So for the mayority of players then?
They know perfectly how the game goes and wisely opted out trying to perfectly balance an asymetrical game with a ton of variaty and focus on making it as playable as possible for everybody
This game would not be doing so well if they only balanced at higher ranks
Exactly.
New player comes in- new player has fun- new player spends cash on cosmetics- player becomes familiar with the game- player gets frustrated after reaching reds- player quits.
Revolving door
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@Babyyy_Boyy said:
https://forum.deadbydaylight.com/en/discussion/comment/1648635#Comment_1648635
You must have misunderstood... I never said “removing OOO punishes SWF” please go back and read. I said “Nobody should be punished for playing with friends.” You probably got confused because I also said that “you have to accept the fact that the devs don’t have a problem with it because it would have obviously been fixed along time ago”.
"OoO abuse (with) swf" i think you missed the "with" when i mentioned OoO as that is why people complain about it otherwise nobody would care.
I don't agree with nerfing swf, they need to make solo survivors boosted and then balance killers to cope with the outcome.
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@Babyyy_Boyy said:
https://forum.deadbydaylight.com/en/discussion/comment/1648613#Comment_1648613
Well to be fair, the Devs even said themselves that it was a lose/lose situation for the survivors when Pyramid Head fakes his power and that’s something the vast majority agreed on as well. As for the posts complaining about OOO and SWF and what not, you have to accept the fact that the devs don’t find a problem with it because it would have obviously been looked at a long time ago and fixed. Yes that is going to upset people but in all fairness, Nobody should be punished for playing with friends. Lots of games have that feature.
How does removing OoO Punish swf? the perk is only used by them to basically cheat and troll killers.
This is exactly why people are mad. they make it very obvious they are following the money rather than the health of the game.
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@ZCerebrate said:
Haven't noticed any difference out side the new ability to Lethal Rush to break pallets... a slight negative when I somehow get vacuumed into it when swinging at a survivor who hasn't started the vault animation yet (though it doesn't happen every time).
Sliding mechanics have always been annoyingly finicky at times, same with some invisible collisions that don't match the visuals during Rush - probably just ran into some bad setups rather than anything being changed since I played about 10~12 blight matches since the latest patch and haven't had any more issues than before
Hmm. i played him a bit on release and didn't have these issues.
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@Babyyy_Boyy said:
https://forum.deadbydaylight.com/en/discussion/comment/1648592#Comment_1648592
Let’s be real. Have you ever seen a complaint that called out the “Live Balancing Team”? Cause I haven’t. It’s always directed at the Devs and it makes sense at the same time why it’s directed at them. They’re a whole, they’re 1 company, a Team. In real life when someone complains about a store or a restaurant etc. they direct the entire company or the building, not certain sections or departments. Everything else I agree with. The game is getting stale at the moment.
There have been many threads and suggestions on how to fix Pyramid head without making him Z tier, but the only thing they looked at was WAAAAAAAH no counterplay and nerfed that without looking at why nobody uses his power outside of animation locks.
We have had hundreds to thousands of posts abut OoO abuse with swf and DS being unfair (it is needed but not as anti momentum) but they nerf a perk that only someone in green ranks would ever complain about.
People are frustrated, and have given up being constructive.
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@[Deleted User] said:
Simple idea that might help: Give Deathslinger a longer ADS time and give the projectile a faster velocity.
If you give him a wind up then survivors just spaz out making it impossible to hit. Huntress can deal with this because her hatchet hitbox is huge, but Deathslingers would always miss unless he gets lucky.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1645829#Comment_1645829
i agree to this as a ph main. if you only used your power to zone and not to actually try some fun wacky ######### you were a really bad ph.
I have been trying to hit survivors all day with PH and guess what the result is? nobody gets hit by ROJ when they have full freedom of movement.
Not everyone has survivors that are missing half their brain.
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@BigTimeGamer said:
Huntress: can pull hatchet at pallet to try for a free hit, Survivor can keep running if they think you are going to pull- Mindgame/Outplay potential on both sides
PH: Do either and you get hit
there is a clear difference, the changes sound good for the game
Huntress has full control of her movement and a charged hatchet is almost impossible to react to.
PH can only walk forward as strafing and reversing are turned off when using ROJ as well as mouse sensitivity being messed with and turn speed limited.
His power is literal trash and i am shocked konami are allowing them to make PH a joke.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1643480#Comment_1643480
If only they adjust DS+UB. Wither I slug or eat the DS it's still a lose/lose for me.
As for PHs change. I hope it works out. I don't want it to turn into a power that has hardly any use. Like Pig's Dash.
Been trying to hit survivors out in the open all day with his power. Gone from r1 to r7 in a day because it is actually impossible if they are not brainless.
He literally has the worse power in the game that can only be used during an animation lock and they may have taken that away from him.
Z tier killer incoming.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1645667#Comment_1645667
Just died on first hook from a camping slinger I ran the entire game. Dont complain about swf as long as the devs wont make an actual ranking system.
I thought slinger had no counterplay. so how did you run him all game?
Even a baby deathslinger should get you if there was truly no counterplay.
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@LetsPlayTogether said:
How about stopping this whataboutism nonsense?
These perks have been problematic since their creation with hundreds and even thousands of posts complaining about them.
Pop was rarely complained about above rank 10 and many think it is fine since the killer works so hard to get it
What perk got nerfed though?
There is no "whataboutism" here. Only some terrible balance decisions that don't make sense.
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They won't nerf ds, only side grade it. If they do change it to anti tunnel then it will be 2 uses per game to keep it strong.
If they do such a thing then touching an objective better turn it off.
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@Haku said:
https://forum.deadbydaylight.com/en/discussion/comment/1644819#Comment_1644819
Or maybe it is cause most fun for survivors come from saving others/running the killer. If everything was only about do the gens, leave the game that game would've been dead long ago. Ever thought about that ?
Doesn't change the fact that kill stats are meaningless.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1647057#Comment_1647057
Like I’ve said numerous times, his power yes is not as good as someone like huntress but remember how many more things he has going for him than her. 115% movement speed, smaller terror radius, unlimited shots AND ability to shoot through walls meaning he doesn’t suffer from map rng as much.. Also can you not say the same about the ability to dodge a huntress attack? Yes she doesn’t have limited horizontal movement but I would say this is a small drawback and a small price to pay for pyramid head considering he has so many other benefits which huntress does not enjoy
Again, literally none of that matters if survivors can easily avoid the hit.
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@Tricks said:
Let me get this straight. PH will no longer be able to strategically place trails sporadically without being forced into a ranged attack animation? So the only solution here to avoid this animation delay is to spend your entire trail pool, negating any strategy for placing trails here and there. Fantastic. Wd on removing skill and strategy from PH.
yep.
The actual fix was to make ROJ faster to cast but then survivors would cry.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1645054#Comment_1645054
Ph’s attack is far wider than a huntress hatchet. He has unlimited shots. He is the only killer who can move faster than survivors with a ranged or speed attack expect for deathslinger and his shot really isn’t that reactable, you have to preemptively dodge at some point. 1v1 me as pyramid head and let’s see how many shots you can truly dodge.
All meaningless when each shot gives an audio notification and a visual notification before the attack actually happens. the killers light is also shows where the attack will go at all times and if you keep out of it the attack will miss you.
He has no control over his movement while casting ROJ no strafe or reverse, and mouse sensitivity is destroyed and capped. His power is Z tier outside of animation locks and if you get hit by it out in the open you need to go back to r 20.
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Remove all gaps in loop walls so mindgames are possible.
Get rid of the boarded up window and gaps in pailings and windows on the shack so mindgames are possible.
remove the ability to increase fov by playing "stretching resolution" to make mindgames possible and so stealth killers can actually be stealthy.
fix gen speed or change maps to be fair.
Destroy the stale 3 year long survivor perk meta and stop with second chance perks.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1643939#Comment_1643939
Except hatchets travel almost instantly when fully charged, have a wide hitbox and can be freely aimed. Pyramidhead turns like a shopping cart, has a very thin hitbox on POTD, and the attack is telegraphed and takes a second to travel towards the end of it.
Hence why it's junk and people relied on the bait. They could have tinkered with any one of those issues and instead they focused on.....the cooldown. Well that's great now you can spam attacks all day as the survivor takes a slight step to the left or right to completely avoid your attack.
As others have said they listened to feedback sure but they definitely only listened to feedback from one side.
This.
Outside of animation locks, PH has the most useless power in the game.
There is zero input from the killer if they hit a survivor or not. it is all the survivors fault and that is the "CouNteRPlAy" that survivors demand against all killers.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1644536#Comment_1644536
I complained because there's another aura reading perk and now it is tied to slowing the game down. Killers depending on such perks to win means they are not winning, the perks are winning the game for them. If killrates are very high, which I can guarantee they are, then these kind of perks need nerfing. It's also too oppressive on fast killers.
A fast killer with an aura read is going to be oppressive to play against, guarding a totem all game and that's exactly what is going to happen. Will they nerf it, I'm already hoping so. If the hag can still cross the map is 45 secs then it isn't a nerf at all. It just means she can't stop and get a drink on the way.
I actually played killer when the game first came out when kills was actually no easy feat, so you might want to stop there. I remember when all four had sprint burst that replenished mid-chase, self-care was faster, insta-heals, insta-gens, and before DS was ever nerfed (3 times btw). Borrowed time protected the unhooker. Jungle gyms all had two pallets each and they were all vacuums. And maps had several jungle gyms. Every building had an infinite window. You killers have no idea how easy you have it now.
Kill rates are high because surviving isn't required to pip.
I have had many games where i killed all 4 survivors after the gens are done and the doors are 99 because they wanted to save someone instead of just leaving.
If death caused a depip or only a safety pip like not killing survivors does to killers then we would see different results.
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@KettleWettle said:
Omg you guys are such babies, Pop needed to be nerfed and it's still a good perk, It barely even got nerfed and all of the killer mains always complain when their meta perk that carries their hand 24/7 actually gets dealt with. Stop saying " Why would you even think of nerfing pop without thinking of nerfing DS or UB " because first of all, UB is perfectly fine, the perk is literally a one-time use throughout the whole game whereas pop can be used infinitely throughout the whole entire match. Now for Decisive Strike, yes It is due for a change, but you guys always complain when an overpowered killer perk gets nerfed and expect the devs to nerf every semi-decent survivor perk.
Stop demanding nerfs to gen stall perks and then telling killers to pressure gens. Admit gens are to fast and to easy and need to be changed at their core.
It is funny now a perk that needs to be earned is getting nerfed while tapping a gen to stop progression with no time requirement or even a skillcheck (that must be done while holding the gen) is all fine and dandy.
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@ThGameIsHardButSoAmI said:
https://forum.deadbydaylight.com/en/discussion/comment/1643085#Comment_1643085
they reworked maps to be smaller and to get rid of infinites some patches ago, nerfed gen skillchecks and speed when working together, (while also working on space between tiles), the house of pain and preschool buildings were nerfed, tons of killer perks have been reworked to be better. Just because some problems like ds are getting ignored doesn't mean that the game isn't getting better with basically every patch (and of course there are some exceptions). One thing is saying DS is broken it needs to be nerfed (ok, fair), another is DeVs baLaNcE For tHe Side ThAT bUys #########. Not to mention a lot of killers are getting reworked to be viable (look at doctor, who used to be #########).
Geez.
They made some maps slightly smaller while also making sure they kept every tile in the map and even added some. The changes on some maps aren't noticeable and other maps that were always and still are disgustingly large and survivor sided remain unchanged. Mothers dwelling, ormond, haddonfield.
The school maps are still a joke because they boarded up the school but made every other tile stronger.
The house of pain is still disgusting and still has a god pallet and a window on both iterations, while sometimes having all windows open.
The space between tiles is survivor favored and the tile spawns are often able to be strung together with minimal effort with zero mindgame potential for the killer due to the large gaps and holes in the walls.
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I like how all the survivor mains are cheering this nerf on while ignoring that his power is literally useless outside of an animation lock.
The survivor gets two notifications and a large delay on the attack with giant red lines to scream at you to tap a or d. If you ever get hit by his power while you have free movement then you need to be dropped down to grey ranks.
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If they make Dead hard work 100% of the time without any guess work from the survivor, then they may as well call it mettle of man.