ad19970
ad19970
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@Dsalter said:
https://forum.deadbydaylight.com/en/discussion/comment/2485339#Comment_2485339
you can completely disarm and take pinheads power hostage by holding the cube and never solving it.
survivors have full control over if pinhead can use his power or not.
the only killer that bad is... well trapper but even trapper can get some cheap traps in using vaults or delaying the gate
Woih the chain hunt starting on the survivor who is holding the box hostage. It makes it easier for Pinhead to locate that survivor, down them, and once he downs them, Pinhead gets to activate the chain hunt immediately.
I feel like the downside to holding the box hostage is enough now.
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I mean, I would argue Pinhead's chase potential is much better than that of Pig though.
Pig has stealth, whichi is somewhat good. And in terms of slowdown they seem both quite effective.
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@Mouth0fMadness said:
https://forum.deadbydaylight.com/en/discussion/comment/2483015#Comment_2483015
It does, but IMO Franklin's Demise + the addons to make solving the box longer may work better than using Hoarder's.
With Hoarder's it adds 2 chests, and every time the survivors pick up any item you'll be notified. There's no way to tell if they picked the box up specifically or just a medkit out of a chest, unless you run the purple addon so you can see the box yourself too.
With Franklins + the longer solve time addons, it gives you time to find them, catch up to 'em and all ya gotta do is hit em with one M1 and you get the box.
Oh thanks, good to know. i wouldn't have expected Franklin's Demise to work with the box either.
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@Soulpaw said:
My build,
GIVE ME THE BOX;
Hex: Plaything -when you hook a survivor for the first time, they become oblivious until a hex totem that's assigned to them is cleansed
Hoarder -you gain a notification when someone picks up an item.
Hex: 3rd Seal -when you hit a survivor with a basic attack, they gain blindness
Undying- the first hex perk cleansed instead is transfered to a dull totem, this is cleansed instead.
So the idea is that players are gonna be busy with finding the box or removing their oblivious effect. Thing is that they don't get aura reads on the box or their assigned totem due to blindness from 3rd seal essentially making people walking around like headless chickens trying to find the box before you do. If they don't, CHAIN HUNT TIME.
Wait, does hoarder work with the Lament Configuration?
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Lmao you conclude that from one single match?
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It all depends on how strong these boon totem perks are. The effects simply can't be so strong that a killer is pretty much forced to go look for the totem.
If that's not the case, I think these new perks will be fine. It's probably not unlikely to stumble upon such totem while playing the game normally anyways. As a killer you can roam the map freely without having to hide.
Also, killer really isn't that miserable to play anymore.
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In my opinion there are quite a few killers in this game now that have a fair chance at winning despite gens going very fast. It might not be an equal 50:50 chance, but still good enough.
Unless you get one of the really bad maps, like Cowshed or Haddonfield.
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He's certainly challenging, and arguably has a higher skill cap than most killers, but I really don't think he is harder than Nurse, not by a long shot.
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@Trickstaaaaa said:
https://forum.deadbydaylight.com/en/discussion/comment/2480172#Comment_2480172
Sure he is not blight strong. But he is not weak either. He is basically solid, he needs a small buff. But not a massive overhaul buff.
I'm not convinced he even needs a buff at all. But we'll have to see.
I just really don't want him to turn into another Pyramid Head, or Trickster. Or Deathslinger. Becoming very oppressive in chases.
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I'm having a lot of fun with Pinhead, I think they did an amazing job with him.
With that said, the server issues have me kind of baffled. It's a shame that every new major update seems to be taking a dump on this game. I really hope they can somehow improve this in the future, even if it means revamping some of their code or so, no idea what could actually help.
I am happy they worked on Pinhead and released him, but I really would like to see one chapter reserved for this game's health.
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@PNgamer said:
fun yes, strong ? no
I personally disagree, but it is too early to say for sure.
I'll see how it goes with SBMM active.
But as for now I think he is pretty strong.
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I would guess the chances of getting disconnected grows with how long the match lasts.
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/2479925#Comment_2479925
You said: "Not to mention that gaming skill isn't something one should ever boast about to begin with."
So i wanted to know whether you think you should never boast with any skill or its only the case for gaming skill. So i wanted to know how you think about boosting with your chess/football skill etc (two random examples). Do you think gaming skill is worse than other skills?
Ah ok. No I don't think you should ever boast with any sort of skill, but especially not skill that benefits no one but you yourself. So gaming skill, football skill, whatever. Those are just games as well.
Being proud of such skill is of course understandable, but boasting about such skills and growing an ego is just ridiculous in my opinion. But it's especially ridiculous with gaming in my opinion.
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@DeanIcity said:
https://forum.deadbydaylight.com/en/discussion/comment/2479585#Comment_2479585
How are they more consistent now? They literally feel the same, Ineffective, hard to hit, little reward for actually hitting It. It's not worth It 90% of the time to even go for chains. He's essentially a really cool looking killer, with no voice line now, a ######### power, who Is trash-tier M1 class. It's not worth the money spent, It's even more unbelievable that these are the changes the decided on AFTER the PTB.
Now games are constantly crashing too.
It really Is unacceptable.
Can't agree. Especially at loops his power has helped me a lot.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2480104#Comment_2480104
His power feels useless in strong loops they just brake before you can get to them and the loops that I can hit them with the chains and get a hit I feel like I could of got a hit anyway.
I personally disagree. I feel like his power has often enough given me hits where I wouldn't normally get hits.
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This is a really good idea actually. Would definitely help make Head On better with solo survivors.
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@Konnor24 said:
https://forum.deadbydaylight.com/en/discussion/comment/2479179#Comment_2479179
Hes not weak, hes not strong but hes not weak. Hes comfortable mid tier right now. The OP hasnt taken the time or effort to think that because he cant work out how to use his power properly, then he must be the worst killer ever.
Yeah probably.
I would even argue he might be high tier. Not S tier with Blight or Spirit of course, but perhaps A tier. It's too early to say for sure though.
I think one aspect that will be hard to judge is how much slowdown his second objective will cause in an average match with him. Because that's something you won't get a direct feedback on when playing as Pinhead.
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I have had a few painful matches with Pinhead, but in general I feel like he is pretty solid already. His chains definitely help in chase, and he has a second objective built into his base kit, which is pretty good.
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I honestly don't think they are lying. They just screw up too many times.
With that said, I personally haven't noticed any problems with my pc version. But I can't speak for others, nor for console players, who generally seem to have it pretty rough.
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I don't have a problem with them at all honestly.
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I kind of agree. Haddonfield is so survivor sided, I wouldn't mind if they disabled it until it became more balanced. Throw in Fractured Cowshed too if you don't mind. Another atrocious map.
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/2474283#Comment_2474283
My opinion is that you never should boost with anything, but do you care to explain whats the difference between gaming skill and chess, football etc. ?
I'm not sure what to explain? Where did I ever mention chess or football? Sorry I am not quite sure what you are getting at.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2479609#Comment_2479609
Same. We keep hoping an update won't screw things up and we keep getting disappointed :(
I played 2 games. First crash was steam resetting. The 2nd was dbd itself crashing. I just gave up and cooked dinner.
Lol yeah it's a shame. Even more so because Pinhead is a fantastic killer in my opinion.
I have still been playing him a lot tonight and he is tons of fun.
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Its annoying, i know. The sad thing is that it‘s not even that surprising, but dear lord I would have hoped that they would have fixed this until now.
But nevertheless, i do have to say that pinhead himself is amazing in my opinion. Just a shame they had to yet again release him along with such ridiculous issues.
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It‘s very frustrating and baffling, but at least one gets to keep the bloodpoints one earned during the match.
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I disagree. His chains are made more consistent now, which is something people asked for. And holding on to the box also has much more of a downside now, which again is something people asked for during the ptb.
He seems solid to me. Not op but strong enough. It‘s still too early to tell for sure but those are my first impressions.
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It serves as a second objective for survivors, which slows the game down for Pinhead.
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I'm sorry, I just don't see how he is weak. His chains are good enough in chase and he has a second objective built into his base kit.
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No I disagree. I think it just takes a bit of time to really practice him.
I don't think he is op or anything, but I think he is pretty strong and might not need any further buffs.
And the devs did address the issues that people had with Pinhead.
His chains feel more consistent, and there is a much harsher downside to holding the box hostage now, that's exactly what people wanted from a Pinhead buff.
He is honestly so much fun in my opinion.
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In general I agree. But I think Pinhead is such an awesome killer, that I would agree more with every dlc prior to this dlc.
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@Sweet_Tour said:
https://forum.deadbydaylight.com/en/discussion/comment/2478653#Comment_2478653
He's not even good. He's so bad, he's just clown all over again except I have to stop and shoot and then maybe if were in the open get some value.
His chase potential is arguably just a tad bit weaker than Clown, which is still fairly strong, but he has a second objective built into his base kit as well. I feel like he is much stronger than Clown, potentially even viable at high level play.
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@meatisadelicacy said:
He feels worse than Freddy to me. You have to stop doing gens or else you can't do gens. He gets to know your location for free and teleports to you, and he can shut down loops entirely by pressing a button. Exhaustion perks and pallets are irrelevant because you have to avoid the player and the hooks that immobilize you.
But I'm glad they devs made another chapter solely for killers that ruins the game for solo survivors. Honestly, this could be the last straw that makes me delete the game entirely. It's just not fun to play as a solo survivor anymore.
Yeah I really don't think Pinhead is op. But he is strong.
One thing I would like to see changed is to have survivors auras revealed to other survivors when within a certain range of the box, which would help solo survivors, but not swf survivors.
Otherwise, I fail to see how Pinhead is op. Killers need to be strong for people to play them, you know. You probably just need to practice more against him. Of course for survivor that's harder because they can't choose to play against him, but after some time, you'll have gone against him enough to have gotten better at playing against him.
Or you can just delete the game, but that would be nonesense. Especially since you probably won't go against him a lot after the first few days.
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I'm having tons of fun with Pinhead. He seems fairly strong to me.
But the disconnects are annoying to no end.
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@Mistikus said:
for me he feels like relase day legion which drive me crazy i hate legon with a passion
Why does he feel like release day Legion to you?
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It's not only balanced around high level. But they do keep high level in mind as well when balancing the game.
And SBMM will help them gather more accurate data on what changes the game might need that could also help high level balance.
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I mean, I am sure you realise how op the killers power and perks are, or?
It kind of sounds like old Legion, where you hit a survivor, or in this killers case, you shoot the survivor, and then break the chase and chase him backwards or looking down at the floor, only in this case, the survivor is just removed from the match immediately instead of just getting downed when the timer runs out.
Unless there is something I am missing here. Because it certainly feels that way.
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@Aven_Fallen said:
IMO someone who decides to run Ruin/Undying/Tinkerer on Blight (+Alchemist Ring to be extra spicy) or MDR on Spirit basically every game should not complain when they get strong Survivors.
In the end, you prepare for strong Survivors by using Builds like this. SBMM should save the Casual Survivors from Builds which just go over the top, unlike currently where you can obliterate a Team with said Blight-Build, just because those are a very casual SWF or some Solos.
And yes, some things really carry players.
Couldn't agree more with this. If some people use builds that carry them to a degree, then it's arguably good they have their skill rating increased, so they face survivors that are good enough to deal with them and their builds.
It's not like people are going to be able to boast with their skill rating, as it's not even shown to the player. Not to mention that gaming skill isn't something one should ever boast about to begin with.
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Which mechanics that make killers easy are we talking about? Because killer in general is not easy, especially not at high ranks.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2472976#Comment_2472976
Yeah I agree with that but I’m really getting tired of seeing the constant posts that complains about Wraith. It’s the same thing with Spirit a while back.
You know, if people are constantly complaining about a killer, than it at least should be a sign for the devs to look into such killers. People don't just complain for fun.
I understand that there are enough complaints that are just ridiculous, but the higher the amount of complaints are for a killer, the bigger the indication that that killer could maybe need some tweaks. That's not always the case, but certainly sometimes.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/277464/so-what-happens-to-afk-sbmm-killers
It's fine. If they refuse to fix maps and gen speeds to accomodate their new SBMM. A lot of killers will purposely lose several times/days in a row to get incompetent survivors. Including going AFK. Because no one wants sweat fests 24/7 at the highest level.
It's either maps or gen speeds. Gen speeds would be fine if this game didn't have a fair amount of survivor sided maps. And some underpowered killers.
But they said themselves that they can better evaluate the balance at high ranks with this new matchmaking, and make more meaningful changes that will hopefully also affect high level play positively.
Also, going afk to derank is just deranking without even trying. If you are not as good as others in the game, you will lose matches, but only until your skill rating fits your skill level, at that point you will see more balanced matches.
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@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/2474109#Comment_2474109
Slinger is literally hold CTRL and press right click then left click and then repeat.
And you have to aim with him very well. That's like the main thing with him.
It's not just press a few buttons and that's it.
Of course you have to aim with Plague as well, but not to the extent of Deathslinger.
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That's actually really awesome. If there is one buff I would still love to see for Nemesis, it's his zombies getting AI improvements so they pressure gens a bit more. This definitely helps.
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Haven't watched the video yet, but shouldn't the new MMR allow you to play chill if you want to once it has a good skill rating for you?
Playing chill against sweaty survivors will probably lose you matches, but at that point your skill rating should decrease until you get to a skill rating that allows you to play fairly chill, because it should match you with other players that have a similar skill level as you have when playing non-sweaty.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2467204#Comment_2467204
Survivor issues usually get addressed really really quickly. Just look at how quickly the Undying Ruin combo was nerfed hard and compare it to how long Unbreakable DS was a combo. We are talking about years of difference. Thats why i see killer issues ass more urgent, since survivor issues seem to have priority (sound bug anyone?).
You are right, we are getting a little off topic here, so i´ll just say that there are a couple of maps with zones where there are no lockers around. A Huntress without hatchets and a injured survivor would have to either chase said surivivor (which could be a very long chase) or break the chase completely in search for a locker. Other killers that could face the same issue: Trapper, Trickster, Oni and Myers (maybe Demo, because his ability can be dodged).
The Otz example is simply to show how a extremely experienced killer still has problems against survivors with a similar experience level. If a "normal" killer would have had this isse, people would have dismissed this, because he just needs to "git gud".
Now to losing those 3 gens in the first chase. That is extremely demotivating. A killer who loses 2 or 3 gens in the first chase will be more inclined to camp&tunnel just to secure a kill and/or slowdown the rest of the team. The problem is also, that a killer could perform great and get 2 or 3 hooks before the first gen is completed and still end up with 6 or 7 hooks because completing several gens during a chase isn´t only a phenomenom that happens during the first 2 minutes of the match. Difference is only, that survivors will get "confident" when they complete 4 gens with only 1 or 2 hooks (or even all 5 gens). At that point they might think that they will escape with a minimum of points and try to play more risky against that "weak killer". Which could lead to a snowball situation. I remember a match of a big streamer who played bubba and got 3 hooks by the time the gates were powered. The survivors then became to confident and tried to lure the now camping bubba away instead of cutting their losses and escape. This changed a 1 kill into a 4 kill. Not because he controlled the situation. Not because the game was balanced. Simply because they felt to confident and wanted to get more material for their stream compilation (he played against several streamers). Now on paper, those kills look like killers are OP. But getting so little hooks in the time the survivors complete all gens is a very bad sign. Because he only got the kills because survivors "threw" the game.
Whenever killer queues have "skyrocket" then they were usually at the normal prime time survivor queue level. Means 2-5 minutes. I checked for queue complaint threads in the past year and killer queues only went up during the 5th anniversary event. They instantly went back to normal once the event was over.
Now survivor queues on the other hand skyrocketed around the time Undying was nerfed. We had threads where people complained about lobby dodging killers. Demanding timeouts for dodging killers. Imagine how bad those queues must have been, when people wanted to force killers to play matches they didn´t want to.
It was a direct reaction to the now unstoppable gens. Killers struggled before, and the devs took a tool to slow the game down away.
So, honestly. Do you think the current gen speed aren´t a problem? Survivors complain again about NOED, because they just rush gens and forget about totems. Devs buffed No Way Out because they seem to see how fast the gens go. But instead of fixing the problem, they give killers a bandaid.
The upcoming gen slowdown perks of Pinhead are another attempt to slow the gen rush meta down. But i doubt any of those perks will become a meta or solution.
Devs need to do something about gens or a secondary objective. No one wants to hug a gen for 2 minutes. So the secondary objective would be a better alternative to increase gen times. A new objective would give killers more breathing room to change their loadout instead of stacking gen slowdown perks. Once killers don´t feel cornered anymore, they won´t camp and tunnel. Maybe a few, but we always had some basement bubbas. Those players are just a minority and unlike you think, not everyone would use that extra time to camp more.
Regarding the perk nerfs, if those were the only examples, I guess you would maybe be right.
On the other hand though, Mettle of Man was nerfed within a similar time span as Undying. And especially the perks of the last two killers have received some noticeable buffs either shortly after their release or even right after the ptb. I don't think surivor issues have priotity. NOED exists even longer than DS as far as I know, and that perk is still the way it is now.
When it comes to the sound bugs, I just feel like that is incompetence of the devs regarding that aspect of the game.
I understand there are situations where you are just an M1 killer. But those are very rare, and the killer has the option to leave the chase as well, and in general try to prevent that to ever happen. Trickster and Huntress have very few situations where they have to play without hatchets/knifes. People that are good with them know how to use their resources effectively, if they end up with no resources, that means the survivor they are chasing outplayed them numerous times in most cases. Oni just needs one hit, he doesn't need to down survivors without his power. And once he does get his power, ######### gets real. And Myers has a smaller terror radius, so only chasing with him while he is an M1 killer is not smart, but to be fair, he is generally considered underpowered anyways for multiple reasons.
Also, Otz experiment was on Cowshed Farm. Again, a very survivor sided map, on most maps a survivor won't survive that long because they don't have the same tools to fight with. And again, you barely ever should end up in a situation as killer where you have no power left. If this does happen to a killer too often, that's balance problem of that one killer, not the entire game. Trapper as well is considered to be pretty underpowered, for example.
The video in the end shows how an experienced killer player such as Otz struggles against just as experienced survivor players on Cowshed by only using M1, but that's simply not representative of the game's balance.
I understand that losing gens can be demotivating, but the problem here is that some people also immediately believe the match is lost at that point, which it isn't. Unless of course you are playing on a survivor sided map, and there are quite a few of them, admittedily.
I do understand though that, despite still being able to win, matches that have 3 gens pop early on can feel stressfull. That's why in general I do think a second objective would be nice. But I don't agree that it's fair to only address the killers biggest issue of games being too stressful, and not the survivors biggest issues. There will still be killer players that will resort to camping and tunneling, those that are not good enough at the game and realise they can win much more easily with camping. Again, camping can already get you multiple kills, especially with NOED. Making that even stronger would be terrible, and I still believe that killer queue times would become very long.
A second objective would also need far more balance changes. On the one hand, we'll have a serious amount of maps that will generally become killer sided. The maps that are considered to be the most balanced, such as Coal Tower, or Father Campbell's Chapel for example. You've already kind of pointed out another problem. Killers resort to slowdown perks right now, well, having a second objective and stacking four slowdown perks will probably become unbearable in the average match, those would need to be nerfed too, the strong ones that is.
Not to mention that some maps would probably still be survivor sided, like Haddonfield and Cowshed.
Then there are Blight, Nurse and Spirit, which all would definitely need some form of nerf as well.
And then there is still the gap between swf and solo survivors. As long as solo survivors aren't buffed to a much closer level of swf survivors, killers can't get fully balanced around swf survivor teams. This game in general can't be balanced around the absolute top level of play, unlike some other online games. Of course the top level should be considered as well, but only balancing around the top level could be disastrous.
A second objective affects everything, as in it will just shift the average balance of the game towards killer more, but there will still be a lot of imbalance among the maps and killers.
Obviously I am not expecting all these balance changes in one patch if a second objective, or an ealry game slowdown, was ever to happen. But at the very least survivors should receive some forthcoming as well by nerfing tunneling and camping. Queue times are pretty balanced at the moment, at least for me. I don't want to experience what would happen if killers received such a substantial buff and survivors got nothing.
To close this up, I would guess that the upcoming Mori changes involves some form of second objective for survivors, because they made it sound like survivors will have some form of interaction where they can prevent killers from using Moris. So a second objective might happen. And if that second objective also needs interaction from the killer, the killer may be forced to not camp in order to slow down the game. In that case perhaps a second objective would be fine without having a nerf to camping and tunneling immediately, but even then, I think that tunneling and camping should be nerfed down the line as well. Again, it's not fair for killer to have their biggest issue fixed but not survivors.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2468918#Comment_2468918
Every single test has been misery on Killer.
I'm, unfortunately, good at the game. During the tests, I waited in queue's for an unholy amount of time, only to be matched up against the same teams who, even when I played perfectly, I was unable to best. The game isn't balanced in high MMR, and more importantly, it's extremely unfun for both sides. What's worse is that BHVR know this, have known this, and show no signs of doing anything about it.
If you are losing constantly, your skill rating will adjust up to the point where your matches become fairer. That's the purpose of this sbmm.
Also, please don't act like everyone thinks badly about this new SBMM. There are obviously people that are happy about it too.
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I think it's great to see that they are giving him some buffs before he releases to the live build.
I also 100% disagree that objects shouldn't break chains. That's one of the counterplays survivors have, and counterplay is always a good thing. If anything, they should increase the duration that it takes to break chains normally, but keep the feature of chains breaking on objects. But simply making them more reliable which they seem to be doing when he releases sounds good as well for a start.
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The killer did win, even with the perks they used. You think any killer player cares when you tell them that they only won because of their perks?
Survivors have very strong meta builds as well.
Not to mention that you listed a bunch of different perks. You don't really thnk these perks should all be nerfed, right?
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@Rey_512 said:
@WexlerWendigo ”God forbid a killer doesn’t give a free 4k anymore, the horror!”
Um, who said I wanted a free 4K? I just want the power to work like it used to.
@Progamer888 ”Just use her power in short burst”
Sometimes they stun or drop a pallet that I’m forced to break and gain distance. Again, a player shouldn’t be forced to limit their playstyle because of this bug.
@ad19970 ”Survivors don't have anything more to work with when going against Spirit either.”
Survivors have Iron Will, which negates 1/2 of her tracking ability. Actually, with the sound bug, it removes 3/4 of Spirit’s tracking ability while phasing. Also, Spine Chill (relatively common) counters the stand still “mindgame”.
No but that's my point. Survivors have no real way to track Spirit either when she is phasing. And now so does Spirit.
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@cyniChris said:
It blows my mind when survivors escape against a weaker killer with off-meta perks and no "dirty" tactics, start acting like pricks about it, then the next game wonder why they get camped and tunneled...
They do it to themselves.
Except you never go against the same survivors. Just because some survivor players act like that, doesn't mean everyone does. So your "revenge" likely hits the wrong players anyways.
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Lmao what even is this post? Are you having some mental breakdown? This is the exact opposite of normal.
Juts because there are some bad sports among survivor players doesn't mean every survivor player is like that. Grow up.