ad19970
ad19970
About
- Username
- ad19970
- Joined
- Visits
- 9,259
- Last Active
Comments
-
@Rivyn said:
Honestly, I don't see how a game like this can be taken as casual. It's competitive by nature. Maybe I don't have the mindset, but, well, how?
I would argue the rng of maps and addons and items alone is why this game can't really be seen as a competitive game. Or even more importantly, that it doesn't have a clear definition of what winning and losing is. It definitely has competitive traits though, but it's not meant to be fully competitive. I personally think it's a bit of a shame too many people want to see it as a fully competitive game.
-
@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1175152#Comment_1175152
There you go..gen speeds..map changes mean nothing if the gens still fly too fast in coordinated situations..congrats you finally caught up
Dude, you don't explain in any way in your main post how more balanced maps won't improve the balance for killers. Like absolutely no where. You just say that map balance won't help and that's it, like we are all just supposed to blindly agree with you.
-
@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1175056#Comment_1175056
Hillbilly on yamaoka map, the thumbnail was gen related...youd have to dig as I cant recall the title sorry
So now that I watched the entire video, I have to say that these gens really did go very fast, but it does not show in any way that balancing maps won't solve this problem.
First of all, he managed to win at the end nevertheless. So even against survivors that can do gens that effectively, there seems to be a chance to win against them. Now you could probably argue that the survivors didn't play optimally in chases, but that's just the point: If you balance maps enough so that killers have a fair chance of downing survivors fast enough, you still have a chance to win just like Otz still did at the end of the video, even with one generator left.
So as I mentioned in my other post, Yamaoka isn't really a balanced map, and can't be compared to maps like the new Saloon map or the Chapel map, which are far more balanced in this game. The survivors were also using two ridiculously good toolboxes, with addons that increased their usage duration and their repair speed even further as well. These toolboxes are not nearly as much of a problem now anymore, which is good. And yes, they definitely did have an impact on the gen speed of Otz's match in that video.
Last but not least, he was using two pretty bad perks. Pop Goes the Weasel would have made much more of a difference in that match.
So yeah, this video also doesn't prove to me that gens are a problem that balanced maps can't fix.
Survivors need a chance to win as well in the end.
-
@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/1175013#Comment_1175013
Map changes won't solve everything, because certain killers don't care about map layouts. Some killers its an improvements, others it makes them weaker, others it does nothing.
We need to get out of this mentality that all killers play the same, have the same problems, use the same perks, have to deal with the same mechanics as each other because we don't. All survivors are the same....literally, only difference being size and skins. And the only way you can make a survivor unique is by using perks which any survivor can use.
^ Killers are not clones. You can't just balance the game around one aspect and expect all killers to fare the same way. Now gen times have been an issue long before ruin was nerfed, its just that the nerf brought our attention to it and made it stand out WAAAAY more. Now imagine before the ruin nerf....not running ruin.....and feeling the gen speed time. Its still the same time....and we've been complaining about it for long before the ruin nerf and the devs don't listen. We talked about adding extra objectives and what not, we talked about perks, we talked about maps, we talked about toolboxes, we talked about hexes, but the only suggested fixes the devs ever implement are bandaid perks (when they aren't nerfing them) and toolboxes (which were never an issue to the overall). Or completely breaking the game with goofy ass suggestions like the sabo changes.....
Toolboxes exacerbate the problem of gen times, but you can get gen smashed without toolboxes.......
And Bandaid perks are just that....bandaids. Every single killer in this game has at least 1 or 2 or in some cases 4 or 5 useless add ons....why not fix the problem by giving those killers useful add ons that give them something to combat gen times? Cause I'm telling you right now, fixing maps isn't going to do anything but put killers who are already ahead, even further ahead. Meanwhile the rest of the roster feels nothing and continues to complain about gen times.
I would argue most of the killers that are already powerful will profit less from map reworks than most of the weaker killers. Hillbilly will profit from smaller maps, but not quite as much as other killers, and while he profits from pallets becoming less safe, he also gets hurt by maps having a higher pallet density because it's more likely for survivors to get to a pallet in that case before he can instadown you with his chainsaw.
Spirit and Nurse completely don't care for how safe pallets are, so pallets becoming less safe does nothing for them, they only profit from smaller maps.
Doctor sometimes actually profits from loops being bigger as he has more time to catch up if a survivor is forced to run around a loop another time, so he as well mainly only benefits from smaller maps. Though he would most likely profit from more mindgameable loops a bit as well.
Oni and Freddy are the two strong killers that will most likely profit the most of more balanced maps.
However, a lot of the weaker killers will profit more from balanced maps. Staying injured will become more risky if pallets in general become less safe. So map reworks alone might make killers like Wraith, Legion, Myers or Ghostface actually viable. Maybe not Legion but the others.
There's no doubt though that map balancing alone won't do the trick. Of course killers need to be balanced individually as well. Leatherface for example will profit less from map reworks because of the same reason that Billy will profit less from map reworks. If maps become much more balanced, some killers might also need some small nerfs, Freddy in particular. Of course, maps can affect the power of killers differently as well, especially a killer like Huntress, but that's something that can't really be avoided, and isn't a problem as well in my opinion.
However, changing the objective time of survivors would have the same problem as map balancing because the balance gap between killers is so different. Personally, killers and maps need to be balanced properly, and if done right, at some point this game will be in as good of a balance state as it could possibly get.
-
@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1175087#Comment_1175087
It was from a bit ago..hmm..I remember it was on a yamaoka nap as Billy..but I cant remember the title..was def gen related
@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1175020#Comment_1175020
What video are you referring to?
Ok I've seen the video now. Here's the Link: https://www.youtube.com/watch?v=LxbAg2SioWI
I should probably mention that Yamaoka is a map that many people seem to agree to be rather survivor sided, with it's huge size, safe pallets and good stealth. It's only downside is that it can sometimes have areas with very few pallets, depending on rng. So that maps is hardly campareable to some of the newer maps like the Saloon map. On a more balanced map, killers have more counterplay at loops, and just as importantly, don't have to patrol such a big area to defend gens.
However, ignoring that in this case, because this is Billy, and he suffers from unbalanced maps much less than other killers, Otz still ends up with a 4k. He also starts out really good, and during that only one gen gets repaired. But then somewhere in the middle of the match, he stops downing anyone and messes up quite often, so naturally gens get repaired much faster. And he still ends up with a 4k. Even if the last two survivors wouldn't have messed up, he would have still ended up with a 2k.
So when taking the maps balance and how the actual match plays out into consideration, this video shows in absolutely no way that gens are a problem what so ever.
Hell, I would even argue that video perfectly illustrates how map balance can improve this game's balance perfectly well and make gen speed a non-existing balance issue, because you can clearly see that when killers can down frequently enough, and apply enough map pressure, gens get slowed down more than enough. And all killers need is a chance to do so. They shouldn't be guaranteed to always be able to down survivors fast enough so they can always get their 4k. You need to keep in mind that just like killers want a chance to win a match, so do survivor teams want a fair chance to win a match, which means 3 or 4 man escapes.
Edit: Crap, nevermind, it's the wrong video. This is the video: https://www.youtube.com/watch?v=DggcHI1boFM
Haven't fully watched it yet, but all I can say there is that this map is still not nearly as balanced as other maps in this game, like some of the newer ones, that for some reason he doesn't get a down that he should have at one of the pallets, and that he got hit by DS once.
-
@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1175013#Comment_1175013
Lol watch otz hillbilly vid when every survivor was in arms reach the whole game and gens still flew..then you'll know why I say what I do..gens still go by way too fast on the new maps which are the devs modeling plan..and even then..what? We wait six years for map reworks which solve nothing at all? Lol
Which video do you mean? I would like to see that video.
-
Map changes definitely do a lot and have the potential to make all the difference. Sometimes, one chase can decide whether you win the game or not. I had matches where I made one small mistake during a chase, which cost me a lot of time as the survivor was able to run me around for quite a bit more. Of course I can't know for sure, but sometimes I really did feel like if I hadn't made that one mistake, I could have gotten 3 or 4 kills instead of only 1.
So if pallets become less safe, that alone makes a huge difference, because you'll be able to down survivors a bit faster at average. If big maps also become smaller, than that just improves killers even more. I also think it's hard to argue that some of the newer maps aren't much better for killers than older maps. If the devs continue to balance maps around the balance level of some of the newer maps, killers will be in a really good spot.
I get that many killers in this game are still too weak, but this game does have some viable killers as well. And with maps being better for killers, I don't see how nothing will improve for killers. Hell, if more maps become much more balanced, I think some killers like Freddy and Hillbilly will need some small nerfs, becauise they are already pretty strong.
-
Everyone dislikes killers, but saying that a killer should be removed just because you don't like the killer is a bit extreme.
This would be my list.
- Hag: not op, just don't enjoy her counterplay and going against her
- Leatherface: boring, weak in general but really good at camping
- Spirit: counterplay is mainly just a guessing game
- Nurse
- Trapper
- Clown: has somewhat boring counterplay and matches against him often just end in total gen rush
- Legion
- Wraith
- Plague: This is already where we get to killers I do quite enjoy at least a bit, though she has the potential to be boring if you don't cleanse, which sadly is often the better way to go
- Freddy: I do actually enjoy going against him, even though counterplay in chases isn't the most engaging
- Deathslinger
- Ghostface: Very fun when he works
- Myers
- Hillbilly: This is where we get to the killers that I really enjoy going against. Hillbilly has a lot of map pressure and can be deadly, but he also has very good counterplay in a chase
- Pig
- Oni: I just love how much one has to fear him whenever he activates his power, when he gets close it actually gets my adrenaline pumping like no other killer, which is why I love going against him
- Huntress: Dodging Hatchets has always been entertaining
- Doctor: he makes skill checks a bit more interesting and challenging, he can give you different afflictions that impact you in some way and make the match more suspensful, his chase potential is good and engaging, you have a small side objective of snapping out, and survivors going mad just creates a great atmosphere in my opinion, he has always been my favorite killer design and lore wise, I just love the idea of a Doctor driving humans mad and conducting unspeakable experiments on humans
- Demogorgon: Chases against him are just really fun and engaging, with a fair amount of counterplay, his portals are like a second objective to survivors and they give the Demogorgon good map pressure which makes more interaction with him possible, he just has multiple aspects going for him that make the match against him really entertaining
The last few killers in particular are pretty interchangeable, I enjoy going against any of them a lot.
-
@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/1169689#Comment_1169689
Yea, the first thread was enough.
The entire point of the clip wasn't the result of the match, but the impact in morale that losing those 3 gens had on the player (me). No matter what happened during the course of that match I had lost any will to play at all especially since I was playing one of my weaker killers for a daily.
I was either going to stand by the switch and let them finish the gens, leave the match, or play it through. I decided to play it through, but in that loss of morale with anger and frustration at the helplessness of the situation I decided to tunnel the first survivor I had hooked which of course meant the remaining 3 survivors escaped.
The match after the 3 gens completing is irrelevant because any player who is tired of this situation might lose the will to play after several similar matches. Once a player loses the will to play a match normally the match doesn't matter. As an example, if we had the opposite situation where the survivors decided to give up if the first survivor let themselves go on the hook and the killer got a 4k, was that because the survivors or killers were good or bad or did they simply not want to play through the match and couldn't quit?
This is what many people are ascribing to the match I played and will undoubtedly come down to my skill instead of my desire to play.
Either way, it'll be up later tonight and we'll see what everyone decides to say.
But that just sounds like you simply disliked survivors doing 3 gens. Like, context matters when it comes to balancing, because if you made mistakes and didn't play that well, which I feel is likely since you say that Huntress is one of your weaker killers, then the 3 gens being repaired is not a balance issue. And it's hard to calll those 3 gens being repaired a balance issue because the match still isn't over and killers can still win with two or 1 gen left.
This just sounds like you don't want survivor to have any chance of repairing gens fast, no matter how bad you play. Not saying that's really what you mean, but it sounds like that. And that wouldn't be balanced at all. I even agree that this map is a bit survivor sided, but still. It's only natural that survivors will be able to make fast progress with their objective if the killer plays poorly. And such a short clip from one match doesn't prove anything when it comes to balancing, because again, killers can still turn games around even when 3 gens get repaired pretty quickly, and we couldn't see if you played well or rather poorly. Depending on killer and map of course.
If one isn't that good with a certain killer, then they should expect to lose to survivor teams that are really good, for very obvious reasons.
-
The entire map needs a rework to be honest, the building in the middle is just a paradise of safe pallets and windows.
-
@Galklife said:
tbh 1,5 year ago i moved from surv to killer because soloQ is unplayable, and i play enough games on survs to be on purple (my sanity allows me to play only couple soloQ games per month) and now im playing mostly killer,
as wraith main with only sloppy as slowdown, never killing before 7th hook, am i red ranks? nah, do i care if i 4k? nah give me my bbq and bp
but ofc when i see some piece of .... surv that only runs infinite window or runs OoO i make sure he wont leave game, but aside from that nah
if youre telling me surv is more relaxing because you dont care if you survive why care about outcome of killer game,
but if you find holding m1 relaxing, give yourself 500h of holding m1 and you will change your mind
You really shouldn't blame survivors for using something that the game provides them with though. Of course you can play just like you want to play, just saying.
-
@wantedflame said:
https://forum.deadbydaylight.com/en/discussion/comment/1170436#Comment_1170436
yeah it is weird to combine these addons. you get 4 hatchets removed for a reason so why let them a use an addon for 2 extra as insta down is already way to powerfull in the hands of a hunteress with a god aim
Yup I agree. If you couldn't increase the number of hatchets with another addon when using Iridescent Head, the addon might be fine. Though I think a change to that addon would be better.
-
Pipping system is certainly flawed, but I wouldn't really conclude that the devs hate killers so much because of that.
Also, 4k shouldn't immediately mean a double pip, because sometimes you get a 4k by camping survivors on hooks or in some other rather unskillful way.
-
@Nyxis_Fier said:
https://forum.deadbydaylight.com/en/discussion/comment/1169940#Comment_1169940
Lol I don't suck at looping, nor does the teammates I've played with in red ranks. Im normally rank one. But every now and then I like to depip and fool around to make the game more fun. I've played with toxic killers and survivors. Where survivors expose where you're hiding or killers that tunnel, camp or slug. The whole point is to decrease slugging. If 3 gens are taken, other three you'll have to run and find; chances are some survivors will wait it out and hide. Or the killers straight up slug because chances are 2 or 3 out of 4 survivors will be on that one gen.
Corrupt Intervention shouldn't be nerfed because of slugging though. The devs should take a look at slugging directly if anything. But slugging is often needed at the moment to slow down games at times, and because of DS.
I think once more maps have been brought to a much more balanced level and/or more killers have been buffed to a viable level, gen times won't be an issue anymore and the devs could and maybe should take a look at how to reduce the slugging's effectiveness a bit.
-
Giving killer more map pressure at the start of the match is completely fine in my opinion. I agreed with the Ruin nerf, but I don't see any reason to nerf Corrupt Intervention.
Corrupt Intervention also has the downside of survivors being able to just wait the 120 seconds out. Most don't do that of course, but it is possible. And during that time, killers will have a very hard time finding any survivors if they don't do gens.
If Corrupt Intervention only deactivated once one gen is repaired, or at least repaired to like 50 or 60%, it would be more reliable.
-
In my opinion the addon just needs to be changed completely. It has been suggested that hatchets with this addon should only insta down at a certain range, which I could see being much more balanced.
-
@Murdle said:
https://forum.deadbydaylight.com/en/discussion/comment/1168128#Comment_1168128
Typical reply from a doctor main though. Look at your profile picture. You try to insert yourself into these statistics when you're biased.
There is no learning against the doctor. I've learned the best ways to play against the doctor and that still isn't enough cause he has little to no counter play at all against him. If Dr mains want to be able to spam shock me so I can NEVER vault or use pallets and my location is constantly revealed ALL GAME, he at least needs slower movement speed like the nurse or he needs to slow himself down, get exhausted, stunned, or have a cool down on these cancerous abilities.
Cause compared to all the other killers, the Dr is the ONLY one who is STACKED with unnecessary abilities that make him overpowered.
Sorry I'm not gonna play against cheats dude.. cause that's basically what it is.
Devs probably haven't realized how much of the community hates him and does not have fun playing against this pile of feces killer.
Do I have fun playing against the nurse? Hell yes. Even if she kills me.. cause she's balanced.
I know DCing against the doctor is kinda petty but it speaks volumes to the devs over just complaining about it. I know other people who do it too. This number is A LOT. Then we rate it 1 out of 5 did not have fun at all.
That's the only way to express to the devs "statistically there's a problem with the community and this killer, the doctor.. Hmmm maybe we should give him a nerf and make him balanced so people don't always instaDC against him?"
Cause the way I see it, I'm not gonna play a 10-20minute game wasting my time not having fun against this one character.
I can just DC quickly get into another match where I can actually play a balanced and fun game for the most part.
Ah yes, accusing me of being a biased Doctor main is of course the easiest way to go. He is one of my most played killers, but I play others as well, and I'm not biased towards him. I even made a thread about wanting his cooldown after using shock therapy to be increased shortly after he was released, but the more I played as and against him, I came to the conclusion that he is fine the way he is now. His abilities certainly aren't cheats, there are still killers in this game that are stronger than Doctor.
Im curioius, what statistics are you referring to? The 10 people that told you they hate going against Doctor?
Regarding your nerf suggestions, Nurse moves slower than survivors. Do you know how much your suggestions would cripple him? A stun after he uses his ability? In that case his power would benefit survivors, because good survivor don't get stuck at windows or pallets when shocked. Just because you don't enjoy going against him doesn't mean the devs need to gut Doctor.
Also, if the devs got rid or heavily nerfed every killer some people find annoying, we would barely have any killers left in this game. I hate going against Hag, but that's no reason for me to want her nerfed. People have different opinions on what killer they like and dislike to play against. There are people who enjoy going against Doc, some people that responded to this thread said they enjoy going against Doctor. This game isn't just designed for you.
The devs just reworked Doctor as well. I'm pretty sure they won't nerf him in any impactful way, now that they reworked him into a viable state, and also because of the killer outcry that would cause. People who play killer want viable options to play as. And survivor players need people to play killer in order to play survivor.
Furthermore, in all my matches with and against Doctor, only in like 1% of those matches do people DC on him. Sure, when counting survivors suiciding on hook, it's probably more like 5 to 10 %, but people do that against any killer in the matches I have played. But I guess if you think DCing on Doctor will get the devs to nerf him, then do so. I honestly doubt it'll do anything other than perhaps getting you banned.
I'll admit he is definitely in control of a chase, he's very strong, but I feel like that's what every killer should be, and there are killers that are stronger in chases as well, such as Nurse or Spirit. Killers need to have a reliable chance of downing survivors fast in order to keep up with the very fast gen times. And Doctor can do exactly that. But survivors definitely have counterplay to try and waste as much time of the Doctor as possible.
I certainly wouldn't mind some small tweaks to aspects of Doctor that most people who dislike him find annoying, and maybe increasing the cooldown only of his shock therapy after using shock therapy to like 2 seconds, so he has to wait slightly longer before he can use shock therapy again after using it, but I personally think he is in a very balanced spot. He has a fair chance of winning even against really good survivors, at least on the majority of maps that aren't too survivor sided, but survivors also have a fair chance winning against a Doctor of any skill level as well.
-
@Hsizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/1167359#Comment_1167359
this “counterplay” statement of yours is fundementally wrong. his only counterplay is if the player misses shocks or you have calm spirit. thats you being at mercy of the players skill and not skill based. anyone with good hours in the game knows that good shock timings have no counterplay ans loopjg isnt the best option against a good doc
Throwing down pallets early enough is one counterplay. Clever routing among pallet loops and loops around pallets is another. Maps that have multiple pallets or windows close by are particularly good, because if the Doctor denies you one pallet or window, it's very likely you'll be able to get to another pallet or window that you can use against him. He does have counterplay, I've seen survivors do it against me and I've been able to counterplay Doctors as well.
Of course it's map and loop dependent, but that's kinda with every killer, and he needs to be strong in chases in order to keep up with the very fast gen times. Survivors counterplay isn't to survive a chase until 5 gens pop, it's to waste as much time against the killer as possible for your team to make impactful progress on gens, and you can do exactly that against Doctor.
-
I would definitely hope they update the atmosphere of most maps like they did with Lerys alongside balance changes.
-
@[Deleted User] said:
I don’t get this uproar about M&A specifically on Deathslinger
Myers can reduce T2 TR to 8m.
Spirit, Hag, Huntress can reduce it to 16m.
What is the issue here? Use your camera. Think twice before jumping on a gen surrounded by lots of LoS blockers.
It's probably because unlike any of the other killer, Deathslinger has a ranged attack, so he can be more stealthy with a 24 meter terror radius because his weapon has an 18 meter range. If killers have to run up to survivors to hit them, they have a bit more time to react to the killers terror radius. Slap on M&A and you have the potential to hit and pull survivors to you before they even get to hear your terror radius, which can be really good.
One of the positives of Deathslinger which I personally wouldn't want to see changed of course.
-
@Haku said:
https://forum.deadbydaylight.com/en/discussion/comment/1167865#Comment_1167865
We have similar understanding about mindgames but the problem is on short loops with pallets is as a killer you don't have to play that game. You just commit for the pallet, the survivor has to drop it and you can just ignore it after. The loops are so short tthat you'd be easly eable to hit the survivor without breaking the pallet if he stays around it. That is true for most of the pallets. The only decent one is the shack one as usualy and I found yesterday one just across the shack but I think it is RNG spawn that was /decenet again/. There is one really terrible next to the exit door next to the saloon that is really some kind of a joke from the devs I think. It is a pallet with 2 tiny bushes around it. I mean what in the world is even that. It will take more time to drop it as a survivor then to go around it for a killer ... When I have a chance to play as a killer there I'll check everywhere to see what else is on this map. For example again yesterday I noticed that if you know that Balanced landing loop next to the shack is actually also unsafe cause there is a hole next to it on the right for the killer to drop ..... /unless u have the BL perk/. And I thought that was a good loop too ...
So like some of the pallets in Hawkings within the hallways? Yes I agree, those are unsafe pallets, but from what I experienced as killer and survivor, the new map does have a fair amount of mindgameable pallets as well. Especially the pallets that are at that cage like thingy, I'm not quite sure what it is. I know it has wheels. That's actually pretty big but you don't have great sight over the killer.
But I won't deny that that map definitely has some unsafe ones as well. Personally, before they make those safer, I would love to see them add a second unsafe pallet right next to the unsafe pallets already in the map. Could make for some interesting loops. But i would argue that the new map does need a few more pallets.
-
@SurviveByDaylight said:
https://forum.deadbydaylight.com/en/discussion/138589/thoughts-on-wraith
He’s OP already. His add ons make him uncloak and he moves fast while invisible... stop lol I think killers that are invisible or undetectable should be slower than if they have their terror radius active. So, I say nonsense 😂 wraith OP
@SurviveByDaylight said:
You guys are basically asking for instant 4Ks when they’re already easy 4Ks. I can’t.. killer buff is all I ever hear on here.
@SurviveByDaylight said:
The last few patches have been all about killers 😂
What last patches have been all about killer? Nobody wants instant 4ks, they just want more killers to be viable and have at least a chance of winning. If you struggle so much against killer, especially against lower tier killers, then you simply need to improve at the game. Everyone was bad at this game at some point, until they improved.
I'm curious what rank you are at? Because at higher ranks killers can't easily just 4k, especially not with the fast gen times in this game. And at higher ranks you should know that killers need to be able to apply lots of map pressure, which is why Wraith needs the increased movement speed while invisible.
-
I agree that DS skill checks shouldn't be affected by Doctor's madness.
-
@Murdle said:
With these things, it's usually a matter of opinion whether something is "unfun" or not but given my experience in meeting new people on DBD..
When we play a marathon all day, everytime we play against a doctor we ALL immediately have this "Ohh wow.. Yet 'nother doctor, guess this match won't be fun" kinda reaction.
I would meet someone new after inviting them to a party and when we play against the doctor.. They have the same things to say.
"doctor is so boring to play against"
"this killer needs a huge nerf, like he isn't fun at all to play against"
"he can just spam that ability it's so toxic"
"least favorite killer to face"
"his abilities are so annoying"
"I ######### hate playing the doctor dude"
All said by different people I've met including myself multiple times.
I hate playing against this killer so much to the point I actually DC the second I hear his terror radius, see him or his aura.. Basically as soon as I find out its the doctor, I'm out of the game and into the next.
The way I see it is I'm not gonna play against a killer I (also no one else at all) don't have fun playing against.
His abilities that reveal your location seem to cover almost the entire map or at least a huge majority chunk of it, he effects skill checks in an annoying way, he prevents you from EVER using pallets or vaulting windows while having little to no drawbacks to himself at all, he COMPLETELY removes your ability to do ANYTHING AT All by forcing you to first.. "snap out of it", not to mention his ugly character model and annoying laughing voice sounding like Elmo.
All of this summed up honestly makes him unfun.. I can confidently say that's a matter of fact.. Not opinion.
Every other killer requires effort to play and effects some part of the game.. Not all of it.
Take the nurse for example (a killer that's actually balanced) .. I can blink past that pallet or window you just dropped or vaulted but I stun myself everytime I blink and I don't reveal your location or prevent you from doing anything in the game that you should be able to because there's a thing called counterplay that needs to always be an option in the game.
Thats a thing the doctor players aren't used to and can't deal with.. Survivors counterplaying.
That's actually really petty. Instead of trying to improve against a Doctor you just DC. And saying that playing against him is not fun is a fact is honestly just hilarious. You can't actually believe that or? So am I wrong then when I say that I highly enjoy going against him? It is a matter of opinion whether he is fun to go against or not, even if you have met like 10 people who all say he isn't fun to go against.
I also love that you accuse Doctor mains of not wanting survivors to have counterplay, yet what makes Doctor strong is that he himself also has counterplay to survivors in chases. But survivors have counterplay as well. The fact that he can prevent vaulting and pallet dropping is the one aspect that makes him strong in chases, not sure why that ability needs a downside.
-
The Doctor isn't overpowered, and not everyone hates going against him. I love going against him personally. He is just actually viable and can compete with survivors of all skill levels.
The entire purpose of his shock therapy is to interrup actions, that's what makes his power strong and unique. Removing that would make him completely useless. It's the one aspect that actually makes him strong in chases. And killers are supposed to be a threat in chases.
Not sure why he can interrupt hatch escapes though, that shouldn't be a thing.
-
@PBsamichShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1167955#Comment_1167955
You're entitled to your opinion, I just prefer a challenge.
Meh, he's definitely not the hardest killer to play, but he still takes some skill, especially when trying to master him against good survivors.
-
@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1167842#Comment_1167842
Lets agree we disagree.
That sounds reasonable.
-
@PBsamichShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1167696#Comment_1167696
I play mostly as Freddy and I've played as the doc. It's not really a challenge with the doctor, the range on the elctro shock needs to be toned down quite a bit.
I've been playing survivor too and I notice more and more low ranks using the doctor. I just witnessed a match against him where the doc was face camping the first hooked person and everyone DC'd on him. It kinda made my day. So far I've seen three matches against him today where he just facecamped. Pretty lame imo
I think the only thing with Freddy is his hitboxes are a little over the top. I feel bad for survivors when I hit them from like a mile away while they're vaulting a window. I didn't realize Freddy's teleport worked that way. I thought the animation the survivors see where the gen turns to blood and stuff doesn't happen until after the power is fully engaged or whatever. I never even thought of trying to do that.
The range on the Doctor's shock therapy was increased for a reason, it was just too little before the rework. I don't think decreasing the range of the Doctor's shock therapy is a good idea. If it's too small, it becomes useless and whenever you are in range to shock a survivor, you could then just not charge it up and instead just hit the survivor directly.
I think Doc is completely fine the way he is now. Not op, but good enough to actually be viable.
-
@PigMainClaudette said:
There was no key present, so I have no clue what you're complaining about there.
As for Iri-heads and an Ebony, it's disgusting and most builds like this are just "I want four kills, forget having fun with it."
Maybe if there was a way to restrict how many iridescent items/add-ons were equipped at once, then it might make these items less infuriating to see, and make killers both use them sparingly and powerful without mindlessly stomping people.
They'd still be op on their own though, they just need to be changed entirely.
-
I would rather see the devs improve the Bloodpoint gain of survivors. It's particularly frustrating if you have to do something as survivor that gets you Bloodpoints in the category that you've already maxed. The cap for each of the Bloodpoints category needs to be increased to 16K, or perhaps just removed completely. Then they should also look into what actions give you how many Bloodpoints. In particular I think survivors should get more Bloodpoints for repairing a gen alone. When repairing a gen with someone else you get more than double the Bloopdoints you get when repairing a gen alone, which really doesn't make sense to me.
-
Interesting. Azarov's one of my most hated maps actually.
I think the Swamp maps, Badham maps, Campbell's Chapel and the new map are all fantastic and pretty well balanced. Although Pale Rose could maybe use a few more pallets, that aren't safe of course, and have a few of it's safe pallets turned into mindgameable ones.
I also realy enjoy the interior maps, they are fun and have great atmosphere, even though Lerys and Hawkins, depending on the rng, can be a bit killer sided maybe. At least Hawkins is, Lerys does have a fair amount of good pallets and windows for survivorsd as well.
-
@Haku said:
https://forum.deadbydaylight.com/en/discussion/comment/1167403#Comment_1167403
Pallets are not everything on a map where you can't see them. I don't understand why people think survivors are some magical creatures who can see through walls. I always hear about the number of pallets on the Game but every time I run on that map I just run in one direction and I hope for the best because you don't know where these pallets are and even more importantly - you can't tell if they have been used already because you can't see around. You don't have vision around the map even if you run around you see just the room you are in only and nothing else. That is why the map is killer sided and so are all the indoor maps. Not to mention getting 3 gen is very easy there because it is really hard to pay attention to where gens are. You just do whatever you see first. Also terror radius is very tricky because of the 2 floors. Lots of advantages for killers there and lots of disadvantages for surviviors. So far Aven_Fallen and xEa has given similar lists to what I think about the maps balance. And I don't really understand where you see these mingameable pallets on the new map. Most pallets are unsafe, nothing to mindgame about it. You just force the pallet and go around ... cause it is unsafe and the survivors just can't stay there. And when you add all the breakable walls and the size of the map this place is extremely killer sided/ also there are few dead zones /
It's true that you don't always know where pallets are, but I have never really had any problems finding pallets on the Game map. And almost all of the maps you do find are simply safe ones. Of course sometimes you might be out of luck, but that happens rarely to me. Some even say that map is survivor sided, but because the killer has so much map pressure on that map, and as you said, finding gens on that map is a bit harder as well, I think it's a pretty balanced map. Lerys I guess is maybe slightly killer sided, but I have seen enough survivor teams do well on that map as well.
Maybe we have different understandings of mindgameable pallets? What would you consider mindgameable? Some of the pallets on the Saloon map are pretty bad, but there are also pallets where you can mindgame whether you'll slide over a pallet or not. That's what I see as a mindgame at a pallet. The killer trying to predict if the survivor will slide over the pallet or not, and the survivor trying to predict what the killer will predict. If the survivor predicts properly, he'll get more distance and be able to loop the killer for a bit longer. So you'll most likely get hit eventually, but you have the fair chance of wasting enough time of the killer for your team to make impactful progress on gens. And since gens can be repaired really fast, survivors shouldn't be able to easily run the killer around for a minute or more.
-
@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1167403#Comment_1167403
True, some maps need some changes, but then again, i see you writing Chapel or Saloon are balanced. Those are killer sided maps. Having only killer sided maps will make the game to much killer sided.
I disagree. Maps need to have a limited size and allow killers to have fair counterplay in chases for them to be able to compete with the very fast gen times. If maps are too big, killers simply can't effectively pressure survivors off of gens enough to keep up with the fast gen times. Because killers can only be at one place at a time. Therefore, if maps are too big, if the killer is pressuring survivors off of one gen, it's likely survivors are safe to go on any other gen. And again, these gens can be repaired really fast.
Father Campbell's Chapel has a fair size, and has a fair balance between mindgameable pallets and safe pallets, and some good windows as well. Saloon has less safe pallets, but they aren't useless for survivors either, and it has multiple good windows that force the killer to break the nearby walls, plus a pretty safe gen on the upper floor of the saloon. And some good stealth options as well. That map could maybe use a few more pallets though, I admit. I would also really like to see more maps with unsafe pallets right next to each other, which could make for some new and unique loops.
If all maps were balanced around Chapel or Saloon, then the devs still would need to look into some killers. Some of the weakest killers might still need some small buffs, and the top tier killers would probably need some small nerfs. Obviously balance with maps is hard to achieve perfectly if the individual killers still vary in power very much.
-
@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/1167551#Comment_1167551
but that is their strength, making people wounded, if they dont heal they run a risk of an ez M1 down, if they do they spend time which works to benefit the killer
That's why I think Legion is one of the killers that profits the most from more balanced maps. If less pallets are safe, then they can indeed be pretty strong, simply because they get survivors injured so easily, so the survivors either have to waste more time healing, or risk being downed much quicker because they are one shot.
On farm maps for example, he isn't too dangerous because he can't punish survivors that don't heal reliably because of all the safe pallet loops on those maps.
-
@Dehitay said:
You do realize that corn maps are the most open maps in the game, right? If they got rid of the visibility issues, these maps would be so blatantly killer sided that the whining would be unstoppable.
The maps would still have the same huge amount of insanely safe pallets though, so they wouldn't turn out that bad. But yeah, Fractured Cowshed and Rotten Fields in particular would have way too much space with nothing in it to be balanced.
They just need to be reworked completely. I think the cornfield is fine, stealth options is always a good thing, the maps just needs way less safe pallets and way more mindgameable ones.
-
@LifeQuestions said:
https://forum.deadbydaylight.com/en/discussion/comment/1167541#Comment_1167541
It's stupid that people have this type of mindset, but it's true. Most players think this way about meta perks, but when it's something as small as Calm Spirit I- How am I supposed to be prepared to get tunneled/camped for using a perk that nobody but a specific killer gets sort of hindered by.
I agree, it's crazy.
-
@Todgeweiht said:
I mean, if you are asking nerfs for mechanics of the game YOU dont like, dont expect to be taken seriously.
Techincally they are allowed to, everyone has their own opinions on certain matters and if they think something is too good or too bad, they have the right to voice their opinion on these forums.
They just shouldn't expect that everyone agrees and that their opinion is definitely the right one when it comes to balance, disregarding people who disagree, especially if their opinion is disagreed on by most people, which I see way too often on these forums nowadays, foe example when it comes to Hillbilly not being balanced.
-
If the survivors are good, they will most likely be able to loop you long enough for you to lose the game easily. He's good at getting people injured, but has nothing to help him to down survivors.
He is definitely one of the killers to benefit the most from reworked and balanced maps.
-
Probably Hag. Though her jumpscares can be fun, in general I don't enjoy going against her because of her traps and camping potential.
Spirit I also kinda dislike as well, wish her counterplay was more skill based, and Leatherface is just so freaking boring because he is so weak in general, but god tier at camping.
-
@LifeQuestions said:
https://forum.deadbydaylight.com/en/discussion/comment/1167529#Comment_1167529
You'd be surprised!
It's just insane by what some people get triggered. Bad enough that people get triggered when anyone runs any perk at all, because everyone is allowed to use any perk that is available to them, but Calm Spirit isn't even really good against any other killer than Doc, and even against Doc you could argue that there are perks still better than Calm Spirit.
-
@LifeQuestions said:
I'd say just start running Calm Spirit but in my experience that just ended with me getting lots of facecamping docs..
I really hope nobody actually face camped you for running Calm spirit. That would be so ridiculous.
-
@AnnoyedAtTheGame said:
His range on his powers is way too far. It shouldn't be able to go as far as it does.
His blast needs limiting to only hitting one person at a time only or reducing the distance his blast hits.
I don't like going up against the doctor either
There's no need to make him unviable again. The range was buffed for a reason, because his base range before the rework was just too small. And making his blast only hit one survivor would be really, really bad.
-
@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1166312#Comment_1166312
And yet i still wanna know. This sounds like a list of a killer main that has not played survivor a lot, thats why i am asking.
"Dont be entitled" goes both ways.
Here is my list, i play both roles 50/50.
MacMillan Estate
- Coal Tower: even.
- Groaning Storehouse: slightly Survivor sided
- Ironworks of Misery: Even
- Shelter Woods: Killer sided
- Suffocation Pit: even
Autohaven Wreckers
- Azarov's Resting Place: very killer sided
- Blood Lodge: slightly survivor sided
- Gas Heaven: even
- Wretched Shop: slightly survivor sided
- Wreckers' Yard: slightly survivor sided
Coldwind Farm
- Fractured Cowshed: survivor sided
- The Thompson House: very survivor sided
- Torment Creek: survivor sided
- Rancid Abattoir: slightly survivor sided
- Rotten Fields: slightly Killer sided / even
Crotus Prenn Asylum
- Disturbed Ward: very survivor sided
- Father Campbell's Chapel: very killer sided
Haddonfield
- Lampkin Lane: very survivor sided
Backwater Swamp
- The Pale Rose: Even
- Grim Pantry: Survivor sided
Léry's Memorial Institute
- Treatment Theatre: extremly Killer sided
Red Forest
- Mother's Dwelling: Survivor Sided
- The Temple of Purgation: Even
Springwood
- Badham Preschool: Even
Gideon Meat Plant
- The Game: Extremly Killer Sided
Yamaoka Estate
- Family Residence: Even
- Sanctum of Wrath: Killer sided
Ormond
- Mount Ormond Resort: Very survivor sided
Hawkins National Laboratory
- The Underground Complex: Extremly Killer sided
Grave of Glenvale
- Dead Dawg Saloon: very Killer sided, tending towards extremly killer sided
Well to be fair many people could also say that your list seems a bit survivor biased as well. Calling the Game extremely killer sided for example, even though it has so many safe pallets. I also wouldn't call Ironworks balanced, it's pretty big and has that insane god window. Same goes for Suffocation Pit.
I would personally also consider Father Campbell's Chapel one of the most balanced maps in the game. Fair size and not too many safe loops, so the killer can apply enough map pressure and have enough counterplay to keep up with the fast gen times, but still enough good pallet and window loops for survivors to work with. And I feel like many agree, though maybe I'm wrong on that one.
The new map also seems well balanced. Most pallets are mindgameable and allow killer to counterplay at those loops, which is how it should be, and the map has a good size, but the map definitely has multiple good window loops that only become less good once the killer breaks the nearby breakable wall, and the map still has a few good pallets as well.
This game's biggest problems at the moment are the maps in my opinion. If all maps were at a similar balance level of Father Campbell's Chapel or Dead Dawg Saloon, I feel like only very few people would still be complaining about the game's gen times and more people would simply enjoy playing killer again. It does also depend on the killer, though, and I would argue that some of the absolute top tier killers would need some small nerfs if most maps were balanced around the balance level of the new map for example. Freddy in particular since he's the one top tier killer who benefits from more balanced maps the most.
-
Disagree. I really enjoy going against him. And I am very happy that he is an actual, powerful threat now. His counterplay is challenging, but fun in my opinion. I personally also love the atmosphere created by people all going mad and screaming across the entire map. And going against him is a pretty unique experience in my opinion.
I guess if I had to change anything about him, I would increase his shock therapy cooldown after using his shock therapy to 2 or 2.5 seconds. So he can still attack after 1.5 seconds but has to wait slightly longer before he can use his shock therapy again. But I personally think he is a really good spot now and doesn't need any changes.
More importantly, you can never determine one killer who is the most unfun to play against, since different people have different opinions on what killer they enjoy going against and what killer they don't enjoy going against.
-
The only thing that surprises me is that people consider maps like this balanced. If these maps would be smaller and allow killers to have more counterplay in chases, gen times would be fine.
-
He's pretty balanced in my opinion. I wouldn't mind a small nerf to his slugging potential, but that's all.
-
I probably have to disagree to an extent. I actually like the idea of having a few really strong window loops, that become much less safe once you break the breakable wall. Survivors having a few safe windows in that case is fine for me. For example, all that the ironworks god window needs in my opinion is a breakable wall close by, so it still is as good as it is now when the wall is up, but once broken, it becomes much less safe.
It also works in my opinion, since the new Dead Dawg Saloon map is one of the most balanced maps in the game in my opinon. Having some strong windows before you break the nearby breakable walls is a good thing and works, because most pallets on that map are mindgameable, and the map has a fair size.
If all loops were counterable even without breaking a nearby breakable wall, then breaking that wall would either be useless or render the loop useless.
Of course, it depends on the map. If the new map had more safe pallets, I probably would rather have one or two less breakable walls I had to break to make certain windows less safe. Therefore no map should have many windows that are safe until the nearby breakable wall gets broken. So they really need to be careful with their implimentation.
One thing I am also a bit worried about is if the devs might go back to older maps that are already a bit survivor sided, and then alongside making more loops manageable, would also enhance certain loops and make them stronger, so the killer has to break the wall to transform the loops into what they used to be. I doubt they'll do that, but who knows.
As an example, there's an enhanced T-L wall in the Saloon map, that turns into a normal T-L wall once the breakable wall is broken. It works on that map in my opinion, but I would be disappointed if they went back to older maps to enhance T-L walls there. What older maps need are just breakable walls added to some loops so that some of the loops become more manageable, most importantly the insane window loops of some maps, and nothing else.
-
The one problem I have with this idea is the tunneling potential. If a survivor gets unhooked a second time, I can just focus on that survivor and then mori him out of the game, since I wouldn't have to worry about saves, or most importantly, DS. The only thing left for survivors would be BT and Bodyblocking. So I would have to disagree with this idea.
-
I noticed that too honestly. Took a hit while running right behind an injured survivor and didn't get the Protection hit for some reason. I hate that challenge anways, because it pretty much forces me to throw the game if I don't want to do this challenge over 50+ games.
-
@crixus006 said:
https://forum.deadbydaylight.com/en/discussion/comment/1165686#Comment_1165686
You're right, this could be a good option, because I think I'm not the only one who would like to play with all the killers and enjoy with all
Thanks for your time
Yes certainly. It's a bit of a shame that when picking some killers, you have to accept that you will most likely not have a chance to win if the survivor team you are going against is good enough. Having those buffed would be great.