ad19970
ad19970
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@Mochan said:
Clown is a good killer. I don't understand why killers don't like him. I find him hard to fight actually because he can shut down loops with his perfume.
His 1v1 potential is quite good, though it depends on the loops survivors are at. But his 1v4 potential isn't that good, because even though he is quite good in chases, he has such terrible map pressure.
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Boy I would really like to know if the devs have any kind of plan to buff him. I would very much hope so.
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@xChrisx said:
Him played very bad, long chases= 3 guys doing gens. The problem is definitely not the clown in this game
His longest chase was a minute, so they weren't that long. Even if his chases would have been quicker, Clown just doesn't have the ability to defend gens in any way. He would have lost this game anyways, pretty sure. Clown is definitely lacking.
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@MegsAreEvil said:
Now should i post my last 100 games, where nothing like that happened, so that you understand how rare this is? Probably you would just say i was lucky to justify your complaining.
Are you talking about me? If so, read the post.
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@MegsAreEvil said:
Thats already happening especially with speed addons. if nothing is done and this will go live we get the next dc-epidemic for sure. so, we just can pray something willb e changed to prevent that.
I highly doubt that we will get a dc-epidemic because of Demogorgon.
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@Jimsalabim said:
Yet we see not a single video about a killer who kill all 4 survivors with no gens done ... and trust me that happens a lot too. there are always 2 extremes to his game.
It's true. He wins almost every match he plays, just imagine if survivors had more objective time. Sure he could go for longer chases which can be fun for both sides, but that means he'd probably never lose. Survivors need some kind of hope to win as well.
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@Decarcassor said:
Thats what happen when survivors don't screw around on a very unbalanced map against a weak killer. The generators speed by itself is not the real issue, just the symptom.
Yep fully agree.
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@Regionlock said:
Lol. How many of these Gen speed posts are there? might as well merge them all, so they can continue to complain on a single post.
Have you read the post?
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@GODQueenEvy said:
- This map is awful for killer
- Don’t pick clown and complain about “genrushing” when you are not able to put pressure on the map. And btw, survivors are just doing their objective. :)
- Posting clips of only 1 game is just useless.. Sometimes you have bad games/sometimes good games. You can’t win every single game..
Did Tru3 evn used pop once in that clip? Anyways, ggs only friends :) <3
Pretty hard to apply any map pressure with a killer like Clown. But that's the point, this isn't a gen problem, it's a Clown problem. In my opinion at least. He has no way to apply any proper map pressure.
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@Kabu said:
It's a problem with any killer except those at the top including Freddy and maybe Ghostface (I do pretty well with Ghostface though it takes a ton of effort to pull off).
This is why there a people vying for solo survivor to be buffed so that other killers can be buffed. Spirit and Nurse need balance tweaks regardless to what happens
Yes this is true. And that's my point. Weaker killers need to be buffed, but increasing objective time just mindlessly buffs every killer in the game.
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@KillermainBTWm8 said:
If I see this clip one more time I might vomit to how overused it is.
Really? I must admi tafter I posted this I saw someone else use this clip like 5 seconds later. Too bad.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/676728#Comment_676728
Just tired of these pointless threads. It will be YEARS before the lawsuit is over, more than likely.
Dude chill. These kind of posts aren't the end of the world. How does one get triggered by this anways?
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It might actualy be. With tier 1 you can pretty much tell earlier when someone stopped working on the gen.
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I mean, if you sabotage hooks, the killer will just slugg everyone. Problem is, Sabotage prevents the killer from doing their objective, but it doesn't help you as a survivor in any way really.
I would love if sabotage wouldn't destroy hooks, but maybe have a different effect. Like increasing the Bleed Out timer to combat camping killers and give survivors more time for the unhook. Don't know though if this would be effective enough so that it would be worth doing.
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@SureSpear said:
https://forum.deadbydaylight.com/en/discussion/comment/675931#Comment_675931
A good chunk of the mechanics on survivor's side that ahould be helpful are borderline useless. Wiggling rarely ever helps unless a killer is greedy for the basemmt hook, luck is just a flat out joke, and sabo is great for memes but not much else. The devs need to actually fix these mechanics and make them useful.
Well if wiggling out would be effective and would happen more frequently, that would be a huge balance issue since killers already are going against the clock.
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@se05239 said:
https://forum.deadbydaylight.com/en/discussion/comment/675601#Comment_675601
Sadly, the changes won't increase BP gain overall just let high level players more easily get the perks they want without leveling a character up 100+ times.
Well a higher BP gain is no good, since you already get plenty of addons in each bloodweb. Increasing BP gain will just mean that people will be able to pretty much always only use ultra rare and very rare addons. It's the perk grind that's so bad, and that is finally getting improved.
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I mean, they'll reduce the grind with the upcoming patch. Do you know that?
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I've played some more and it is no more a problem
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@PolarBear said:
https://forum.deadbydaylight.com/en/discussion/comment/674586#Comment_674586
After you begin the shred you can't press m1 or it will disable the damage hitbox.
Ok thanks a lot. That makes a lot of sense.
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@PolarBear said:
Yeah, if you press m1 again after attacking you won't do damage with shred.
What exactly do you mean?
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@JoakimGrDay said:
If you have a bad internet you will suffer for it. At least how it should work in the dedicated servers. Also MasterUff mentioned Dead Hard, the lunge is so quick so it's hard to see the actual Dead Hard. I don't think any more aim assist for the lunge would be neccesary ;)
But my internet connection is pretty good. At least it should be. Pretty sure I had a green ping.
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@MasterUff said:
Maybe dead hard? Had survivor that used it to my jumpy lunge.
Believe me,it wasn't dead hard. I checked, and sometimes those survivors were healthy.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/674003#Comment_674003
I'd want a stack and a better cap would be like 35-50 since itd be nearly impossible to pull off anyway
Survivors are not going to want to play matches where their action speed is decreased by up to 50%. Devs won't do that, and that's understandable. It wouldn't be fun to go against.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/85990/the-demogorgon-must-be-nerfed
It's still too OP, spotted a killer main luuuuul.
If you don't get the joke, he didn't nerf The Demogorgon enough so he's a killer main (not really, I'm just playing around with him).How does one use spoiler text with this editor?
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@chieftaco said:
you guys could just not leave your teammate on the hook getting camped.. i made a video to demonstrate since this seems to be such a hot recurring topic..
This only works if the killer messes up for some reason. And when you use Borrowed Time. That's really your counter to camping?
I'm curious on your opinion regarding safe window loops that weaker killers simply have to run around three times until the entity blocks them, allowing for no mindgames and no skill. Do you agree with people saying just run Bamboozle?
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@[Deleted User] said:
It's not only bad for Myers but for the majority of killers. If RNG is in favour of survivors it has to be one of the safest maps in the game. Plenty of safe pallets with vaults that cannot be mindgamed. It's also a chore for tracking if survivors use stealth. Overall it's a terrible map which next to Haddonfield should be given Badham rework treatment.
Really? Pallet wise Lery's has always struck me as pretty fair. Some safe pallets sure, if your unlucky a few too many safe pallets, but there is also a fair number of mindgameable pallets and even those three unsafe ones in the center of the map.
Loop wise I've always found Lery's to be one of the most balanced actually. Since one of the games patches their seems to be now really safe windows anymore.
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@Chickenchaser said:
https://forum.deadbydaylight.com/en/discussion/comment/673886#Comment_673886
Basically. You need 8 hooks just to get 24% reduction as apposed to just hooking the obsession until death with 3 hooks for 25%. All while the obsession is on steroids.
Can you say NERF?
And at that point the action speed debuff doesn't even affect the match even more, since two survivors are dead. They should really buff the values, but they can't as long as Dying Light stacks with Thana.
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Problem is, loops are balanced around the certain vault speeds survivors have right now. Or at least they are getting there now with the new map reworks. Giving any significant buff to the vaulting speed might screw up certain loops that are otherwise fair in design.
At least that's what I believe. To be fair, 12% still doesn't seem like it would be too much. Not sure about gen repair speed though either.
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I really like your idea for that rework, but I would much rather have that as a new perk. BBQ and Chili really isn't op, I would say it's not even among the strongest killer perks. I think it's good the way it is now.
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Pretty sure the main reason for that is because of how effective it could be with Thana. Alone though it will probably not be very useful, which is a shame. I would personally love to see a buff to Dying Light rework, and even Thana, but that will only be possible if they made these perks not stack any more or if there was some kind of max action speed debuff cap, like 25% or so. Which I think would be fine if that meant we could use these perks seperately and have them actually be effective on their own.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/85990/the-demogorgon-must-be-nerfed
Janick confirmed he is in a good spot - he won't be nerfed.
Really? That's absolutely fantastic.
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@MegsAreEvil said:
Demodoggo is broken under certain circumstances. That needs to be fixed. Its around B-Tier.
Which circumstances do you mean?
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@LonlyGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/673371#Comment_673371
The problem with like fixing god/safe loops mostly will mean they will be removed and if they are, then games last so little it most likly it becomes unfun and bloodpoints will become even harder for survivor to get and most likely for killers as well. And most Lilly the reason they havent fix it is because perks help stop this and so do many killers as well. Probably for them its fixed but for someone who finds it hard and doesnt pick the right killer or perks will say its broken. Like for example nurse doesnt have this problem if you go her. So saying its broken/needs to be fix i would say its just plainly complaining about fixed stuff because you suck and mini games like a little brat would do.
Good survivors don't need to rely on those safe loops. Plus they are planning to add more mindgameable loops, but also increasing the amount of pallets spawn on a map. That's the intent, more pallets, but more mindgameable ones and not as many safe pallets.
I also don't think they need to get rid of those vaults, just alter them so survivors can't run around them three times. Maybe add a door to the vaults close enough so that they can't be looped three times, but still far enough away so survivors have a chance to get to some other loop.
Wreckers Shop, honestly, I think all they need to do is remove the tires on the side of one of the vaults. They don't even need to get rid of any of those two windows.
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@LonlyGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/673118#Comment_673118
yeah that fine, you do not have to use it, you can as well use other killers but stop complaining or saying they need to be changed if you arent willing to use your equipment at hand like for example dont complain about gen rushing if you dont have ruin on. Perks, killers, power add ons and offerines were design to help prevent things like god loops, add new fun stuff and so both survivor and killer had perk can could counter each other. If you chose not to use that then its fine but if you dont use it dont complain about stuff being op.
First of all I am one of those who thinkgs gen times are fine.
Second of all this is about the weaker killers. How is it bad if there's more variety in killer picks because certain killers suffer so much by this bad design.
Gen speed also isn't map depending, but those safe window loops are. We are not just complaining for no reason, people just think it's bad design and not very well balanced. Just saying we have the equipiment to deal with those loops. I don't want to be forced to always use one certain perk.
To be fair, the devs have already said they are reworking maps and getting rid of those safe window loops, so it is going to come sooner or later. This post was just about these loops being fixable very easily, and that they should be applied as soon as possible, and not first when we get the according map reworks.
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@Kasaki said:
https://forum.deadbydaylight.com/en/discussion/85976/new-infinite-on-hawkins
Balanced landing allows you to run loops that otherwise wouldn't exist , if there's a pallet it's not an infinite because you can just disregard the pallet and it gets thrown and if it's a window just run bamboozle and it will shut them down .
A perk to run the loops and a counter perk that can shut them down , seems like a fair trade each uses a perk slot to make it happen and bamboozle is more useful because BL is situational and doesn't work on all maps and bamboozle does
But it screws over everyone who doesn't use Bamboozle. You can't know as killer what map is being picked and what survivors are using. That's not good design.
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@LonlyGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/671382#Comment_671382
use bamboozle, like their are perk and powers that help like trapper or body blocking hag to end loops like that its as simple as thats
That's just awful, honestly. I shouldn't be forced to use Bamboozle just because certain maps have these terribly designed window loops that are safe spots for survivors, if I don't always want to just leave survivors as soon as they get to that safe spot.
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@Mew said:
https://forum.deadbydaylight.com/en/discussion/comment/672107#Comment_672107
I usually dont have fun against Spirit because i feel like i dont really have a say in anything the Spirit does, or that if im injured without Iron Will im basically just dead.
Also I just find short chases very boring in general. My favorite part of the game is to get chased, but good Spirits can down you insanely fast.
To be fair though killers do need the ability to have some chance of ending a chase relatively quickly, since generators can be repaired pretty quickly. That's why many of the M1 killers are lacking a bit, which will hopefully change when most maps are reworked.
I can understand though that it feels like there is very little counterplay for suvivors against Spirit. I'm not the biggest fan of facing her either.
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They are working on map reworks so that safe pallets become less frequently and so that maps get more mindgameablw ones. That should make things a lot better for weaker killers. I just hope they come soon, seeing no changes to any map in this patch was a bit disappointing.
Gen times I believe aren't a balancing problem though, so they can't really be changed. It would screw over a lot in this game, especially for low ranks, which seem to have a harder time surviving already.
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@Well_Placed_HexTotem said:
https://forum.deadbydaylight.com/en/discussion/comment/669666#Comment_669666
lol in what world is Fred “quite powerful”?
Maybe low rank, non-SWF. At higher rank he’s still super easy to run for long times. Sure he’s at least entertaining now, and that’s what is most important, but he’s weak.
Hes also not a good example to use here because Fred WAS nerfed at launch and the rework you’re referencing was the result of over a year of work. Imagine if they nerf Fred on release, spend a year reworking him, release him and nerf him again 😆
He has both good map pressure and good chase potential, he seems perfectly viable at red ranks to me.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/671765#Comment_671765
Overheat, a new universal mechanic for all gens.
For each second repairing a generator, the overheat bar will fill up. Completing a generator gives a small boost to the overheat bar. The more the overheat bar is filled, the more frequent and difficult skill checks become (smaller zones, smaller UI, shaking, etc.). Overheat bar will regress when no gens are being worked on.
Completing 2 gens simultaneously should fill the overheat bar to around 80% for reference. It would take 80 seconds to let the entire overheat bar regress. Obviously other testing required to nail time the numbers but this is the basic idea.
This makes gen rush still an option, just more difficult to pull off. Most players would be encouraged to spend time doing other things (looting chest, doing totems, etc.) in between popping gens to avoid the max overheat penalty.
And since less experienced players don't pop gens quickly, they would be less effect by this (or not at all in some cases). It would only affect the more experienced players that rush gens.
Just off the top of my head.
Sounds like an interesting idea honestly. It could work if the devs can get the numbers right so that it really only makes effective gen rush more challenging and doesn't affect lower ranks in any way. Cause if they would face a bigger challenge repairing gens, then that would just make them repair gens even slower. But if the devs could get it right so that it only affects survivor teams that repair gens quite optimally, it could be worth at least some testing.
Maybe decreasing the amount of regression when a generator explodes because of a failed skill check would also be good, it could help the low rank survivors.
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I mean, I'm not sure if that would change too much. But honestly it's a nice idea, any other minigame besides skill checks would probably be welcome.
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@Chickenchaser said:
https://forum.deadbydaylight.com/en/discussion/comment/671712#Comment_671712
"hundreds of thousands of hours worth of video evidence"
He wins in almost all of his videos he uploads. If survivors play optimally, they should also have a chance to win. Which they do if they are fast enough on gens. Honestly, tru3ta1ent is extremely good, but he is no god. And even without a mori he probably still had a chance to win that game. But survivors need a chance to win as well, when they play optimally.
Pretty sure he has also won plenty of times against optimal survivors just because he played good enough and was able to defeat them at the end. If the devs increase objective time, the powerful killers, especially Nurse would become absolutely broken. The number of pallets would need to be increased, since survivors would need to be able to last in chases generally longer. Low ranks would get screwed over completely since they aren't as effective on gens, and the survival rate is relatively low at those ranks. Camping and tunneling would become way too effective. There is just too much they would have to address in addition a longer objective time.
Map reworks and buffing weaker killers is the best the devs can do.
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I persoally still think the best way to balance this game is to give survivors certain aura reading buffs so that survivors in general get the information that only swf survivors get at the moment, and then balance all killers around that. It seems like the only proper way to do it. Voice chat in the game wouldn't work cause many wouldn't want to use it, for obvious reasons, and communication with strangers can always be harder than with friends.
And nerfing swf survivors, well that just won't work. That will just drive away survivor players that like to play swf.
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@thesuicidefox said:
Yet his totems still got destroyed.
Yeah but maybe once he gets used to playing Demogorgon more, he'll be better at defending his Hex totems.
I don't know, it just looked to me like it could become a problem. I'm happy if Demogorgon doesn't get any nerf at all, I would just be sad if he got overnerfed just because of certain stuff like his ability to protect hex totems or because he can defend generators so well when there are only three left. Especially if he gets nerfed and doesn't get buffed in different ways to compensate for any nerfs.
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@Chickenchaser said:
https://forum.deadbydaylight.com/en/discussion/comment/671690#Comment_671690
Just a Joke dude. no need to get all defensive, teary on me.
I mean, with all the immaturity on these forums sometimes, you have to understand that this didn't strike me as a joke. And I wouldn't say I got all teary though.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/671543#Comment_671543
Never as bad as a Doctor running 3 gen strat and refusing to chase anyone. Those games last half an hour or more sometimes
I don't really have a much preffered time on how long matches should go. Long matches can be intense though, but shorter matches are also not bad, as long as they aren't too short and have enough going on in that time.
But going against a 3 gen doc that isn't chasing anyone really is the definition of boring. I don't mind it going on for a few minutes, making it challenging to get some progress on gens, but if it goes on forever, that's just awful.
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@Groxiverde said:
A match lasting 5 minutes is perfect? Lmao this seems like a bait tbh
Sounds like someone who just has a different opinion than you.
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@Chickenchaser said:
OMG! A killer has a little advantage that can easily be countered by using a little brain power!
NURF! NURF IT NOW! IT'S OP!
Yeah, that is exactly my intention. To want everything nerfed that gives a killer any kind of advantage.
I made this thread cause I feel like this could be too powerful, nothing more, since I want the game to be as balanced as possible. It's just my opinion on a certain balance aspect of the new killer, based on my observations. If that is how you need to react when someone has an opinion on a topic you don't agree with, then you've honestly got a problem.
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@Jesya said:
https://forum.deadbydaylight.com/en/discussion/comment/671499#Comment_671499
This killer literally has map wide sound cues. There is no mistaking what is going on anywhere--- The killer can't be in more than 1 place at a time.
As soon as something seems relatively strong there is an immediate call to action for nerfs... From both sides. It's boring.
No, I'm just saying what I feel could use a nerf because it could become too much of a balance problem. Which is exactly what the forums are meant for.
I'm personally very happy that we seem to be getting another strong killer, and I don't want him to be nerfed in a way that negatively affects him in other ways just because they wanted to make his totem protection a bit weaker.
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@Chickenchaser said:
https://forum.deadbydaylight.com/en/discussion/comment/671442#Comment_671442
If you're really a solo survivor you know that you can easily see a killer chasing someone all by yourself, and make the judgment call on if it's safe to cleanse. Please stop. you're giving solos a bad name.
What? You can't always see the killer, and you certainly can't always know if a survivor has found a Hex totem and where the totem is.