danielmaster87
danielmaster87
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I don't know what direction to avoid blinds anymore with. I look down, I look up, I look to the side. They just get you from off-screen.
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2850601#Comment_2850601
He is very add-on dependent. But the difference between his best addons vs not is basically a different killer. 4 stock bottles is 8 seconds of slowdown per reload? Technically more if you hit the gas cloud right on them or force them to run through the entire cloud but to make things easy im not counting that.
6 bottles of ether is 18 seconds of slowdown. Literally over a 100% increase in power per reload. I don't think any other killer has that same dynamic.
Bleach made him very nasty in the hands of a veteran killer, making a ton of normally safe tiles very unsafe. And he did it so reliably as well. Pyramid head or Nemesis or Artist etc you can outplay but Clown? You eat a bottle and you drop that pallet or you take the hit. Very strong for how easy it was. Even if his skillcap is ultra high now.
It probably got hit because really good clowns were combining it with the yellow bottles and it was actually OP. I could see that even if I barely use his yellow bottles myself. Going with beefed up purple bottles was still enough to shut down all but the most obnoxious loops in the game relatively effortlessly.
Of course, lots of baby killers will tell you Clown is terrible because they don't use bleach or ether + extra bottles.
He also has the best wallhacks in the game right now. Cigar box is pretty nuts.
You overestimate Clown. At best, his slowdown forces the survivor to drop the pallet instead of looping around it 1 more time. His bottles barely help him around loops if survivors don't play greedy. Clown isn't OP under any circumstances, not even with Pinky Finger. If a killer can't win by chasing a kicking gens, and instead had to tunnel and force 2nd stage all the time, they're weak, and that's what Clown is. You're acting like he gets max value from his bottles every time, like whoever's playing him is a supercomputer. How does he have less counterplay than Artist? You can wave her ability off while you're running. And I guess those wall hacks from Cigar Box need nerfing, right, because All-Seeing Blood got nerfed?
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It doesn't matter how many options there are. Once a killer player reaches a level where they want to win, and their survivors no longer feel like playing around, they have to pick the best option. As overrated as they are, I still think Pop and Ruin take that spot. If a killer with Jolt or Eruption wins, the survivors were most likely chill, or they gave the killer massive value off those perks.
I also dislike Ruin. Don't like running it because it gets broke, and don't like going against it because the killer gets a god totem spawn or my teammates simply can't handle it. The higher level you go, Ruin does less and less for you, as do all gen regression perks. But it is fun sometimes to put on 3-4 gen regression perks and hope you get a weaker team so you can use them. It feels good actually having control of the gens.
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Remove perk tiers! It's quick, it's simple, and any alleged downsides of doing so have been massively overstated. Besides that, there was an idea that a double bp event could happen every weekend. I've had an idea that we get to choose 1 or 2 things that we never want to see show up in the bloodweb, so we get more of what we want and less of what we're never gonna use. Sadly, none of these ideas will be adopted.
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Exactly. If we didn't complain so much, it would show we didn't care, because there is a lot to complain about.
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2850489#Comment_2850489
I would not put her on the same tier as Clown. Clown is way better. His power is definitely pretty strong in the 1v1 if you are tunneling people with it. Bleach clown just got nerfed it was so good.
See, Pinky Finger I at least see where people are coming from. They don't want to deal with instadowns. But beyond that add-on, I never heard people complaining about Clown's add-ons. Flask Of Bleach didn't even seem that strong to me. While I was using it, I was like, "Wow. If he's weak with this, how does he feel without it?" He's just one of those killers: very add-on dependent. And despite that, people want his add-ons nerfed. I'll never understand it.
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I've also had this bug cut my chase short many times. I think it has to do with him being out of frame when he starts his chainsaw up.
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@eaebree said:
Dont play killer if you are like that less stress for you and others
So people shouldn't play killer if they want to win?
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My survivors get condemned but they instantly put the tape in. And also my TVs seem to be off all the time.
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@mr7ba_bk_ said:
A killer isn't inadequated for the game Just because you won or Lost a game, Just stop
@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2849865#Comment_2849865
I mean every m1 killer with no looping tools is less than 5 hooks. Its not like pig or whatever is gonna do better.
@danielmaster87 Danielmaster just need follow @RenAmamiya post. Just get good. Just learn Sadako blinks.
So you're saying she's strong?
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@The_Krapper said:
I really don't think she's that bad I put her just above wraith in terms of strength but by all means she nowhere near nurse level so I wouldn't call her one of the best but I'd put her at about B tier
She and Wraith are both awful.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2849387#Comment_2849387
Eh.
Wraith pre-rework was a sad killer (Sadako reminds me of him at times). Now, while he doesn't have an anti-loop exactly, he can use his dash to overwhelm people at pallets or at least force a 50/50, plus he has a fantastic initiate that usually gets him a free hit. Sadako doesn't even have that.
Billy has an instadown. It's hard to land (I consider Billy to be the most difficult killer in the game, actually) but it completely bypasses the looping phase.
Nurse ignores loops completely.
Huntress is a projectile killer.
All of these killers have a tool to shorten chases and hook more effectively, which works. Because that's the purpose of the killer.
And yes - that's sort of how the game is designed. The goal of the survivors is to extend chases as long as possible to buy time for the other 3 to do stuff. The goal of the killer is to make chases as short as possible, in some cases also applying pressure via a secondary objective. How effectively they can do this is what determines the strength of a killer - and by this metric, Sadako is terrible.
I don't think it's OT. I think you've just perfectly illustrated both the reason Onryo feels so raw, and the core limitation of DbD design wise.
Wraith COULD use his speed boost out of cloak to 50/50 people at WEAK pallets. Not anymore. His slowdown more than makes up for the fact that he's fast in cloak and gets a speed boost when he comes out of it. He's a very safe, survivor-oriented killer now.
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@hex_uwu said:
My first game playing her I got stomped (also on The Game), my second game I got adept (my first ever killer adept).
If we judged all killers on individual personal experiences of our first games playing them we'd have supersoldier blights and nurse's flying around rn.
But people are acting like this killer can overcome anything and I just don't see it.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2849157#Comment_2849157
Pnhead had not this nerf threads either? But after while, i saw so many complains about him. Even after his nerfs, i am still seeing some nerf threads for him.
"He should be 110% and shouldn't be able to down you while you're chained."
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@sizzlingmario4 said:
Since when has anyone said she‘s the new nurse? I thought most people agreed sadako wasn’t that good.
Most of the perks you were running aren’t terrible but call of brine is better when combined with others (mainly pop). Gearhead is still bad though.
They say "She's not weak. You're missing out. You just have to play her right." So on and so forth.
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@Johnny_XMan said:
I would say that this sounds like a first time reaction rather than evidence that she isn't ready for the game.
A lot of her gameplay requires you to be aware of your surroundings. In the same way that Freddy has to be when he teleports to gens. If the survivors seem unfazed by your power, it is possible that it was due to this being your first time playing her and they knew that.
I don't think anyone wanted nor has claimed she is new "Nurse". Not every killer needs to completely negate in-game mechanics in the way that Nurse does.
I 4k'd my first time as her, but I also have enough hours in the game to understand that it is not enough to use as analysis when you consider the fact that I probably got RNG-lucky. As I am capable of admitting I was not good with her, and she is still a work in progress for me.
This was my build btw, nothing amazing.
But I've played against her and seen other people play her, and she is an M1 killer. It's not like I was going in blind.
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@The_BiggCheeze said:
If the preschool having no walls is a bug then killswitch the damn thing so survivors can't abuse the infinites it has created. I have been sent to badham over 28 times in the past 2 ######### days. I can't do a damn thing, 1 kill at MOST, are you ######### kidding me. How long does it take to killswitch things, a month, or a couple seconds?
Oh no I get it, you only killswitch things if it means survivors can have an easier time. I mean hell there's another survivor perk that's crashing people, but you guys don't like hearing about that.
Might want to contact your local mortician, because if you keep going down this road you'll have to bury your one and only game.
Some guy I played against just ran to the main building every time I tried to chase him. It was a super drawn out annoying game.
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@GreyBigfoot said:
Coulrophobia is pretty good when they're actually in the terror radius. It especially helps when somebody tries to revive a player from the dying state, and they can't make it, so now you get two downs.
What I think it needs, is a small-medium duration lingering effect even after they leave the heartbeat.
... only in solo.
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I want to see drastic graphic and visual improvements including motion blur, plus better hitboxes, a killer power role, massively reduced grind, fair and consistent server connection for all players, removal of add-on rarity, SWF and solo being on the same level, way more perks being relevant, more maps including those chapters which didn't get one, better consistent loop RNG, more frequent balance updates, skill and mindgames prevalent, and a feeling that the devs and the competitive community are playing the same game.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2849023#Comment_2849023
Somehow it has gone from should her camera height be brought up to talks about her actual "tier" or how good she is or not....
It's a shame too. Conversations that are interesting or bring up some really bad takes are often overshadowed in that exact same way.
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It was a little creepy but I was only paying half attention so it didn't really get me.
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It's not unreasonable to ask that her camera be normal height. I don't know why all these people are disagreeing.
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@PeaceNGrease said:
https://forum.deadbydaylight.com/en/discussion/comment/2849011#Comment_2849011
I'm saying Quick scope was DeathSlinger, as in that was a major part of his kit.. I'm guessing you thought I meant BS?
Yeah I was confused. I guessed either that or you meant like a Decisive Strike equivalent.
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It's second chance into second chance. A 3k is basically a 4k. If you try to slug for the 4th every time, you're in for a lot of stress.
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@PeaceNGrease said:
https://forum.deadbydaylight.com/en/discussion/comment/2845198#Comment_2845198
You can't a killer wrong for a long time.
His quick scope WAS DS. He's a different killer without it, not the worst in the roster but extremely pointless and mediocre. He's literally "just play huntress", and unless they were willing to commit to stealth slinger, they basically just scrapped the most important feature of this killer
His quickscope was "DS"?
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The Grudge. Sadako is already close enough.
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Trickster didn't need the knife count nerf, that's for sure. Deathslinger didn't need any of his nerfs. MMR in theory is fine, but these devs just couldn't handle it. MMR at least is bringing the balance problems to light. The new maps were only a visual improvement over the old ones. We were headed towards balanced maps, and then they just decided to bring back god loops because "you can just break the breakable walls." So before and after the the remaster, the maps had awful design. The game definitely is survivor sided, but that's not gonna change anytime soon. Boons have changed things, and there's no going back.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2848234#Comment_2848234
"the fact that you could whip out your gun and shoot almost instantly meant that they had to treat you like you were in ADS at any point in time, for as long as they remained in your direct LoS."
Your assuming survivor is not able to react to any shots but that is not entirely true. This goes to back to @Leachy_Jr post which I explained in the past in regards to countering deathslinger. The 0.15 gun pull out animation is not exactly the time you had to react to his gun. this is the time it took for him to shoot. Deathslinger's gun is not hitscan. He doesn't just fire it and it instantly hit you. His gun had maximum range 18 meters meaning that it took 0.5 seconds travel time before harpoon travel its max distance.
Let us rule out few distances. Shoot between 0-8 meters on old deathslinger serves no purpose because... why shoot when you can just m1. Shooting between 17-18 meters is risky because the chain durability will run out by the time you pull survivor in and there bigger chance for the survivor to get hooked on object which might result in not getting the hit. This leaves us to middle distances of approximate 10-16 meters. This leaves his effective range for using his gun between ~10-16 meters for travel time of approximately 0.2-0.4 seconds. Average human reaction time is about 0.3
At close ranges, Old deathslinger shots were nearly instant. Like between 9-10 meters, they were pretty much almost not reactable to naked eye. The funny thing is that a deathslinger at near m1 range(but not quite M1 range) did not need shoot at these ranges because all he had to do was ADS->cancel and If survivor respected his shot at all, He would make up distance and get M1 hit.. At middle effective ranges, Survivor can react to when he shoots as the 0.15+0.3-0.4 from first 10 meters gave survivor about 0.4 seconds to react to him shooting. They do not need constantly respect his shot, but they only get a single movement wiggle left or right by the time they realize he fired. The deathslinger player can anticipate the wiggle by leading his shot.
Problem with current system is that survivor get wiggle continuously with no real drawbacks. Reacting to his gun is just stupid concept overall. Its part of larger issue for why safe pallets in DBD are bad design because they allow the survivor to react to pallet slides which derails to different discussion.
Conclusively, zoning by existing is not really accurate. Its only accurate if the survivor play it poorly. Keep Deathslinger at distance is important to countering deathslinger and that is not very difficult as he moves at 110% with no special pallet break. Apart from NOED and his useless instant down add-on, Health states were also effective at extending the chases. The only real lethality perk you had to watch out for was most of the time was STBFL as it allowed him to do m1->m2 combo.
I do agree on your window point that windows are lose/lose for the survivor from animation lock. Pallets I am unsure about because I have dodged shots in tight pallet areas but as you say, it could be the deathslinger making a mistake. I will leave the discussion at that.
Smart survivors won't use windows against Deathslinger unless they know they're safe to take at the moment. Same with Huntress. The survivors who complained about quickscoping who kept giving Deathslinger a free option select at a window are still doing it, and the smart survivors who never did that now have a much easier time against Deathslinger because of the nerf.
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2848131#Comment_2848131
Yeah but I mean you could literally lay them down as you walked. Nonstop the entire game. And that actually worked. Sure you could do some things a bit fancier but why bother in most cases?
I did him with bamboozle and it was about as auto-pilot DBD as it's going to get on killer. The only comparable experience would be Trickster or Bubba. Holding W and spamming M2 24/7. At least Wraith has to mindgame a fair amount. Freddy you could win plenty of games with pure W.
No, you couldn't just spam them the whole game. Believe it or not, he had a limited amount of snares. More than 5! Can you believe it?! But seriously, besides his weaker Clown bottles and tp to gens, what did he have going for him? Nothing. He was an M1 killer at the end of the day, with a few medicore tools to help give him some amount of pressure. How he was ever placed in S tier, or how people continue to talk to this day about how OP he was, I'll never understand. Pre-nerf Freddy would get crushed in the current meta.
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2848101#Comment_2848101
Old freddy was so braindead. Not old old freddy but the pre-nerf reworked one.
You could basically just spam snares as you walked around the loops and it actually worked. You didn't really even need to place them correctly or anything.
But the survivor could still drop the pallet early or run away from the loop. Assuming they did stay, you did have to place the snares right as well, one on each end and then one in between them, and that was barely enough slowdown to hit them before they got the pallet. And again, this wording of "spamming" your killer power is so laughable. Why do we play these killers? To use their specific power! The only killer that's come close to having a spammable power is Trickster who wrongfully got his knife count reduced, or Legion who misses 1 attack these days and loses his entire power.
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Some people wrongly believe that with certain killers, like Pig, if you just play good enough you can win any team. It takes just a little bit of experience and awareness to realize that you can't.
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He needs his long lunge back. Now he can't even do anything at shorter loops. He feels like he needs Windstorm/Swift Hunt basekit. The speed that he has while cloaked doesn't even matter because you slow down so much while uncloaking, and then the speed boost out of it barely breaks even with the slowdown.
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@lauraa said:
Wraith was so braindead, there was a reason people called him the new Freddy. But I think they did overdo it tbh.
He was never braindead. You had to maneuver yourself right or a good survivor would completely destroy you. One survivor knew how to loop you, and you lost the whole game. Freddy was never braindead either for the same reason.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2846530#Comment_2846530
When a survivor is slowed getting a direct isn’t hard. And it pretty much is on demand since he can always throw a bottle unless he’s out
Obviously it doesn’t make him S tier but it gives him way too much power for a single add on. Sure it’s and iri add on but that doesn’t give it an excuse to give him such a power jump
I've made this argument before. If the killer isn't viable on their own, what's wrong with using an add-on to make them viable? It's catering casuals all over again. Just because some bad solos get crushed by a killer using a certain add-on doesn't make it OP. We see what caliber solo is. The real target we're aiming to beat is SWF, which none of these add-ons like Pinky Finger do anything against.
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@SomberNokk said:
https://forum.deadbydaylight.com/en/discussion/comment/2846533#Comment_2846533
BHVR have never cared about toxicity in the past. I dont actually believe them when they say that.
Except for mori spamming, which they took away. Of course it had to be killer BM that they took away.
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Either I've never gotten to high MMR or it doesn't exist because MMR doesn't exist. I've escaped plenty. Plenty. And not once have I experienced what others have, that they're only facing Blights and Nurses every game. Most of what I get are teams that are walking around not doing gens, and lose to Clown and Wraith all the time, while doing 3 gens max collectively.
And as killer, one match I'll go against gen rushers and lose by a landslide, the next a bunch of baby DCers and I'll win by a landslide.
This MMR is roll of the dice matchmaking.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2846505#Comment_2846505
Not necessarily but it’s a bit hard to actually rework it. Clown as is is weak but we can’t really buff him much more without removing this thing. On demand exposed for him is pretty stupid imo
But it's not on demand. He doesn't 1-shot you as a base thing. He has to hit you directly with a bottle, and then hit you before you get to a pallet or window, or your exposed expiring. There is plenty of counterplay. All these examples people keep giving of going down just because of the add-on is when they were in a deadzone, so I guess they just want a second chance even though they ran into a deadzone. The killer getting to use the add-on that they brought is unfair.
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/2846398#Comment_2846398
But then make the bottle actual downs the survivor that's the big difference between him and huntres in my mind because if she hits you you go down if he hits you you still have a chance to reach a loop smack a pallet and run
That's what makes Pinky Finger balanced. You still have "counterplay at all times" which is highly demanded.
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@ReverseVelocity said:
I think this addon should get a full rework into something far more interesting, to be honest.
Aka weaker.
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Unless you can cheese out a mori, Demogorgon is way better in chase.
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CoH ruins the game in many ways. One is that only 1 person has to bring the perk for all 4 to basically have medkits. Before, you'd have to bring a medkit if you wanted to heal yourself reliably. Now, you can do that without sacrificing an item slot as long as your teammate has CoH. So now instead of bringing medkits for healing, they can bring 1 CoH and go full toolbox squad, or flashlights. Even solos can do this, although it introduces the TF2 medic problem, where you have to hope someone brings CoH so you don't have to, or if you bring it hope that not everyone has it. With CoH, M1 killers can't win. Without it, M1 killers have a slight chance of winning. You can hit people over and over again, but CoH lets them all heal up quick and you lose all of the pressure you were generating.
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Survivors couldn't even handle Freddy's 5% slowdown add-on, which is like 1 stack of Thanatophobia. You think they're gonna put up with Thana being buffed? No way Jose.
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Oh well if the nerf wasn't satisfactory enough, why don't we just revert it, since it didn't do anything?
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@GamerEzra said:
https://forum.deadbydaylight.com/en/discussion/comment/2846300#Comment_2846300
I haven't played in a 4 man in a long time tbh. If i play swf it's a 2 man. I don't think my MMR is that high tho tbh. I have to say that my teammates heve been really good in most games last week. Not always tho, I still get matches with potatoes sometimes. I just wish we could see our own MMR.
If you're focused on just your SWF getting out, a 2-man is the best way to go.
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@ManyAchievables said:
https://forum.deadbydaylight.com/en/discussion/comment/2846289#Comment_2846289
Damn, didn't know Legion had a 16-meter range with their attack and could go through walls and then still nullify Dead Hard from pretty much existing half of the time and has passive slowdown constantly without needing to do anything. How curious.
You massively overrate Pinhead's power. He's still an M1 killer, which makes him Wraith level.
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You know, I've never made it to high MMR I guess. I've come to that conclusion because I don't see Nurse and Blight all the time. To me, you've either got to be carried SUPER hard or be part of a 4-man to get to that level as survivor, because I've escaped numerous times and keep getting trash teammates who lose to Wraith and stuff like that. So be proud of yourself for being at that level I guess, even though most of it is due to gen speed.
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@ManyAchievables said:
https://forum.deadbydaylight.com/en/discussion/comment/2846214#Comment_2846214
It was very justly nerfed. It was stupid how an addon turned him into better Nurse for the first hit and barely affected him for the second hit.
Pinhead's M2 is very good already, in particular because it neuters exhaustion Perks. If you could do that as consistently as normal while also instantly injuring anyone, Pinhead would be broken with that, especially since he also has no change to his slowdown.
Considering your profile picture is Blight, I think you'd know quite a bit about broken addons.
It was not a just nerf. You know what Pinhead becomes with that add-on? A slower Legion, not a better Nurse. I don't know what you're on about with him having an amazing ability. It's hard for him to land hits with it depending on the map, and even when he does, the chains can just touch a wall and instantly break. Engineer's Fang could be basekit and he'd still lose all the time.
Yes, I do know things about "broken" add-ons. People don't think pinks and purple add-ons have acceptable power levels even though they're literally pinks and purples. "They need drawbacks!" aka "There must be counterplay AT ALL TIMES." All-Seeing Blood unjustly nerfed when it was literally just aura reading. Pinky Finger unjustly nerfed because it gave the possibility of instadowns while survivors are out in the open. Now people want Compound 33, Alchemist's Ring, Blighted Rat/Crow (why?), Adrenaline Vial (why?) nerfed.
I guess killers having decent add-ons is something we've taken for granted, and we should just nerf all of them in the name of "progress".
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@lauraa said:
We justgot Engineer's Feng not that long ago.
Which was unjustly nerfed.
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"That's how they should be, bro! Pink add-ons need drawbacks or they're OP! There should be counterplay at all times!"
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She's so good, I never see her.