danielmaster87
danielmaster87
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Comments
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2832633#Comment_2832633
Source: trust me bro I've thought of my own builds therefore I'm a god
Not what I said.
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@OpenX said:
It's ok. Way overhyped I think, and it pains me to see people run it on killers with strong M2s.
It means you get even more punished for tunneling through DS. You can't kill an annoying obsession, even if they figure out you have it and actively bodyblock you. I don't even run it on Demo; the amount of games you will need to eat DS for a kill to win the game is very high.
I also think it's overhyped, despite also liking it. In many scenarios, Corrupt or Deadlock is way more worth it than 8 stacks of STBFL. Holding forward is still a thing, you shouldn't be using your special attack at that point but then you're an M1 killer, and the obsession constantly wants to get chased by you, and holding forward is still a thing because even STBFL x8 isn't enough catch-up. 8 stacks of STBFL will not singlehandedly win you the match in the late game, which is what many people claim.
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Going through walls is bad, lazy design. Nurse is a testament to this.
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I'm not entirely against this idea. Right now, if a killer doesn't have anti-loop, they just have to run the loop, which wastes an exhausting amount of time that ends up losing them the game singlehandedly. But if they drop the chase, the survivor gets away for free. These are M1 killers' options.
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@BenZ0 said:
Twins needs anti loop? You have victor lol he has only 6sec cooldown and you can even sandwich ppl at pallets, dont know where you get this from honestly.
If you drop a god pallet or vault a good window, Victor literally can't get you.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2832250#Comment_2832250
Or you're worse than average?
The average doesn't know what perks or add-ons are good on the different killers, except if a content creator has told them which is the best. I come to my own conclusions.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2832229#Comment_2832229
or theyre just good at the game lol
No, you don't understand how DBD works. It's survivor-centric, in balance and in gameplay. If survivors don't play well and you slaughter them, you look like a god to inexperienced eyes. If they play well, you're losing that game, unless a miracle happens and they throw. The outcome of the game is based off of how well the survivors are playing, not the killer. The only exception to this rule is Nurse, and arguably Blight.
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@Barbarossa2020 said:
Gen regression just needs to be relevant. More damage done from a kick, and survs need to spend longer time to stop the regression after a kick.
Might even help the current meta which is to tunnel like hell.
And the devs have tried and failed to do this by introducing more gen defence perks. But the thing is it isn't working, despite survivors crying and saying "killer keeps getting more gen defence!" Wrong. Just because there are more options for gen defence doesn't mean they're all good to use. I don't think any of them are good enough to use, not against gen rushing teams. You simply won't get to use them.
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@Sepex said:
Well it's a good thing nobody in the history of this game plays against the sweatiest of the sweaty survivors every single game. We need not worry too much.
But the fact that those teams exist is a problem. You can be doing well at high MMR, through your own skill, and then suddenly one of those teams, or a team who's just quick on gens, comes and gets a free win on you. Doesn't feel like you could do anything to change the outcome. That is what you will lose to at high MMR.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2832229#Comment_2832229
Some of them, sure.
Not all of them. I had to sweat in 30% of my games, I think.
No offense, but when I hear people aren't sweating that much when I'm almost always sweating, it leads me to believe that my survivors are better on average.
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It's because the game is balanced by devs and by a community who don't see their own bias. It's fine for survivors to have a free escape if they're the last one, but killer shouldn't have bloodlust. Breakable walls are killer sided, not survivor sided. Up is down.
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@[Deleted User] said:
Comp as a measuring stick is problematic. Yeah, BBQ doesn't do much, but it also doesn't make sense in comp because comp survivors tend to do sensible things that are mostly predictable. BBQ is better in a public match because, while it may make zero sense for survivors to be in a particular spot, there's a good chance they're in that spot anyway.
Comp is kind of its own thing. And high MMR public matches aren't a direct 1:1 comparison because you're often playing against builds and power creep more than optimization/coordination. A good pub SWF still pales in comparison to a half decent comp team.
But you still lose to those less coordinated teams.
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2831745#Comment_2831745
This
Also Pain Resonance's value is that it explodes the gen with the highest progression (without kicking it either, that's why I assume it's weaker than pop) which more often than not will be around or more than 50% progress meaning that survivors will try to push it (regardless of whether they untap to avoid the scream)
What I'm saying is that it gives highly valuable information on what area to pressure next (or not pressure at all? Ex: the gen that explodes is house of pain basement one - for all i care they can take it)
So yeah, as you said these perks don't really work much on comp survivors. Luckily, they're like 12 on a 50k average playerbase, and mostly playing custom matches
But you don't have to be a comp player to beat a really good killer. You just have to do gens fast.
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@Pulsar said:
All you've told me is that "normal" strats don't work on comp players.
Thank goodness there's like 200 total competitive DBD players. You aren't getting that caliber of player every match. You'd be unlucky to get them once every 2 months. They are FEW and far between.
The game isn't unwinnable just because you play Killer. Even before I quit, I was still managing a Kill Rate near 90%. The issue is that it's not fun for the Survivors when you play like that and it's not particularly fun for the Killer either, it was far too stressful.
If your kill rate was 90%, your survivors must have been half asleep or something.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2831671#Comment_2831671
They are already viable, are we playing different game? If you are meaning +75% killrate for being viable, this will never happen.
I want killers to at least have a chance of that kill rate against top teams, if the killers themselves are also playing at top level. Right now, the killer can play at exactly the same skill level as the survivors or higher, and the survivors will always win. Only Nurse and Blight are the exceptions, and they're barely doing that.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2831631#Comment_2831631
Fair enough but we have so much anti-loop killers. If BHVR nerf maps, most killers will be okey and fine but anti-loop killers will be so oppressive.
Highly disagree. The anti-loop killers will be viable, not oppressive, if they nerf the maps.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2831599#Comment_2831599
Even shack? I am asking for other maps.
Even "killer" shack.
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They're way too short.
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Not some. All. God pallets should not exist.
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Never has been or will be killer sided.
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Remove overheat.
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This is a failure of the tutorial.
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You've gotta make chasing viable for all killers first. Then we can talk about camping punishment.
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Remove overheat.
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People rarely understand the loop potential of maps like this. It's like 1 big loop.
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@FeelsBadMan said:
"Guys the killer has been chasing me for 20 minutes and you haven't done a single gen???"
Actual time in game/chase: 20 seconds
When you've done unreasonably long chases and seen no gens pop enough times, you kind of get a better feel of time than that.
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She's only A tier. You need to be S tier as killer, or accept that certain matches will be unwinnable.
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It's to reward killers for going for chases instead of camping, especially when lots of tiles are notorious for creating very safe loops once the pallet is dropped.
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I don't know what goes through their heads. Every killer that's had a 24m terror radius at one point or another has been justified in having it. There are killers that at some points have no terror radius, so what's the point in nerfing others to having 32m of warning time for the survivors?
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If her crows feel clunky to use, she needs a qol change, not a rework. For the most part, she's fine as is.
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@disgust said:
https://forum.deadbydaylight.com/en/discussion/comment/2828967#Comment_2828967
this isn't true at all, plenty of good athletes are horrible winners and losers
It cheapens their skill regardless. They have all this power, and they want to be a complete showoff with it.
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Not some. All. God pallets should not exist.
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@Xendritch said:
Probably because the community keeps making threads like this fill of strawmen and false equivalencies and that's when they're not doing conspiracy theories and taking everything the devs say in bad faith.
The devs are a strawman.
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Whether they're my opponent or my teammate, the fact that they BM the killer cheapens any skill that they had. Instead of being humbled by being the power role, they're emboldened by it and use it to bully. People who are good at the game, or who are good sports, don't rub it in their opponent's face when they win.
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@Smoe said:
Not big on bringing back quickscope slinger in any way, the amount of people that complained about it back then was pretty noteworthy and it's removal was frankly a betterment to the game's health.
The people who complained about his quickscoping want counterplay at any point in the chase, even when they themselves make the mistake. Mad that he can option select you at a pallet/window? Don't go there then. Mad that he shoots you when you stop dodging? Keep dodging then. You are not supposed to be in control of the chase. The killer should be. That's what people miss.
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I'll grant no concessions. I want pre-nerf Deathslinger's quickscoping back, and nothing less. I'll play no iteration of him that doesn't have it.
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He looks fine. I think BHVR has got past their character importing phase of everyone looking like they smoked something.
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/2827199#Comment_2827199
My build with Blight - Perks: Brutal Strength, Fire-up, BBQ and Chill, Bamboozle . Add-ons - Adrenaline Vial, Blighted Crow
90 percent of my games are at least a 3k. I also do not tunnel anyone out of the game.
Blight is absolutely the strongest killer in DBD, a bit stronger than nurse and a lot stronger than spirit. If you're playing Blight with strong perks and add-ons, and you're not performing well, well I hate to break it to you, but you have not mastered Blight. But to be fair, it's hard to be really good at Blight. But it's not hard to be above average with Blight (when compared to other killers) Because you can use his mobility and then play him like an M1 killer.
I really really feel like Blight should be a 4.4 m/s killer. He'd still be insanely strong, but he would be weaker for people who can't use his power to land hits. Bad Blight players who can't rush are doing well if they understand the basics of M1 gameplay, which should not be the case for a killer with as strong a power as Blight.
No, you wouldn't hate to break it to me. It always fills y'all with joy to put someone down, especially when they don't deserve it.
Perhaps it's because I'm on console, or because the game's hitboxes that interact with his power are just bad, but I feel like I can't get that much better with Blight, aside from doing the crazier slide techs and stuff that probably won't work on smart survivors anyway. I can't just flick tech my way to being more "skillful", as many have done. I have do it legit.
Blight is not more powerful than Nurse, because her power is literally noclipping. No other killer compares. And Blight being 110% would just gatekeep the killer even more than he already is. Those people who say his power is "simple", or "easy" to use/master are talking out their behinds.
You guys who claim you play killer but you want such ridiculous survivor sided changes are either 1) survivor mains in killer's clothing or 2) willing fools. You would see this game become much harder for everyone else (not including the casuals) because you think someone who's good with a certain killer can't be beat, yet they do get beat again and again and again.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/2828529#Comment_2828529
Oh my god. Thank ######### god I’m not alone your experiencing it To? Also another issue I just found out is when i used Compund 33 I ran into a pallet it broke then I went into fatigue as if I missed my attack. That wasn’t supposed to happen.
I've also been getting the double fatigue bug a lot as Blight, or going for a rush but I rush in place and instantly go into fatigue.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2827211#Comment_2827211
That’s absolutely the opposite of how I play Demo. I use the portals as radar, it essentially lets him create a 3- or 4-gen game with a much broader map area than normal. If the survivors ignore the portals you can patrol gens very efficiently even if they are split somewhat. And if they actively remove tunnels it takes them 10 seconds to remove a tunnel that you can replace in only 2 seconds which is still a net slowdown in your favor.
The portals are great in the macro game. Ignoring them isn’t as efficient as taking advantage of them.
You don't have time to set up like that. If you do, the survivors are giving you that luxury. You can set up portals on a bunch of gens, but survivors will destroy them or ignore them. The time spent setting up portals could have got you early downs instead.
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It all just depends on what the devs allow for. If the killer is so weak, we have to use their strongest add-ons to make them feel strong, that's what we'll do. If the killer is strong on their own and don't really have any significant add-ons, we'll just decide what's the best and use that.
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DBD hasn't experienced a golden age. It's never been balanced good enough. We've been on the cusp of a golden age since the game first released. All the devs need to do is buff killers so they don't feel weak, and if need be, buff survivors to combat any unintentional OPness.
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This is what happens when the devs make chasing the worst choice you can make as killer. Survivors will always be able to beat you with war of attrition; they can do gens faster than you can regress them. And the pressure you put out with chasing only mitigates that to a sliver of a degree.
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Anytime we've had a new perk combo that is chase oriented, it's fallen off very quickly. I think Spirit Fury/Enduring started it, and then it everything else practically see no play.
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@ObservantOfTime said:
I don't know what you're on about, because I have zero issues hitting the unhooking survivor at any point during the animation. Works on my machine 🤷♀️
You have to do flicks and stuff in order to hit them when you're coming from the side. Otherwise it magnetizes to the person on hook and you get nothing from your hit.
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When I want to win a match, and a realize that there's no chance of that happening from the get-go, it's not fun.
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Oh, but we removed infinites and added entity blocker/bloodlust so it's fine. /s
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Twins have been completely left in the dust. I don't know why they were considered top 3-4 killers before CoH, but they definitely aren't that now. I do think the stats back us up in this case. You need to play Twins at an extremely high level to do well with them. All the fov techs survivors can do, and Victor having a ludicrously inconsistent hitbox, and there being a lengthy animation, cooldown, or kickable state every time you do anything, absolutely kills this killer. The hitbox part to me is the most infuriating of all. Here's how a match of mine with Twins goes:
Survivors are taken by surprise by Victor and give a bunch of injures at the start. I hardly ever miss them. Then suddenly I guess I'm just a bad Twins player and I lose the game. No, what happened was the survivors started twitching left or right, or abusing Victor's fov, making it almost impossible to hit them. His hitbox is so poor, they just recognized that they could abuse it and get a free win.
Demogorgon's shred is similar to this, where your attack literally stops right in front of the survivors or you slide past them instead of hitting them. You were dead-on, but the game told you "no, you don't get this hit". It is so random and infuriating.
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Let's not forget: survivors healed too fast even before CoH. If you were SWF, you could always just coordinate a heal and everyone would be healed up after the killer had spent an exhausting amount of time injuring multiple people. If you were solo, you could just bring a good medkit and be healed just as fast.
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Everything about them is a mess. The animations are long and clunky, there's cooldowns and fatigue states to everything, and the hitboxes are all out of wack. So let's nerf them, right devs?!