danielmaster87
danielmaster87
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2827254#Comment_2827254
Maybe you should talk for yourself. I have not problem to hit survivors at loops. I mean sniping is hard, sure. But i can zone-out them with my crows. And they can try dodge ofcourse but they need to dodge 3 crows. Artist has more chance for hit.
Her power is like kinda Nurse. If you are good with her, she is monster. If you are not, she is M1 killer.
Strong SWFs are destroying Nurse and Blight too if this is case? How many SWFs are that strong?
The more I play a killer, the more their weakness sticks out. Survivors can completely deny Artist's power by just holding forward. Even when they choose to play it risky and loop you when you're setting up crows, they know the game is just gonna bail them out anyway, giving them just the crows instead of the full health state because a tiny little thing was sticking out in its way. She needs favorable loop design, and most maps don't give her that.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2827189#Comment_2827189
You are clearly so bad with Artist. She is fine. And it is not hard to hit survivor behind walls. First catch survivor with one crow. And when they are swarming put your other 2 or 3 crows. Cool-down is not long for one crow, so you have enough time to put second crows. And then hit. If you put crows smartly (not random) it is clear hit.
And plus you can push survivors to leave strong loops. You can make survivors leave gen with crows. Strong anti-loop and strong gen pressure. She does not need anything more.
I could see her potential before she even released, and somehow it was less than projected. She cannot reliably damage you from across the map like we thought she could. It's too much resource investment and too luck based. And no, it's not easy to hit survivors through walls. You may hit them once with it, but as soon as you start placing the second set, they'll just haul to the left or right, making it almost impossible for you to hit them a second time. They can see the auras of your birds coming too, so they can dodge even if you launch it right to them. Survivors can also instantly get crows off with lockers, and that especially helps if there's a locker right next to the gen they're on. I'm not saying I haven't had success with her. She's just one of those killers where you go against 1 good SWF and you're done. I'm trying to explain to people that there are killers that can be "strong", but that are not OP and can't beat a good SWF. Wraith was one such killer, and he still got nerfed. Artist is next in the near future I think.
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Besides Blight and maybe Demogorgon, the killers that reflected good balance all got nerfed. Hillbilly, Wraith, Deathslinger, Spirit.
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Don't use the portals unless you have abundant time. Use his shred for anti-loop, specifically with Black Heart and Barb's Glasses.
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It's more of a lucky thing in my instances. I can't just have survivors who play it safe and get their 2-man escape. No they have to be the super crazy altruistic ones and save the guy off hook as soon as I turn my head, even when I have instadowns.
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He definitely needs the overheat and roar removed. Even if you're okay with the roar aesthetically, it gives the survivors a sound cue for when he actually commits to his chainsaw sprint.
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I'm not gonna lie. I've been getting 3ks and 4ks a lot lately. But that's with using strong killers like Blight and Artist with strong add-ons and meta perks, and the matches are still close. I should be getting 1ks or 2ks in those matches, but survivors want to do dumb stuff like be altruistic when I have NOED, which gives me a 4k.
Imagine if I played weaker killers like Freddy or Deathslinger. I wouldn't stand a chance. Oh wait, I don't have to imagine because I've lost so many times with them after their nerfs, I no longer want to play them.
The rarity of unbeatable survivor teams is irrelevant; the problem is that the game's balance allows them to exist.
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@herbaljellyfish said:
https://forum.deadbydaylight.com/en/discussion/comment/2826168#Comment_2826168
Just because a killer requires more skill to use, doesn't mean the skill floor needs to be raised because then the better players will be even more oppressive. I see her a lot in high MMR games along with Pinhead, Oni, Nurse and Blight, so clearly some people have no issue getting value out of her. I do think her gameplay is extremely boring, but she is absolutely in no way shape or form weak. Anyone who knows maps and tiles can easily dominate with her because she's an anti-loop god. Her zoning is outrageous and she has 115 speed. Buffing her would easily put her above Blight and Nurse. She's just harder to use so people say she's underpowered. She requires heavy knowledge of tiles and loops to use her to her full chase potential.
She could never be stronger than Blight or Nurse unless they were massively nerfed. She needs to hit birds 2 times through walls to damage survivors that way, which is just based on lucky guesses of where the survivors are gonna go. Whenever she sets up a bird, survivors just run away from the loop. On a technicality, you can't use your birds around the hooked person even when you're not meaning to camp. If there's a tiny obstacle sticking out, it won't count your bird as a direct hit. The killer's instinct detection range needs a bit of work. She's overrated. A tier at best, but again cannot be on the same level as Nurse and Blight.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2826167#Comment_2826167
now a days, Its not even add-ons themselves being no mither-level. its entire base killer power at base-kit being no mither-level. Like why would you expect to see nemesis, a killer that has to hit 3 times to down a survivor over blight? Artist similar design with her ranged crows requiring two consecutive hits to inflict 1 health state. Trickster has laceration mechanic that allows survivor's self-heal on his own power. Cenobite that breaks his own chain anti-loop and survivors manipulating chains to rubberband them on environment for instant breaks.
Now a days, killer powers just sabotage themselves. That is just looking at last 4 killer releases after blight itself. Let us exclude Twins that just keep getting negatives changes for random reasons. It doesn't look like add-on problem for new guys. it looks more like base-kit problem.
Killers that have add-on problems are those that got changed by survivor mains. Like freddy has add-on problem because his good add-ons got nerfed including his base-kit which now sucks. The same can be said for Billy who has add-ons that are like.... Black Grease that only activates when you get blinded or that iri brick that gives billy undetectable after 2 seconds of being in chainsaw sprint. Deathslinger's add-ons were never good. but at least his base-kit wasn't a joke. now it is. Because most of these killer already went through their revision changes, they're unlikely to receive any other changes.
So I would say that changing add-ons is not as great of priority now a days as it is making base-kit killers just better overall. The killers they're changing right now legion and ghostface. they have base-kit mechanics that sabotage themselves. Namely, legion loses a portion of his power gauge when he successfully lands an M1 attack putting his power on cooldown and ghostface loses his entire stalk meter on that survivor takes an m1.
A term I've applied to these terribly designed killers is that they have "built-in counters". Almost every killer has one, but some are more obvious or extreme than others.
Wraith slows down a lot when uncloaking, which negates his long lunge out if cloak.
Freddy gives survivors clocks so that they can't be affected by his snares or his undetectable.
Legion goes into fatigue and can't see scratch marks for using his power.
Oni going into his power makes survivors stop dropping blood orbs
Twins let survivors kill Victor if he misses OR if he hits.
Trickster's knives dissolve or something stupid.
Nemesis gives survivors T-Virus cures.
Pinhead shows the survivors the box's aura from across the map.
Onryo is gonna give survivors tapes that can take away 4/7 of their meter.
All of these are literally part of the killer's power that works against the player that's using them.
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@derppug said:
https://forum.deadbydaylight.com/en/discussion/comment/2826182#Comment_2826182
Definitely not. I play Nurse without a sweat build and do just find against survivors sweat builds.
I'm sure Blight can do the same, if he's good.
And a lot of survivors don't always go full on sweat. Blights literally always do.
I don't think dead hard is an issue for him. He's an insanely powerful killer almost always ran by people running insanely powerful perks (because let's be real- who plays blight except the most tryhards 90%+ of the time) and on top of that he has busted addons that are ran pretty frequently too. AND a good number of them tend to abuse "techs" (aka bugs), and by a good number I mean it's always the sweatiest of the sweats who do.
Even if you don't sweat as blight and verse a somewhat sweaty survivor team, you'll do fine. Unless you are a potato.
No, you do have to sweat with Blight. You need favorable conditions with him. If you're sliding off everything or constantly bumping into things you don't want to, you're gonna have a hard game, because then you can't use your ability that holds all of the killer's strength. A map can even be too open, with nothing to slide or bump off of, like Rotten fields.
Nurse doesn't have to run meta sometimes because she can just do that. Obstacles, walls, windows, and pallets mean nothing to her. And that is something that cannot be said about any other killer, not even Blight.
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2826176#Comment_2826176
Its curious cuz pig have less warning time and more lunge with the dash but wraith doesnt have long lunge anymore.
Pig most certainly has more warning time. Wraith is fast, invisible, and has no terror radius before he long lunges. Pig has to crouch slowly, play a loud roar, and then go at a laughably medicore speed in her dash attack.
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If the perk just disappeared, that would be so good. But I'll meet survivors halfway and just demand that the i-frames be removed. That's the cheapest part of the whole perk.
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@derppug said:
To be fair, Blights and Nurses need a perk that works against them. They smash without. Doesn't help that 99% of Blights go full on sweat builds.
To combat the survivors' sweat builds, no doubt.
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I don't like facing Huntress because the whole character feels boring or basic (can't place the right word to use). She just seems so overhyped, probably the most out of any character in this game. The fact that some people who play this game only play as her... I can't imagine why. Playing as her or watching someone else play as her isn't satisfying. She's at least somewhat difficult in chase which can make for interesting chases on the survivor side. But for me she's way more interesting than Nurse and Trickster. Those 2 absolutely kill my interest in playing.
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You can still hear his breathing. It's a dead giveaway. The only way it helps the Wraith is you not knowing which direction he's coming from, which is kind of what his yellow distorted bell can do to.
Also, it's a freaking pink and the effect isn't even OP. How many pinks and purples am I gonna have to defend by saying this same simple concept over and over?
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@Chadku said:
Wraith needs basekit Windstorm, again.
And also 15% longer lunge out of cloak basekit.
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I keep suggesting to make his chainsaw stop after he downs someone, like Hillbilly. Yes, it still lets him hook trade, but it stops him from guaranteed getting a hook trade and then some, like he does now. The playstyle of getting multiple people with 1 chainsaw should be limited to his pink add-on which refreshes. It's the only way to healthily change him with ruining him like Freddy and Wraith.
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@herbaljellyfish said:
https://forum.deadbydaylight.com/en/discussion/comment/2825966#Comment_2825966
Yup. Artist is a ridiculously powerful killer. I think she just has a massive skill gap that people can be god tier with her or absolute garbage. She is completely fine where she is at. IMO Nurse>Blight>Artist>Pinhead. Putting her in the top 3 for me, at least. I'd much rather see killers like Nemi, PHead, Legion, Pig and a few others get some reworks/buffs.
No, she needs buffs still. She doesn't hold a candle to Nurse and Blight. She's at least 1 tier below. Before Wraith, Deathslinger, and Pinhead were nerfed, they were 1 or 2 buffs away from being viable at all levels, instead of just the bottom and mid levels. Artist is in a similar position now.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2826019#Comment_2826019
i mean huntress did have other decent add-ons like... iri head+infantry belt. When it comes to killer add-ons, if the killer add-on is not better than what the killer player currently has available, than why would the player consider choosing a worse add-on unless they're purposely sabotaging their chances to win.
I think the truth is that survivors mains dislike a vast majority of the killer cast hence dev make killer super safe and weak on purpose. Now you get OP post where he is complaining on facing the same killer. Its like imagine the new perk for survivor is No mither. Do you think survivors would switch their super meta build to run new perk No mither? I don't think so.
Survivor players sabotage their own chances of facing a variety of killers.
Why would you expect a killer player to play No-mither level killer?
Survivor players are like, why aren't you playing a more variety of killers?
Killer players: Pikachu face
Which is why if they know what's good for them, they should always support killer buffs. If they want to change the meta they're tired of facing, the weaker killers need to be buffed or the survivor perks need to be nerfed.
We've tried the strategy of just nerfing the top killer. Nurse, Hillbilly, Freddy, Spirit, even Blight with the Compound 32. Every time you nerf the strongest add-on, people are just gonna use the next best thing. Nerf the strongest killer, they're just gonna use the next best one. But that's been done so many times at this point, it's created a stale meta where 1 or 2 killers are viable and 1 or 2 are right beside them simply because they can tunnel/camp the easiest. Everyone below them is absolutely garbage and can't compete against all teams, just the weaker teams.
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That's why we need to buff more killer add-ons instead of just nerfing the strong ones. That's what the devs did when they buffed Adrenaline Vial. People call that add-on OP now, laughably, but that means it must be seeing as much play as Alchemist's Ring or the blighted animal add-ons. Yes, you're giving the killer another good add-on, but if they feel confident that they can do well with that add-on instead of the same meta add-ons they've been using all along, we'll see more add-on variety. Just like with Huntress. Don't you get tired of every Huntress running Babushka? Maybe if she had some other better add-ons, unlike Wooden Fox, she wouldn't have that same add-on every time.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2825907#Comment_2825907
To be fair 1 those mindgames are very much intentional in this state of game and you need to have some kind of skill and especially game knowledge on both sides to get this done. And this is maybe even one of the reasons why they do not just change it.
though agreed just out of accessibility and quality of life reasons they should definitely adjust FoV for killers, especially as Controller players are suffering probably a little more because they don’t have the sensitivity of mouse controls..
Well this is the same argument I have for certain things like DS having skill checks, or having to time pallet stuns and flashlight saves. You're putting 'skill' into areas in which skill doesn't have a place being there. If someone misses their DS or didn't time their dropping a pallet on the killer, I guess they just weren't skilled, right? No, it's ridiculous. We should be pushing for skill in loops, not borderline exploits like abusing fov and crap.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2825890#Comment_2825890
Having a mix between pre-existing things is, honestly, just as boring as having a carbon copy of a pre-existing thing. And it is downright insulting to the killer who used to be the most unique in the game, by a very long shot.
He wasn't that unique. He just had less abilities and he had to put people to sleep first, which is like a built-in counter. Otherwise he was an M1 killer.
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This should have been fixed a long time ago. Why is our vision so restricted? It's created an entire meta of survivors playing fov mindgames with the killer, claiming skill, when we should be able to see them clearly in the first place.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2824252#Comment_2824252
Buying cosmetics isn't paying bills. It's throwing away money. If anything I'd say that's what's hurting the game. I'd rather they take that budget for hiring an art department and use that money to hire better programmers.
That's the thing with BHVR. They don't care about how good the actual game is. They just talk about the art style, the lore, the fanbase, how satisfying the tbags look, and how good of a job they did.
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Terrible map. God pallets everywhere, and of course a main building with breakable walls. And then they buffed it when they rearranged the tiles recently.
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You want them to put back a god pallet that was removed?
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Maybe one of the guys from Clocktower 3.
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Blight can never be easy to play, because of the complexity of his power. You have to know what hits you can get away with and what you can't. You have to know what you slide off and what you don't. You need to know how far you can go before you have to hit something to avoid the fatigue and keep rushing. Then there's all the techs and flicks and stuff, which were shown in this video, and that anyone new to Blight clearly won't know how to do. Survivors also weren't doing gens and were killing themselves on hook, I noticed.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2825880#Comment_2825880
Because we understand Freddy, and that is not what he should be.
Current Freddy's kit is literally take from other killers, from Clown's effect to Doctor's fake pallets. As fun as Dream Projection has the potential to be, we have other killers with teleports already.
Freddy was always made to be unique; the rework ruined this and the following change made it worse.
They're similar to other killers' powers, but not stolen. What other killer places traps on the ground, that can be used in the immediate chase OR preemptively, that slow? Doctor's fake pallets are there, but do they lock survivors into an animation when they drop them? What killer's teleport let's them do it straight on a gen, and isn't dependent on you placing something there preemptively just to tp there? It's not a "never seen anything like it before" kind of unique kit, but it's different enough to where it definitely doesn't feel the same as other killers'.
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Fearmonger (Mindbreaker) doesn't prevent Dead Hard either. If they weren't touching a gen within the last 5 seconds, your perk doesn't exist.
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@Haddix said:
https://forum.deadbydaylight.com/en/discussion/comment/2824566#Comment_2824566
Part of Blight's counterplay is distance-making when he's stunned. Compound 33 and Alchemist ring both negating distance counterplay after getting rush hits and while breaking pallets is what makes them poorly designed addons, because he's otherwise extremely fair but extremely strong as well.
I love it when purples and pinks are really strong, but not strong because they straight-up patch out counterplay on a great killer who has a lot of very very fair gameplay.
They don't get rid of counterplay. Breaking a pallet with Compound 33 at 5 rush tokens lets you recover that token just slow enough to where you can't get to a survivor before they're at the next pallet. Alchemist's Ring is the same. Just because the tokens are recovered instantly doesn't mean he doesn't go through the fatigue. It doesn't change how you counterplay him, you just need to play more safe, even if that's dropping pallets early.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2824577#Comment_2824577
I don't think he was fine as he was. Leaving him untouched would do nothing to fix the problem of him being boring.
Still, what is done is done. The developers cannot possibly hope to keep him in this sorry state forever. They will be forced to change him eventually, and when they do, I sincerely hope they listen to me.
If that happens, I guarantee Freddy will be viable, fun, and unique again.
He wasn't boring and he was unique before they nerfed him. How can y'all even talk like that? He has so many abilities. That's like calling the new killer boring. She's not. She just won't be strong.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2824545#Comment_2824545
I mean, you can still use him effectively:
https://us.v-cdn.net/6030815/uploads/Z25I9SFVVOX6/image.png
But is it worth it? No.
You know me, you know how much it pains me to say this, but being boring is where Freddy's greatest problem lies.
This nerf was not exactly a "death blow", but it was the wrong step to take.
It was the wrong step to take. He was fine as is, and definitely wasn't S tier. If they just buffed other killers, he would eventually have fallen behind a bunch of other killers anyway, in terms of what he could do vs what they could do. But no, the devs had to accelerate that process and nerf an M1 killer into the ground. You don't see him at high MMR. You don't see him at all anymore. Borderline Twins' pick rate.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2824545#Comment_2824545
They could have just removed the slowdown add-ons.
5 second fix without burying the glove :(
Even the slowdown add-ons were fine. They wouldn't do much in today's meta, I'd say. They'd be balanced. They were like 1 stack of Thanataphobia, just as an add-on. It's not too much to handle for competent survivors.
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Again, are pinks and purples not supposed to be strong? Is this add-on really uncounterable when Blight himself is counterable?
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This might be something that the devs need to look at for all killers who need to point-blank the survivors with their powers. Hillbilly, Oni, Demogorgon, Twins. The fact that survivors can just hug an obstacle and not get hit by your attack unless you keep playing ring around the rosey with them, it's just ridiculous.
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@Steel_Eyed said:
Rounder loops are more difficult for Victor to hit at. My method is to ‘back rev’ survivors at loops like that.
And Toy Sword is a brown add on. They should probably just move that add on to Very Rare (purple) and drop Spinning Top to common.
In my view, Toy Sword should have it’s rarity massively increased or maybe nerfed further. Ideally killers should feel a need to use higher rarity add ons to play better. Not rely on browns.
Or just make it base. Why are people so reliant on a brown add-on? It seems like they kind of need it just to play the killer normally. Making a useful add-on rarer is only gonna hurt the killer.
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@Tiufal said:
Or get better at chases? I guess thats too much asked for.
So if I just get better at chases, survivors will just stop escaping? Gens will not be a factor?
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2824369#Comment_2824369
To be fair, the Bottles and Snares take more to be used. The Snares are very easy to use, so it is quite fair that they are weaker than Clowns Bottles or Pinhead Chains.
And granted, both are more fun to use.
How are the snares easy to use, compared to Clown bottles? You still need to know how to use them strategically. Can someone new to the game pick up Freddy and just start beating high level survivors? I don't think so.
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@Mr_K said:
He was being over rated to begin with. The last changes made to him were very minor but people took it as a death blow.
I think killer pick rates are influenced by what people are complaining about at the time and just compound until BHVR makes a change.
The last changes were a death blow and were clearly not minor. Let's summarize. Less snares, slowdown on placing snares, less dream pallets (why?), buffed clocks, and all good add-ons replaced with bad add-ons. He was in a good spot, was laughably placed in S tier, and probably needed some qol changes, but instead he got nerfed because survivors couldn't even handle an M1 killer. They still call him OP, so what was the point in the nerf?
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He doesn't need the slowdown on placing snares, and he doesn't need to be limited to 5. He can't even use them on the survivors unless they're already asleep.
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@Steel_Eyed said:
I just miss basic, unconditional charge time addons and cooldown addons. Not many people complain about it but the bumper Billy addons were nerfed as well.
At least we still have turn speed addons.
It seems like people aren't understanding what add-ons are supposed to be. They're supposed to improve the killer's power in some way, plain and simple. I see far too many people saying, "Yeah, they should do that, but also have downsides to balance out the upsides." which defeats their entire purpose. Why can't an add-on just improve the killer's power, no strings attached?
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They need to revert the nerf completely, remove stupid overheat, then look at his add-ons. Maybe make his default charge speed faster and then remove his charge speed add-ons, except for the conditional stuff like Mother's Helpers. The same could be done with his turn rate and collision zone add-ons. His pinks need to be combined into one, and then we'll need another good pink for him.
I think my idea for buffing killers works, and that is integrating certain add-ons into their basekit in whole or in part, and then those newly freed up add-on slots create room for new, unique add-ons.
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Iron Will. I hate its design. You should not have permanent silence from being injured, especially when the sounds are already terrible for killer.
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In this case Dead Hard needs to be nerfed, instead of the other exhaustion perks being buffed because they're fine as is. Balanced did need that fall reduction nerf from way back when. You should not get the benefit of the perk while you're exhausted, which Adrenaline doesn't care about either but it hasn't been nerfed.
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@Pulsar said:
Facecamping Bubba needs a change, I just don't see a way to change him fairly.
Make him like Hillbilly, where his chainsaw stops after he downs 1 person.
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@fulltonon said:
NOED is boring discussion because there is nothing to discuss.
Exactly.
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Nothing on that killer is insane. Not after the nerf.
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It is bad for DBD, both fundamentally and by its numbers. Survivors have had perks in the past that if 1 person equipped it, multiple people would get the benefit, but boons are different obviously. You can see their auras, their effects are significant, etc.
CoH specifically is bad for M1 killers because they have to commit to downs or they went on a chase for nothing. If they leave that survivor, they can be healed and back on gens not even 20 seconds later. But if they're committing to chases, that's gonna waste too much time and they lose to the gen rush because they're not pressuring anyone else. CoH should never have granted above a 50% boost for healing. It should at least be as low as 30%, making it like Botany but for everyone.
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Until we make chasing viable for all killers, we can't nerf camping or tunneling. It would be this game's end.