danielmaster87
danielmaster87
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Comments
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2797345#Comment_2797345
The killer had to make it all the way to endgame with 4 survivors alive for that to happen. So that's pretty much on them.
If you are playing a killer without a 1 shot and no endgame perks, getting 4 man outed is always the risk you take by playing poorly. I would not complain about hitting endgame when I stacked early / midgame perks and failed.
So you think a killer having 4 survivors alive in endgame is always a result of them playing poorly? And that they should be forced to camp, tunnel, slug, and/or use an instadown killer instead, and that's "playing well"? Also, they're not allowed to complain when they lose?
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More spectator spots at least.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/2796541#Comment_2796541
Don’t forget they buffed adrenaline vial and now it’s his best addon along with Alch ring, blighted rat and crow, Compund 21 and 33
Adrenaline Vial is not his best add-on. It's playable now. You think it should be nerfed?
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Make her dash usable at least.
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@ThatOneDemoPlayer said:
Gen speeds are fine. Maps, spawns and spreading out on gens are the "problems"
Smallers maps don't fix gen speed. Unless it's a 3-gen and they're all right next to each other, people can just split up on gens and win.
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It's too strong. It leads to situations where no matter what you do as killer, save for one or two specific killers, all the survivors are guaranteed to get out. They might not, but they'd have to royally mess up for that to happen.
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Never has been or will be killer sided.
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@RakimSockem said:
This community confuses me sometimes because I always see people complaining the game should be balanced around the highest levels of MMR and that it's totally survivor sided up there, but then whenever someone points out that these pro killers (who can all assume are at the highest levels of MMR) are out here slapping survivors left and right and getting 4ks, everyone is like "well of course THAT person can do it, they have X amount of hours"
So..... it seems like killers can do just fine at high MMR if they have the skill to do so and people who aren't doing well just aren't as good at the game as they think?
Like, make it make sense.
They can do fine at high MMR when they get potato survivors. Because all you have to do is escape as survivor, you get potatoes even at high MMR. But when you don't get them, you get absolutely obliterated because the gen speed will trump everything you do. Otz's streaks before and after MMR might as well be thrown out, because there's no way he went against high level teams that many times in a row and still won. To put it simply, if you had an easy game as killer, it wasn't high level.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/309317/is-there-a-non-masochistic-killer-experience
You can try to set your own goals. Like getting 4 stacks of bbq and letting everyone go. Or trying to reach tier 3 bloodlust repeatedly. Or equiping Franklyns and Hoarder.
What about winning?
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@brokedownpalace said:
This game obviously isn't for you.
How did you come to that conclusion?
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@landromat said:
He has no counter. You can't do crap against good blight and he needs nerfs. Strongest killer besides nurse? Nerf her too so we finally have somewhat balanced killer roster
He does have counters. You can dead angle his rush just like with Oni, to where he literally can't turn hard enough to hit you. And unlike Nurse, you can just instant drop pallets against him to stall for time like you do against a Leatherface. By the time they're all used up, 5 gens have been done.
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@ukenicky said:
No we want Alchemist Ring nerfed because it's actually problematic.
Anyone asking for Adrenaline Vial nerfs is throwing out some massive bait or just mad lol.
What's problematic about Alchemist's Ring as opposed to Adrenaline Vial?
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You can hear her better than she can hear you.
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It's okay if they're serious in the competitive sense. People who want to win want high level teammates/opponents and reasonable balance, and most of the time they don't get either of those, so they complain. The people who take the game too serious in a bad way are those that lose 1 match to someone, whether that's a streamer or not, and just stalk that person for weeks or months.
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I can't even begin to decide what info perk is my favorite on killer, because imo info perks on killer are unviable. You're much better off using gen/exit gate blockage. What's the point in having Discordance if survivors splitting up on gens once you push them off is just as bad?
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You can't make BM bannable, because everything in existence can be misconstrued as a microaggression, which can be called BM.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2796418#Comment_2796418
I don't know either. Pinhead has the highest killrate when is Power is really, really bad
It's because that's an overall stat. At high level specifically, his kill rate would never be that high.
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It's another reason boons are flawed design. Survivors having to spend time to cleanse totems or else deal with NOED is what made pre-Boon DBD less ridiculous. I even started running Counterforce to deal with high rolling hex users. Now, boons allow the survivors to get such a lead on the killer, NOED isn't even enough catchup for the killer in the majority of cases.
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/303288/pinkie-finger-and-gearhead-nerfed
Gearhead was a buff for sure, atleast in my matches. I'm great at hitting great skill checks and they can really make the difference so getting to know where a survivor could be where I didn't expect them is nice.
In terms of pinky finger, it most definitely needed a nerf. Unhealthy stuff being changed isn't nerfs, it is health changes. This forum would make fun of survivors crying about key nerfs but when killers have unfair stuff changed it is BHVR being stupid? Can't be one sided like that. Clown did need some compensation though.
If Clown is too strong with Pinkie Finger, I'm the sugar plum fairy.
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@microppman said:
https://forum.deadbydaylight.com/en/discussion/comment/2733752#Comment_2733752
if balancing for people who are "at the top" kills the fun for lower level players (99% of the playerbase) then you shouldnt do it. there are ways to balance things that appeases to all levels of play, but pinky finger as is, is only balanced for like 1% of players, and is unfair to the rest
Illogical.
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@gammatsunami said:
They boggle the mind.
So do their cheerleaders in the community. They honestly think Pinkie Finger is OP and has no counterplay, but on the issue of god pallets? Radio silence.
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@microppman said:
https://forum.deadbydaylight.com/en/discussion/303288/pinkie-finger-and-gearhead-nerfed
pinky finger clown is basically perma tier 3 myers that also could slow you down, i think the addon should be reworked entirely, it makes games that are at any level other then top level completely unfair
Why are we balancing for people who aren't at the top, aka players who don't know how to play good? Apply that to any game, and you'd have a wrecked game balance, which is what we see here. Bottles take precise aiming, way more than a Huntress hatchet, not the other way around. Try running Pinkie Finger without the 2 extra bottles. Now imagine that with 2 less. It's gonna be a joke now.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2732751#Comment_2732751
Well it went from a perk that you would never reasonably get value from to a perk that will give you some value.
So it was buffed in the sense that it does something now.
You could see the gen is yellow. How is seeing a survivor's aura instead gonna be better? They can hide their aura like with BBQ, whereas with the yellow gen, you know 100% of the time that they're on there.
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@The_Medicine_Man said:
Everyone who's saying that the Pinky Finger nerf is justified has never played Clown and tried to hit someone directly with a bottle.
It's people who think Clown is viable, probably because they've never played him, and people who lie and say they're playing at high MMR with him yet get 4ks with no perks or add-ons.
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@CowabungaDude said:
Killers shouldn't require addons to be "viable". If that isn't bad game design i don't know what is
But since we're here we might as well make the most of it.
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Despite doing 5 gens being trivially easy, my solo teammates always seem to screw it up. That's why I don't run Adrenaline or Hope, because there's no guarantee (shockingly) that the gens get done. I like perks that I'm guaranteed to use like Dead Hard, Kindred, DS, etc.
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It won't be. Nobody plays that killer anyway. I wouldn't.
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They're buffing all the stupid add-ons that won't work anyway, and destroying the effective ones.
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Probably nerfing every add-on that makes Twins faster and more fluid. Meanwhile they'll buff the inconsequential ones where you're blind or hemorrhaged or some crap when Victor's on you.
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I'm at a loss as well, again. How can they do this?
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What were they thinking with these add-on nerfs? They did it to Twins as well. Trying to distract with one or two buffed add-ons so we don't pay attention to these BS nerfs.
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It's gonna be called OP whether it is or not.
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It wasn't busted. It's people like you thinking it is that gets low tier killers nerfed all the time.
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@Devil_hit11 said:
@MyNamePete I mean whole point is that you have 1 less add-on for variety for clown.
they weakened 3 killer's most popular and arguably strongest add-ons of their respective this patch. clown's flask and pinky finger, twin's toysword and scarf and nemesis marvin blood and zombie speed add-on. The pattern for killer patches these days always seems to just be best add-ons get weakened. Intentionally worthless add-ons are selected on killers to be improved to add filler patch notes to put false impressions that killers are improving when they are not.
There almost seems to be this false impression that killers need all 20 of their add-ons to be effective but in reality, only really 2 add-ons to be playable. only 4 effective add-ons are needed to sustain bloodweb if you choose to main a killer. bloodweb system for killer is largely parasitic system in the game that age is showing its problem in regards to grind. Add-on diversity is silly concept in pvp game that is largely fairely competitive. killer player always going choose the best add-ons to maximize their winning chances so weakened the killer best add-ons just hurts killer overall and will not encourage add-on diversity. Only lower killer diversity.
I find hard to believe that these killers add-ons were game-breaking that they needed changing. what Is their end game goal? At high MMR, Blight feels like he is most selected killer in the entire game. At the rate they're going, we might only see blight 24/7 and nothing else.
Finally someone on my wave length.
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2732166#Comment_2732166
Gens can be in dead zones depending on the map, with the combination of being able to slow the survivors down to keep the survivors in the zones it's pretty bs.
That's also on the survivors. They should be doing the dead zone gens first so that late game they don't have to go to them.
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@dallasmedicbag said:
https://forum.deadbydaylight.com/en/discussion/303288/pinkie-finger-and-gearhead-nerfed
"bottle arc and speed is just so difficult to be accurate with" my man, his bottles are easier to land direct hits than trickster, don't be spreadin misinformation like that. besides, if you miss, who cares? pair it with 2 extra bottles and now you have 6 chances of landing direct hits which is completely easy to do by hindering the survivors first.
this addon is about the same level as pre-fixed iri head, and all clowns camp with this addon anyway. good riddance. but have no fear, in the patch notes they only said that they'll reduce the bottle count to 2 - nothing about setting maximum bottles to 2. so if you still want to have easy games, pair it with 2 extra bottles once again and now you have 4 chances of landing direct hits.
istg if bhvr allows this combo, i have lost all faith in their balancing.
It's not misinformation. Try it. Try hitting survivors who have actual good, confusing movement with his bottles. I guarantee you it's not that easy.
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Why wait until the ptb? They never listen to the feedback anyway.
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@Midori_21 said:
They have a tendency to make lazy nerfs to addons. I really think a better pinkie finger nerf would've been making it so you only insta down people if they're a certain distance away, so you can't just throw a bottle at someone right on top of them and insta down, which people will still be able to do, so the addon will still be annoying and complained about.
That wouldn't work, because you're only exposed for as long as you're hindered.
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@Veinslay said:
I'm glad I've got 15 pinky fingers and 34 black wards. It's nothing but pinky finger Clown and smartface basement Bubba until mid chapter. Farmed over 12 dcs in 2 hours tonight
I'll be using all my Pinkie Fingers as well. This nerf is an injustice.
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@dugman said:
- Unless I'm misreading their update Gearhead is getting a straight up buff. The update never says that it's losing the generator aura when survivors do a Good check, the way I'm reading it it sounds like they're also adding that if a survivor gets a Great skill check you see the survivor's aura for 10 seconds (which is also a long time for that sort of aura). And it's active after any damage, not just every other basic attack. But hey, maybe I'm misreading it, we'll see tomorrow. 🤷♂️
- Pinkie Finger was definitely overpowered as an add-on, it totally deserves the nerf. I'm not saying Clown couldn't possibly use a bit of a buff to his base kit, but that add-on was kind of broken.
Is it really that broken when it's Iridescent Head with extra steps?
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@glitchboi said:
As a Clown main, Pinky Finger was a dumb add-on. Clown is viable against solos, but not against decent SWFs. The add-on was still braindead and poorly designed, allowing for free downs in dead zones, and with the antidote you can catch up to them quicker in an area with no tiles. The REAL unjustified add-on nerf for Clown is the Flask of Bleach nerf.
Gearhead doesn't really seem useful in its rework, but we'll see how it goes, I could be wrong.
Why are survivors running to dead zones? Are they not supposed to get downed at dead zones?
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@Colton147147 said:
Clown is perhaps the best killer in the game. I frequently 4K all the time perkless and sometimes addonless at high MMR without breaking a sweat.
No matter how many times I hear that, I don't believe it.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/2731814#Comment_2731814
Get token for a survivor losing s health state. No longer requires hitting twice with a basic attack. So easier by far to get stacks.
Also, it shows the survivors aura instead of just the gen which is a bit more useful imho
No, it's definitely better to see the gen's aura, for the reasons I described. Survivors can just hide their aura behind the gen. And it STILL requires them to hit a great skill check, instead of just a skill check in general. Y'all are wrong on this being a buff.
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@SleepyWillo said:
Gearhead is a buff in my opinion
In what way?
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@AnneBonny said:
yeah this just isn't a very interesting update. the bubba masks pissing people of is really dumb, of all the bs in this game to complain about that's what gets people going?
They should be focusing on bogus balance changes, not this.
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The devs, and also non self-aware survivors, are like, "Yeah, let's make pink add-ons for killers the strongest, but also give them all downsides so that they aren't the strongest."
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Why does it only decrease terror radius while in chase? That's the most confusing thing about it.
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This is just stupid.
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Absolutely broken perk. You snuff one, one or two others are in play anyway. You hit a survivor, they get healed 16 seconds later. You're forced to commit to downs even when it's the worse play. My survivor games where a boon is in play are like twice as chill.
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She has a chance to be strong.