danielmaster87
danielmaster87
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Comments
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All of the suggestions you received work against him.
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@Dino7281 said:
Corrupt + Deadlock base would be so annoying.
DS + BT would be also super annoying. You would actually have to remove option to body-block killer for protection hits. Survivors would always go for it, at that point it's not about tunneling, you might want to chase different survivors, but they are going to abuse your free perks and annoy you as much as possible.
You complain about things that are optional. Not everyone is doing this.
Your changes would make every game worse, because it's not a choice anymore.
Base DS would also create more slugging and survivors would cry about slugging and here we go again.
Either Corrupt/Deadlock base or longer base gen times. It's either/or. Otherwise they'll keep flying.
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There used to be lots more killers being constructive, but they got ran off by people gaslighting them anytime they tried to use logic. It's the survivors I see not being constructive like "Deathslinger uncounterable", "Pinhead OP", and so on.
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@NoOneKnowsNova said:
Not picking sides, but the whole reason Freddy was nerfed awhile back was because he wasn't fun to face which was a common complaint by survivors.
Even though he was fun. Probably the most engaging killer at the time who also happened to be strong. Teleporting to gens, having slowdown mid-chase, the dreamworld mechanic. Look what they've done to him now.
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Those killers you don't have would be at bottom tier on console. You need precision with them, and you just can't do that on the console port. Many questionable choices in this tier list overall.
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If we make his highest turn rate add-on basekit, we can do away with those add-ons and switch them out for more creative and useful add-ons. That's basically what needs to happen with a lot of killers.
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@Johnagon_Infinity said:
I don't think the analogy works because it's comparing asymmetrical experiences.
I've made the same comparison, as have others, numerous times. The analogy totally works.
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@Fantasy said:
So it's kinda like a killer's lunge attack?...
Except a killer's lunge is punishing if they miss. With Dead Hard you never miss, because you always get the i-frames.
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@LoneSlinger said:
https://forum.deadbydaylight.com/en/discussion/302758/ohtofu-s-tier-list-5-4-2
Yea the man's definitely got some wrong opinions deathslinger isn't anywhere near A tier he wasn't even before the nerfs and he's definitely not now
You can tell he doesn't play a lot of the killers he talked about if we are being honest
Deathslinger and Twins are bottom of the barrel killers. His tier list is completely laughable.
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I'd take anything, tier list wise or balance wise, from that guy with a grain of salt. He doesn't seem to take the game too seriously, and does stuff like randomized killer perks and somehow succeeds against the survivors, so definitely very low MMR. Nobody who's playing killer at high level has "chill" killer games, as I constantly see him experiencing.
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@Voodoo_Thirsty said:
I see NOED, Franklins, BBQ and Tinkerer all the time, but do you see me whining?
Are you joking or do you really have a hard time dealing with killer perks?
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@GoodBoyKaru said:
literally chase the unhooker not the unhooked and 2 of those perks arent issues.
dead hard + pt are problems though, that i agree with
Chasing the unhooker every time is a recipe for a swift loss.
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I was gonna make a post about this, but now that I'm here I might as well get it out:
How can you even say that?
Honestly, what do people see in Artist? She's another weak, anti-loop noob crusher. Her crows damaging people is completely on the survivors. When she shoots through windows and pallets, just wiggle and you'll dodge it, or run away from the loop. When she tries hitting you through walls, the only way she'll be able to reliably track you is if you move super predictable. Her cross-map damaging is also completely worked out at this point; nobody is gonna fall prey to that.
Her crows go away too quick at some times, and too slow at others. She has to hit you twice consecutively with her power to get you injured, and if not then the chase resets. She's like Hag with extra steps. She has so little pressure at any given time, and zero lethality. She takes a 5-gen chase to down someone normally.
I don't know how people can say she's OP or even high tier. She's just garbage, like Pinhead level garbage. She's unimpressive even with her best add-ons equiped. She's nowhere near being able to compete at top level. How am I the only one who sees this?
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@pizzaduffyhp90 said:
You have plenty of time to mori also mori's hinder you yes but, it's not all bad sure some are a little longer than others but, it saves you time from going to the hook and with some of them being longer than others they're only like 1 or 2 second longer.
Also downing to very quickly well that's gonna happen either way cause you're leaving someone downed to down someone else and you're gonna have there teammates try to help recover them. Mori's would be very easy to get if you could just skip the animation and move on to the other that'd be almost like another key issue if that happened
Yes, I'm aware that killers having offerings that impact the game in their favor is a baffling concept to most.
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@Minecraft said:
the autoheaven treatment? oh, it'll come eventually.
pallets get reduced every half a year or so anyway
Autohaven maps are just as broken as before.
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@KateMain86 said:
Downing 2 survivors in a row doesn't mean you get a guarantee kill on either of them. It simply means you downed 2 survivors in a row. You choosing to do something other than hook them creates the risk involved in that decision. If you feel its better to hook survivors then hook them. How do you know you would even get to the hook in a shorter time anyway? This is a non issue
It is an issue. I guess now that moris have been nerfed, it's suddenly unthinkable to want them to be stronger.
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I've had dreams about looping, if that counts.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2723928#Comment_2723928
Probably because your internet isn't great
Mine and thousands of others apparently. Never the game's fault, of course.
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Nothing was funny about this.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2723805#Comment_2723805
That still doesn't change the fact that a killer lunge is longer than a Dead Hard. The way the validation works is that you would have missed that hit anyway, the server is determining that you actually missed the hit and the survivor is farther away than you think because you and the server are not synced up. Survivors had to deal with getting hit through Dead Hards for like 4 years and now it's finally fair because the server judges it.
If it's the server judging it and is completely fair, why is it every single killer match, my survivors get validated? It favors the survivors. It can't be me having a bad connection every time. It just can't.
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Clickbait.
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I can't stand this bug. I shake my head every time I experience it.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/302523/survivors-making-no-sound-in-the-dying-state
Is it just random? I haven’t had this issue yet.
You will see it if you play killer. Just wait.
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If you're going against face campers a lot, focus on escaping no matter what to push your MMR up. Typically at high MMR there's killers playing harder including stuff like proxy camping and 2-hooking, but not as much face camping unless it's at the very end. Until the game becomes much less survivor sided, I'm afraid a nerf to camping will just destroy the game.
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Because of lazy game development. If it was in the game for an event, it would be easy to allow players to continue to use it throughout the rest of the game's life cycle. Heck, they could even make the old moon bouquets playable. But they won't because they are either anti-fun or because they think that the more game mechanics/add-ons they have to support, the more likely a game breaking bug will occur, which is just sad.
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@Sludge said:
https://forum.deadbydaylight.com/en/discussion/comment/2722983#Comment_2722983
Yeah the killer "meta" is using band-aid perks to make the game playable
Exactly. In any other game, the opponents would be like "that is so broken!" in reaction to someone running meta, but here it's just like "Well, that's annoying."
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2723387#Comment_2723387
Right, let's pretend bloodlust doesn't exist
That's not handholding. That's a weak bandaid to bad loop design, which btw isn't even consistent in its purpose because some loops have no mindgame even with Bloodlust 3. I'm pretty sure if Bloodlust wasn't a thing, there would be far more games where the killer couldn't even get 1 down before the game was over. Assume a killer does get a down "just because of Bloodlust". What does that matter when gens fly? It's only impacting a small part of the game. It doesn't even come close to being described as "game changing" for the killer. Y'all just view killers as second rate players who don't deserve anything beneficial.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2722343#Comment_2722343
It's not coming back. It was very unfun and unfair. The TR nerfs make sense as well. I don't care if they give him other buffs... but those two nerfs were needed.
No they were not. Without quickscoping and a smaller TR, what advantages does he have over Huntress or Trickster? He has none, and if you can't see that then I guess there's no point in arguing further.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2722334#Comment_2722334
If the Killer wants to start the EGC, they can open the Gates. The EGC should not give the Killer any advantages, it is not another hand-holding mechanic for Killers. And despite that, it is killer-sided, since the Survivors will die in EGC.
The Devs also said multiple times that they were thinking about making the Exit Gates regress, but decided against it. So any further discussion is pretty pointless IMO.
BUT we can change everything into what Killers want (regressing Exit Gates, etc.), in an exchange that Survivors dont die but escape when EGC runs out. And Boom, you wont have 99ing Exit Gates anymore. Sounds great, eh?
Killers don't have one single handholding mechanic, so I don't know what you're on about there. The egc timer literally slows to a snail's pace when someone is downed or hooked, just to give the survivors more time. And no, we don't need an EXCHANGE for 99'd gates regressing. That should just be a thing, plain and simple. Survivors escaping when egc is finished would absolutely ruin this game. There have been so many matches in F13th where people just run out the time limit, and it is so boring to play and to watch.
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Corrupt for sure. Pain Resonance's numbers are so small it hardly matters. Pop is too hard to use (having to stop and kick gens, 45 seconds because of the nerf, needing a hook, needing the gen not to get done in your face, etc). BBQ is just information, which I think is overrated unless you're like Blight.
A bit of a tangent here, but when we talk about metas in other games, it's everyone using the stuff that gives them the most advantage. You know, stuff that's "OP". I honestly believe that killer doesn't have a meta in this game in the same way that metas are in other games. In this game, the killer "meta" at least at the highest level just seems to be stuff that evens the playing field out, if even that, rather than giving them like an overwhelming advantage.
You need to run Corrupt/Deadlock just to play the game normally, so you don't have an 8-minute match did to runaway gens, and you need No Way Out and NOED for endgame, because you will inevitably get to endgame unless the survivors throw. Otherwise, you're just taking the wildest shots in the dark by deviating from those perks. Everything else is so much less consistent. And when these top perks can't even save you a lot of the time, you know picking anything else is gonna be like you saying, "I want to lose."
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With the TR nerf to Pig from way back when and the more recent TR nerf to Deathslinger, the devs have made it clear that they don't think smaller TRs are fair. I completely disagree, but that's the direction they're pushing the game in. You could have had smaller TR killers with M&A so that you can actually sneak up on survivors and they wouldn't have much reaction time, but apparently that's OP and too meta for survivors to handle, in other words just the casual survivors who complain about everything the killer has.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2722885#Comment_2722885
They already nerfed Spirit to the point Survivors can get more information about a phasing Spirit than Spirit can about Survivors, so I don't think touching any more basekit there would be a good idea at all.
I just meant at the time, before they were nerfed, there were few but mostly laughable justifications for them getting nerfed. At this point in the game though, they absolutely don't need anymore nerfs. I've edited my last comment accordingly.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/302396/its-the-little-things-that-get-to-me-as-killer
Well said.
Personally, I don't mind losing. I'll admit that I get discouraged when it feels like there wasn't really anything I could have done to win, be it because I lost the game at the killer selection screen or because I was matched against people who are dozens of times more experienced than myself.
I don't even mind the occasional sore loser. I get it.
It's the people who won't just settle for winning - they have to stall things out for as long as possible to grief you, and then smack talk you in postgame. That gets under my skin after a while.
https://forum.deadbydaylight.com/en/discussion/comment/2722487#Comment_2722487
Is it?
At most you could say that a few exploits were removed and a handful of underperforming killers got some love (while others that weren't overperforming got nerfed, sigh).
Plus, things being worse before does not mean that things are good now.
Plus I don't think people can really say killers have gotten it easy since all the killers who could compete have gotten nerfed in some way. There were arguments to be made, if only weak ones, for Nurse and Spirit getting nerfed since they were top 2 since forever. But Pinhead nerf, Wraith nerf, Deathslinger nerf? Like... #########? All of these killers are in need of qol changes as well, and they likely won't get them.
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@Colton147147 said:
Games are becoming much more killer-sided.
Even if that was true, that doesn't negate any of the qol problems I mentioned.
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It's not for us to decide.
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The language they use just shows you they have no concept of what they're doing. They're expecting you as the killer to entertain them, not kill them, and then suffer their abusive condescending words either way.
Yes, I'm such a "scumbag" or I'm "braindead" because I played killer efficiently and got kills. I hear it from my toxic friend all the time when we play SWF. You know they don't play killer at high level. You just know.
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EZ.
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@Impartiality said:
Rather than complain why don’t you figure out where you went wrong and try to improve. They were better players than you that’s why you lost, not because of perks and stuff
That's such a cop out at this point. You know the game is survivor sided. Just because the killer loses doesn't mean that they're bad or that the survivors were good.
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If they're BMing and throwing insults that's bad, but if they're just waiting to give you extra hits then let them.
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I will not be playing him until they revert his quickscoping. I want the small TR back, but the quickscoping is what I played him for. Without it, he is a joke.
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All these survivor sided maps should be reworked.
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@ReverseVelocity said:
The EGC isn't meant to give you an advantage as a killer, it's meant to make sure the game ends.
The killer being able to open the door is really only useful if the survivors refuse to open the Exit Gates, or if you're playing Pig, I guess.
99ing doors is fine. Before the devs added the EGC, the doors were just open instead of 99ed, and you could escape whenever you wanted. It's pretty much the same now, just with less hostage situations.
Well I think the egc should give killer the advantage. It's supposed to stop the survivors from holding the game hostage, not the killer. And it's supposed to put pressure on them, but as long as they delay it by 99ing the gates, they have absolutely none of that to worry about.
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@ShinobuSK said:
Killers can remember hook states of all survivors. Survivirs cant. And some cant even read them now
It's the opposite. Survivors can see what hooks everyone's on because it's part of their UI, but killer has to guess or remember because they just get the 1 thing which doesn't tell you who's been hooked.
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@IMhereRUN said:
It wouldn’t hurt anything, but seems unnecessary to me. Math isn’t that hard, counting to 12 (max) is pretty well known information.
If you indeed wish to tunnel someone out to make things easier, but you’re worried about “everyone looking the same”, then dodge lobbies where they look the same!! lol
Very very rarely do I get survivors playing VS me or with me as duplicate characters, doesn’t really seem like an issue to me.
We shouldn't have to dodge lobbies because multiple people put on the same cosmetic and there's no hook states shown.
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I don't care if it encourages tunneling. It's a qol change that killer has needed for some time now. I'm tired of losing games where I death hooked everybody but killed nobody because I couldn't see the hook states that they could.
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I have yet to see this but I have seen inconsistency in the kick window, because sometimes you have to do it at the very beginning or it won't finish, and sometimes you're able to kick him way after you should've been able to.
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@Object said:
https://forum.deadbydaylight.com/en/discussion/comment/2720766#Comment_2720766
I don’t think you’ve read my whole post. These two perks combined are evil on Pinhead. Pinhead is also not a bad killer, he is certainly very strong.
He's mediocre at best, and so are Franklin's and Hoarder. Y'all are saying things are problematic which never see play at high level.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2720664#Comment_2720664
Base blight is the second best killer in the game and has all the tools needed to take on most teams. It’s like if huntress had an add on that refunded 1 hatchet after a hit. That sounds op no?
It doesn't.
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Way too strong for survivors. How did it make it to live?
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Perks trumping offerings does go both ways. A killer can bring a mori, but then a survivor can jump in a locker with DS and force them to take the stun instead of getting a quick kill, which is the whole point of moris.