danielmaster87
danielmaster87
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@NeonFlowerPower said:
"Huntress is too hard to aim."
So in other words, you refuse to learn the killers you don't want to play and therefore think they are weak? The logic of killers is astounding. I can name so many Huntress players that absolutely stomp on survivors every day. Most the killers in this game require you to actually practice playing that killer.
I think the problem lies in the fact that you don't want to spend more time learning or getting better at these killers, therefore they are weak to you.
No, I used to be quite consistent with Huntress. But when I faced better survivors who literally had unfair advantages because of in-game mechanics, I just stopped playing her. On console especially, I can't see survivors when they spin into me, so I either miss or I wait 5 seconds to steady the shot and still miss because they're moving faster than my thumb can. So her point-blank hatchet into another hatchet, one of her best strategies, is inaccessible because of bad fov and console controls. I'd have this conversation more often but clearly nobody believes me.
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It's all of those. Going on a long chase with a survivor and then the chase goes on because they pressed a button is not fun. It's not fair because there's no baiting it out as you know. And it's OP because it gives i-frames. You can throw a hatchet perfectly at the survivor, perfectly taking into account the distance they'd gain from Dead Hard and the timing and everything, and you'll still whiff it because i-frames.
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Like Civilization.
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She isn't any of those things. Killers that make you think when you play against them are always fun to go against. She's also not unfair because her power takes as much precision as Pyramid Head, but also takes 2 hits. If you miss one of those hits through the wall, the chase resets because they get the birds off.
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I also think removing the i-frames would be best.
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@meatisadelicacy said:
You already get free kills without earning them with End Game Collapse :)
They're not kills. They're incomplete sacrifices because of the DC.
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@Myla said:
Nah the ADS nerf is perfectly justified. I do think they should have gotten more buffs instead to compensate for the ads nerf though.
It's not justified. What does Deathslinger have that's strong if not quickscoping? Nothing. Survivors who vaulted windows against him giving him a guaranteed shot will still be doing that now. Whereas survivors who had no problem dealing with him before are dealing with him even easier now.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2709491#Comment_2709491
because it turns a god-loop for survivors, into a god-loop for killers. That IS balanced. It spends 2 seconds of killer time to save a million seconds later in the game. Otherwise you'd need a shitton of unsafe pallets that's gonna cost more time, but creates a similar balanced loop.
Breakable doors are a necessary evil when it comes to balancing length of chases. If you were to replace the breakable door+window with a pallet instead, you would need to add another pallet nearby just for the sake of balancing the lower area. Let alone that they are not pre-dropped pallets at all, survivors cant vault through them and quite a lot of breakable doors actually open up a shortcut in general, rather than breaking a strong loop.
Main buildings are very hard to balance. It needs to be a strong tile for survivors, especially since basement can spawn there. But it shouldnt be impossible for killers either. This is the standard that main buildings have set across all maps. Right now, I actually dont think the main building in Eyrie of Crows is even close to that standard. Sure, the top floor is very powerful, but mainly a 1 time use against most killers. Because the fastest way down is to drop down, which gives quite a lot of stagger that killers dont have. While the bottom floor only has 2 god windows that can be pre-destroyed before anyone even has the chance to use them. Making it one of the weakest, if not THE weakest main building survivors have access to. Having the strongest basement spawn in the weakest main building isnt exactly balanced.
Main buildings shouldn't be survivor sided, they should be neutral. Breaking breakable walls only takes 2 seconds, but it costs more time than that realistically. If you're chasing a survivor and you have to break it, they get a huge lead or you can just leave, but that's still a lose-lose. Since you were chasing that survivor, 1-2 gens got halfway or done. This talk of killer-sided god loops I don't get. If it's a loop, it's survivor sided.
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@Chocolate_Cosmos said:
Do you still find her daily / regulary in your games or if she is now another rare killer to see?
I rarely see her. She's not good enough.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2711296#Comment_2711296
Are we absolutely sure they weren't already afk? Tinkerer just hides the heartbeat, doesn't do anything to hide the chainsaw sound or that there's a giant guy running towards you.
Actually there's a bug that's been in the game for months or years where the chainsaw revving is silent for some reason. It's like if he's not in-frame for you, his chainsaw revving is silent. You'll be hearing chase music and then suddenly "Huh huh huh guh huh!" with no telltale.
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Blight or Pig.
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Maybe when they start giving me free kills. You know, instead of walking out the exits, they just stay in and let themselves die. That's the killer equivalent of survivors expecting the killer to give them a free escape.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/301333/one-thing-ill-concede-to-survivors
It saddens me that Bubbw gets so much flack for having such a premium camper kit, but that's just the reality of it. Some peeps will claim that camping is the only way you can play Bubba outside of baby ranks, but I call bs at that, as I play him fairly regularly and never camp, unless its und EGC and you obviously have nothing better to do.
What I love about Bubba is, that he puts the fear of the killer back into survivors. There is just something primal about him jumping out at you, revving his chainsaw and go ham. No cute bodyblocking or protection shenanigans work against him, if he gets you, you go down, so get the (BAD WORD) out of there.
My favorite is Tinkerer with Bubba. Often I got one survivor hooked pretty fast, and because of Bubbas camping reputation, a lot of survivors will just hold M1 at the gens, so werben Tinkerer goes off I often can jump right into the middle of a gen rushing party and start sawing. Its quite simple and not very sophisticated, but oh boy, is it fun.
So people who camp with Bubba leave all his awesome potential on the road. He isn't fast, but Tinkerer works disgustingly well with him, provided that you are willing to move his lazy bum.
I want killer to be the power role and be feared, because they really never have been, but Leatherface instadowning multiple people isn't the way. Killers should be able to kill survivors and win, through chases and pressuring gens, not just one OP interaction with their power.
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@Marc_123 said:
Camping is not a real problem. It is Bubbas thing.
There are 25 other killers with other things.
Bubba is good at camping - everybody knows it, so no secret. You can adjust or maybe die.
You don´t play only against Bubbas.
The exact same argument could be made on some special surv perks. When you see them as killer you also have to adapt or maybe loose.
There should be no scenario where because one side has something, you have to just take the loss. It's different for survivor because 1 person dying, even yourself, isn't the end of the world. But when there's zero counter and you just have to take the loss, we shouldn't normalize that. We've gotten rid of plenty of stuff that completely had counterplay, yet have left in Leatherface camping.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/301333/one-thing-ill-concede-to-survivors
Facecamping is a problem. BHVR are aware of this, and have said that they are going to add a mechanical change to discourage it.
The problem is that this has to be done without turning hooks into safe zones, or preventing proxy camping.
You shouldn't be guaranteed a safe unhook, but it's not healthy for the killer to be able to camp someone to death at 5 gens.
They won't be dead at 5 gens unless they rage quit or their teammates don't do gens. But I know what you mean.
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@Bwsted said:
Remember that teaser clip for the Bubba rework, where he'd hold a chainsaw rev'd in the basement, went in a tantrum and the survivors around him all looked fuzzy and warm because finally Bubba camping was a thing of the past?
Except, no Bubba ever has tantrum'd camping. Not only he can prevent unhooks like before. Now, he can actually down through bt. Yeah, they really buffed his facecamping thinking they fixed it instead.
That's what happens when you sign off to changes with zero testing, because you're more worried about promoting cosmetics. And to think it would've taken them exactly 5 sec of trying to find out they didn't fix anything. Definitely faster than recording that bait teaser.
To this day I disagree with his rework. He didn't need the charges mechanic and the refresh add-ons and all that. He just needed to not slow down to 80% when holding up his chainsaw. Now he can chainsaw for like 10 seconds, it's absolutely overkill.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2710317#Comment_2710317
Why is Pig auto-pilot?
I'm assuming he's talking about how she's just like Leatherface in that a survivor gets downed once and can pretty much be guaranteed dead if the killer chooses. With Leathface you just camp. With Pig, you can allow the person to get off hook, because as long as you don't allow them to get the trap off their head, they're dead. You can just follow them the whole time until their head gets drilled, then have NOED to get another kill.
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@Faulds said:
When i play solo q i barely have any fun, because my teammates get demolished and the killer plays as much hard as he can... when his opponents aren't even competition. What are your tips/ strategies to help your solo q teammates?
When i play serious, i bring BT (to help my team)... but even that doesn't seem enough to consistently have a chance at winning as a survivor.
Never rage quit. If you do that, you're giving the killer, that you supposedly hate and want to lose, a huge advantage. Not only is it a 3v1, but even if you DC on death hook, you save the killer crucial seconds which he would otherwise spend taking you to a hook, which puts unnecessary pressure on your teammates. Some games people DC in, 2 or 3 survivors escape anyway, which makes you look silly and entitled for DCing.
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@GannTM said:
Honestly no map is too small. Coal Tower is the second smallest map in the game and is known as the most balanced map.
I don't think any maps are balanced. Unless it's the weakest possible iteration generated, the survivors have way too much stuff to use.
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So you're saying it's the killer's fault that someone DC's?
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@GannTM said:
That doesn’t fix Dead Harding for distance which is the main complaint of the perk.
But it would make the perk weaker, which it needs to be. No other exhaustion perk, or perk in general, gives i-frames on command.
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It's the only add-on that makes him viable at high level, and it's not like the bottles are easy to directly hit (try for yourself). If you nerf this, the few people still trying to make Clown work will stop playing him, and he'll fall into complete obscurity like Legion and Trapper.
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This interaction is fine.
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If hit validation is only supposed to help against laggy killers, why am I always on the receiving end of it? Validation is saying that every single match, I have a bad connection? No shot.
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Basement bubba isn't toxic. It's a strategy.
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Snowmen we're substantial enough additions to me. A little OP but it's not like it's a simple idea.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2709292#Comment_2709292
Then break the walls. Not that hard.
And that's not a solution either. A survivor being hooked once should never mean they are dead. With Bubba, this is still the case.
But why do killers have to break pre-dropped pallets from the start just so survivors don't have a god loop? Why can't a main building just be balanced at base?
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@ShinobuSK said:
In game report system needs an upgrade as well.
This is only game I know where you need to do so much work just to report a cheater, cant do it just in game, you need to go out of your way and contact support, and even record video evidence and upload it on YT for them? Its ridiculous
That's why I've tried reporting once and then never again. The video file I had the recording on (containing the evidence) wasn't compatible with the forum, so it was a total waste of my time and effort.
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@BreadTube said:
I disagree & think he's fine as is.
He was fine as is with pre-nerf Engineer's Fang and pre-nerf Larry's Remains, but they nerfed that. So now he's not fine and needs to be buffed again.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2709272#Comment_2709272
I imagine it'd be a skin.
Or part of the power.
Though, what power would you even give ol' roboskellington?
Maybe punches and occasionally a laser gun. It would infuriate the Nemesis accuracy arguers but it would be cool.
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Gens should absolutely regress when they're blocked.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2709264#Comment_2709264
That was why i included the word legitimately.
I read it too fast I guess.
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If the map would simply be the night time battlefield from the beginning of the first movie, it would be amazing. The Terminator would have to be the robot version though.
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Why? Because they're somewhat a threat to the survivors?
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@Pulsar said:
It's physically impossible for 4 gens to be done legitimately at the 2 minute mark.
It can with subtle cheats.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/295775/nerf-survivors-for-god-sake
https://forum.deadbydaylight.com/en/discussion/287315/nerf-survivors-for-god-sake
Third thread of you like that. Now with even less content than before.
Maybe stop going to the Forums after you had one bad game?
It's many people having multiple bad games, due to no fault of their own. It's not just a loud minority.
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@RainehDaze said:
Best part about trees is that they can spawn as part of a tile with a gap between them and, say, the rest of the tile that is big enough for a Survivor but not a Killer. Result: Bloodlust 3 is the only option.
They lead to fat shaming and awkward loop pathing. It's the same with big rocks spawning next to shack on maps like Yamaoka, which I saw a few updates ago.
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You're complaining that you have to play the game, basically.
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Kicking a gen is never worth it. If you have to kick a gen, you're not bothering survivors. Or worse, they're working on a gen and you have to kick it before chasing them, which gives them a huge lead on you.
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Hex: Retribution and Hex: Undying show auras. @CyberDragoon656
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Balanced Landing is perfectly fine as is. When I take off Dead Hard because I'm tired of not benefitting from the rollback that I constantly feel as killer, I use Balanced. It turns hills and one-way windows from unsafe spots into super safe spots. There's a few spots where it should clearly work but doesn't like at the dump truck things in Autohaven. But overall, it's a really good exhaustion perk, my go-to one besides Dead Hard.
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@WeirdlyBearded said:
https://forum.deadbydaylight.com/en/discussion/301022/have-they-nerfed-circle-of-healing-yet
Strong yes, game breaking no. I can still get 4ks with boons out...
Soooooo...
Bad survivors make anything possible.
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@Adamant_Tepig said:
Even though I haven't played Silent Hill 2, I've loved playing as Pyramid Head since I got him in my roster of available killers. I still like him these days since I think he's strong and fair.
What about you guys? Do you share the same sentiment or is it different (my bet is because Pyramid Head players use Torment to focus on tunneling survivors out 24/7, which I do my best not to do)?
Did they ever fix his out of sync animations?
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I wouldn't bother using a video of a streamer to prove your point. These people instantly dismiss your argument when you do that, for some reason.
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Anything that hides basic info permanently is a problem as killer. Only things I can think of is Iron Will and Shadowstep.
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We wanted MMR, but basing it off of just kills and escapes is stupid.
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I also think it's gens. The only people who complain about them taking too long are new players. All it takes is survivors splitting on gens or having a toolbox and/or prove Thyself, and those gens are done in 5 minutes. That's why Corrupt/Deadlock is the new meta, because there's no point in defending gens. Killers need maximum gen delay just to have normal games.
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@CyberDragoon656 said:
https://forum.deadbydaylight.com/en/discussion/comment/2704392#Comment_2704392
######### why is bbq op all it does is that it reveals auras for 4 seconds it's not like there are more better options for that?
Any perk that is only for information is weak to me, and impossible to be OP. You can't do a single thing with that information if you can't get the survivors.
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I too have noticed that no matter how many escapes I get, I still get bad teammates who do unsafe saves, have zero meta perks, can't loop, and rage quit. The MMR system was meant to show what different levels of play actually look like so that we could start balancing around that (even though I think we should just be balancing for the top), but if everyone is getting thrown together randomly like the old ranking system, what was the point of it all? I've tried to defend MMR but I'm tired of seeing this garbage.
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There's so many add-ons like this, especially on Twins, that are insulting to killer players because it's like whoever designed them doesn't even know how to play the killer. They focus on the complete wrong aspects of a killer's power. And any time the add-on does give a decent effect, its numbers are so tame, like it was designed with survivor safety in mind.