danielmaster87
danielmaster87
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This is a great idea.
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@IlliterateGenocide said:
i hope not. flashlights are already a weak item
But they blind and stun killers, so they can't be THAT weak.
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Father Campbell's Chapel is notorious for window setups like this. Either the god window by basement leads into a TL, or shack window is literally facing a jungle gym window.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/2703556#Comment_2703556
Isn’t that a good thing though? Survivors perks suck they need better perks. Also you say 10% killer nerf where in that same update they buffed trapper and plague. Plague is much better and a stronger killer and trapper while not a huge buff was still a great change and he got great addons
Killers like Trapper needed those changes for years, and they still managed to introduce some screwed up/weak add-ons. An add-on to your power not letting you pick up your own traps never fails to make me laugh. But I think Tru3 recently described exactly how nerfs and buffs on perks go. When killer has strong perks, those perks get nerfed so that there's more perk variety. When survivor has strong perks, their weaker perks get buffed so that there's more perk variety. There's a pattern of that in many of this game's updates.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2703560#Comment_2703560
Wraith is and has always been a noob stomper. He excels at destroying inexperienced players because he can get close unnoticed and he hard counters holding W, which is the only way that new players know how to escape chase. His weakness is looping (especially window looping), which casuals aren't good at, and he's well above average at camping, which casuals are also not good at dealing with. He takes extremely little skill to play effectively - low floor, but also low ceiling.
He's like Pinhead in that sense. He got nerfed because the low skill bracket can't deal with him at all, but in doing so, they took away his only tool to handle more skilled survivors.
How is an M1 killer good at camping? With Leathface or Pyramid Head I understand, but why Wraith? Is it because he can go invisible? Because again, he has to uncloak to hit them, even though they can't tell that he's camping when they're running up, until they hear his obvious loud breathing.
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Survivors are such hypocrites when it comes to using strong perks or strategies. They'll call BBQ and camping OP and that they have no counters.
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My prediction: 90% survivor buffs, 10% killer nerfs.
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He was always bad. So the nerf was like "#########". To beat him in chase, you basically stop him from doing anything, which you can do as survivor. He has to uncloak to hit you, and when he does that he slows down massively, making his speed practically useless. His pre-nerf lunge at best broke even with the slowdown, and now it's gone. His lunge around even short loops is clunky and arguably worse than Pig's dash attack. His lunge certainly can't reach survivors at longer loops like jungle gyms. Windows destroy him as always. I've tried to play Wraith, I really have. But he sucks so bad. The only time I succeeded with post-nerf Wraith is when I was consistently matched against bad survivors.
Here's how a chase with him against smart survivors goes down: They see or hear you coming, they start holding forward. When you finally catch up to them, you might as well uncloak and run the loop like a normal M1 killer, because if you don't, pain ensues. If you try to hit them at a window, they wait for you to uncloak then they vault it. If you try to uncloak under a pallet, they run away from the loop. If you try to hit them around the loop while they're under the pallet, they run away from the loop or drop it on you. If you try to body block them without Windstorm add-ons, you'll probably fail. Whether the survivors are in the open or at a loop, you're not gaining distance on them by uncloaking because the slowdown negates your speed.
It's such a meme killer at this point. I'd almost say Wraith is worse than Twins. Why play a killer with mobility if he's got no lethality?
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No, according to these forums, you're just bad at managing your hooks. It's the killer's fault, as always.
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@DeliciousFood said:
https://forum.deadbydaylight.com/en/discussion/comment/2703207#Comment_2703207
Why not? Streamers are capable of doing this. And while yes they do it for a living, people need to realize DBD isn't some super hard game. Anyone with the time to invest in it, especially on ONE killer which isn't even that big of a time sink, can consistently 4k with even trash tier stuff. I would say since MMR the consistency is more questionable, but with over 2k hours, I think a lot of killer players have learned to manage a game even when the other side is a quite sweaty.
Speaking of sweaty, I just associate it with 'tryhard'. Blights that bring Alchemist + Crow with a full slowdown lineup. All the while slugging half the team that's obviously solo. They're generally people who have a very limited ability to grasp the temperature of a room and are just out to show everybody how good they are. That would be fine in an actually competitive game. On DBD it's borderline cringy. Especially if they get a 1k at best despite the ordeal.
Killer is not easy. These streamers who have "chill" killer streams are either insanely low MMR or they're insanely lucky. Maybe if you're a genius who knows exactly what each survivor is doing at any moment, you'd come close to that. But I know what I see. Usually, gen speed trumps quick downs. It doesn't matter how good you are as killer if the survivors are efficient. So I reiterate, people who claim killer is easy are either low MMR, lucky, or they're lying.
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Twins. There's just no reason to stress out playing such a weak killer, so nobody plays them.
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@Sakurra said:
https://forum.deadbydaylight.com/en/discussion/comment/2702963#Comment_2702963
First, I barely use strong add-ons. Second, don't imagine I get potatoes players. Third, you can win as killer even if you are not sweating. Most of you have a mentality that you can't win as killer if you are not sweating, aka tunneling very hard, which makes me laugh.
I've heard too many "I 4k easily with base Clown every game" people, which is unbelievable. I shouldn't have even responded.
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Against any killer, there's really too much crap laying around Lery's. If it's not loops into loops, it's obstacles in the way of you using your power.
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Any DBD-original killers are purchasable with shards, but licensed killers like Myers and Freddy require auric cells, or you buying their chapter from the platform shop (Steam, PlayStation Store, etc).
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Absolutely not. CoH is here to stay and hinder future perk creation.
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It's very inconsistent. You can clearly miss a survivor and it hits, but other times you can do an easily achievable hit such as with the drag tech and it still won't hit.
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Because with Artist I can hit a survivor with my ability 4 times and not get an injure or a down. Very similar strength to Pinhead. You have to hit 2 crows consecutively to get damage. Miss once, and you have to hit them twice again. And before you say "just shoot the crows regular and not through walls" survivors will just run away from the loop when you do that. Also, I can shoot two crows across the map, but because they weren't perfectly spaced out, I don't get the injure, which is probably where half her strength was supposed to come from. Survivors being able to to run at full speed while the crows are on them almost defeats the purpose of her power. Even Victor is better killer power in that regard. Just because she's a 115% ranged killer who noobs can't beat doesn't mean she's strong.
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@Sakurra said:
I'm not playing sweaty and I still win most of time as killer, so you are not right.
Then your opponents must be low caliber, or you're using the strongest possible add-ons.
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@slunder said:
@danielmaster87 the game is not about YOUR rules specifically. If you can set up rules, then why can't the rest of the community set up some?
Bming is a bit toxic but it does not remove 99% of your chances to win, it does not remove most of the fun, it does not give a free kill or escape that requires no skill and it does not cause everyone to finish the game with less bloodpoints.
Your argument is that camping is a legitimate strategy. But bming can be a legitimate strategy if we use your logic, because a survivor t-bagging for the killer to follow you so that other survivors can finish gens is a strategy. Bming at the exit gate removed no chance you had to win.
At the end of the day, I will not follow the rules that are in my opponent's head if that opponent always makes excuses to play how he wants. What I try to avoid doing however, is going in the end game chat being salty, and what I will never do is to start making threats and spamming insults at the person (which some people do for some reason).
There's no double standards in what I said. BMing is specifically to annoy, and is not a strategy. Camping and tunneling can be annoying, but that's not the intention of those strategies.
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@CriticalWeasel said:
https://forum.deadbydaylight.com/en/discussion/comment/2696415#Comment_2696415
https://forum.deadbydaylight.com/en/discussion/comment/2696460#Comment_2696460
They need a QoL change, like everything the Twins does feels inconvenient and the only playstyle you can really take advantage of is how snowball-y this power is.
But yeah, oh my god what's up with the successful hit cooldown with Victor and why can't he activate any perks. He has no Synergy with perks which makes me wonder how often should I use Charlotte?
Ideally you only use Charlotte when Victor's on cooldown or when you need to pick somebody up. Almost always use Victor, or you'll lose.
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Does Atlantean count?
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But apparently people say that that map has so many hooks.
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@lauraa said:
It's fair because Midwich is a disgustingly killer sided map.
No and no.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2701181#Comment_2701181
No. They say soio should be buffed so killers can get buffed too.
But we've tried that. We wanted MMR so that killers could get buffs, and all they've got is nerfs. The devs don't follow through on buffing killers, even when they most need to.
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/comment/2701175#Comment_2701175
yeah that is why you don't commit to a chase for 3 minutes
But what if everyone can run you that long? I have many chases where I couldn't have possibly damaged the survivor for at least the first 30 seconds. If it's not holding forward, it's dropping god pallets.
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@Myla said:
Only because they heavily punished hit and run style of pressuring in the game with Boons. I can probably get to 50 hits(I'm exaggerating) because some teams are just way too aggressive so I can see why the game can be a chore if you look at it that way. Also seems like you're just bored with the game. Take a break, go play something else and come back when the new killer gets released. Maybe by then you'll have a fresh mindset.
Play something else? Like Civilization, right?
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@Phasmamain said:
Nobody has ever said killer is the reason solo is weak. It’s lack of communication in a team based game that’s the issue
No, they say it all the time. They basically say killer should be balanced towards solos being able to win, and not taking SWF into account.
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No hex perks are worth using.
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/300432/why-every-killer-uses-corrupt
I am once again saying gen speeds aren't a problem, it is the lack of killers wanting to learn that the game is 1v4, not 1v1 and you need to pressure gens, as well as bad map design and killers not having any good gen regression as base kit. People just say gen speeds are too fast when they are not, it is the fact that survivors don't really need to do anything beside their objective if the killer isn't going to bother them
But as soon as you bother 1 survivor on a gen, the other 3 are getting done. There is no pressuring gens against good teams.
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@Krazzik said:
It's a strong perk if you can find a survivor quickly, but many of my games with it, the survivors just stealth for the entire duration and it's wasted. Always very strong on setup killers though like Hag and Trapper.
I have yet to go against a team that waited out my whole Corrupt.
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@Smuk said:
Why CI?
Try using lethal pursue for instance. 90% of matches, 3/4 survivors are spawning on top of the gen.
If I want to play a game for 2minutes longer I do use CI.
The biggest core issue are maps and spawns itself. But luckily on backwater swamp, now you can kick gen from sideway
Corrupt lasts for 2 minutes and blocks gens. Lethal lasts for 9 seconds and just shows you survivor auras.
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I started playing less killer when I found swf. Many times I'd rather be chilling with them than sweating alone.
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/2700201#Comment_2700201
Have you tried using the other gen regression perks? They're honestly all better than most people give them credit for. Sure they don't have the raw regression that Pop does, but they literally all come online faster than Pop does. That bit of time can be all the difference between saving and losing a gen. Eruption in particular... honestly I'm almost convinced that it is better than Pop. Either way you're going to be downing a survivor and kicking a generator... the order is just flip flopped. Eruption also has its delay broken into 3 pieces and each one can easily happen earlier in the game than Pop's massive lump sum does because the main activation happens on Down and not on Hook.
To make matters even more interesting, Pop almost requires running either BBQ or Thrilling for you actually know where the Pop will do the most damage. The other regression perks? Basically every single one also moonlights as an info perk. So... if one were so inclined, you could run 4 of the "off meta" regression perks and still not be at a loss for where to go because there's explosions going off everywhere.
I've used all of the gen regression perks, in various combinations. They don't get the job done that they're supposed to do because survivors do the gens too fast anyway. Because the regression numbers are so small, survivors can just power through them, unless they're in a losing situation already because they're constantly giving you downs and hooks.
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For survivor, probably. For killer, who knows?
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@chargernick85 said:
I want nothing to do with messing with gen times. I play quite a bit of survivor and that would be super ######### boring.
We all know they are not going to rework maps AGAIN and make them better. They will make them worse just like they did the first time.
Simple fix IMO is making all survivors spawn together...cherry on top being unable to spawn within a certain range of gens/totems. I have seen my hexes go 14 seconds into the match and have seen videos of it by other people as well...should not happen.
A gen time nerf would not be that different or boring. It would literally be the difference between bringing toolboxes and not. If y'all think gens go to slow now, I don't know how you would have made it with old Ruin.
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@AdamSuperMan44 said:
https://forum.deadbydaylight.com/en/discussion/comment/2697713#Comment_2697713
Hooks breaking after a survivor gets sacrificed on it is ok, iff your crying over this you need a reality check cos you clearly ain't got one.
Crazy projection right there.
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@FFirebrandd said:
I use corrupt on Trapper for obvious reasons. Dude is a setup killer, so he needs some time to... y'know... set up. I don't really use it on anyone else though. Well... except a specific Demo build that also needs to set up.
Here's the thing. One thing I've never really understood is why Killer players complain so bitterly about losing gens early in the match when they aren't really using a killer or perks that actually help you prevent that. Like... Pop? Sure it's a great perk. Does a whole lot of regression to a single generator. Fantastic... however... it only comes online after you've found a Survivor, chased said survivor, downed them, picked them up, and put them on a hook... now it's active but you need to hike across the map to whichever generator has good progress on it and kick it. Ruin is honestly kinda similar. If you push a survivor off a gen, sure it kicks in and starts regressing that gen at a pretty good rate... but like... what's happening to the other 3 survivors who instantly hopped on their own gens? Nothing... and if you don't do something to make them stop working then they won't, and Ruin won't do you any good on that first chase.
Maybe everyone complaining about this and wants to try to defend their gens should give the other regression perks a try? Pretty much all of them can kick in much earlier in the match than Pop or Ruin can. Something to think about at least.
I still think gen regression is fruitless at the highest level. You'll Pop a gen that just got Tinkerer'd, leave for 10 seconds, and then another Tinkerer happens. And Ruin can be destroyed. And Jolt, they can just hold forward away from gens. And Eruption takes too much time to set up. There's nothing.
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I'm also interested in hearing if there's a relationship between individual killer MMR and general MMR. Sometimes a killer I haven't played in a long time will give me sweaty games.
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@YOURFRIEND said:
I don't use it. I think it's vastly overrated and uninteractive. Just a boring perk.
But it serves its purpose does it not?
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How does it go well with Ruin? Gens that are blocked stop regressing.
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You're making this too easy on them. Content AND game fixes are what I expect of them. Do you not?
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I've also noticed that the survivors seem further away.
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@Grimzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2697713#Comment_2697713
This isnt another 2nd chace this is purely killers managing what they do and where they hook people. This wouldnt be a QOL change this would simply be another imbalance created because killers cant manage their hooks.
You arent meant to get easy hooks and guaranteed hooks, same way as survivors arent meant to guaranteed wiggle out every time.
So it's supposed to be difficult to hook someone once you've downed them and picked them up? It's a fundamental mechanic! How handheld do survivors need to be?
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Horror Express.
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@slunder said:
@danielmaster87 I agree, camping is not toxic. Just like it is not toxic to play how you want as survivor when the killer plays how he wants. If the killer decides he does what he wants, I will do what I want.
It's never that simple. That basically justifies anything the killer does as a reason to be toxic. Literally, fair game to BM is only when your opponent BMs first. It's something they do to annoy, not something that simply gives them an advantage.
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@DeliciousFood said:
Nemesis had a lot of potential to be something truly unique. He's a constantly mutating super-monster. But we just get a single growing hentai and a couple of Walmart shoppers.
That's so disingenuous and vague.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2698907#Comment_2698907
They’re not going to give him back his quickscope, they very specifically wanted to eliminate that mechanic. If they buff him in the future it would be something else, maybe making him 115% speed for instance or giving him a longer melee attack range since he has a bayonette, etc.
I'm not playing him unless they bring his quickscope back. It got removed for BS reasons, and I'm not gonna play a worse version of a killer who was already weak.
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@Phasmamain said:
This happens in any team based game. It’s never your fault an always your team’s
In this game, it usually is. No reason to take 10 minutes to do 5 gens.
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@tesla said:
https://forum.deadbydaylight.com/en/discussion/comment/2696298#Comment_2696298
I agree, but he is never going back to what he was. At least they could balance him better now...
No they need to take him back to the way he was. Quickscoping is all he had.
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I don't know about Propnight. But with Friday and VHS they'd learn more of the same as they've been doing. Survivors being the power role and the killer getting stunned over and over again. At least in Friday when you're in rage mode you kind of become the power role, despite still being killable, spinnable, etc.