danielmaster87
danielmaster87
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Same thing with Pyramid Head's power and things like that. The pallet stun rollback takes away everything, not just basic attacks.
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Camping isn't toxic. Shaking your head or something when you do it is, but not just camping.
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Probably because they couldn't do anything about it. Loops force killers to waste an arbitrary amount of time.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2698881#Comment_2698881
Nobody seems to understand that when I mention a Blight Clone as a killer I'd like to see that I don't mean nothing but mobility.
Pure anti loop. Hence why no mobility is in the title of the thread.
It's not in the title. This is all it says: "PLEASE DON'T BE YET ANOTHER ANTI-LOOP KILLER...". If it was meant to be more, it didn't come through.
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Besides needing to spend real money, there's nothing wrong with licensed chapters.
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Why is it bad for killers to have anti-loop?
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No.
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I don't really get mad for being tunneled. This is the game that people want, so killers are just having to play like that.
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Haven't seen him much since his release. A weak killer who unjustly got nerfed so that casuals couldn't get stomped as hard.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2698368#Comment_2698368
The nerf wasnt about his pure streangth, it was about the spam aim and not aim situations where you literally cannot react as survivor to it. You just had to guess when he is about to shoot, but visually it didnt matter at all which I totally agree with the devs there. However the current version is way too slow.
Survivors shouldn't be able to play around everything the killer can do. Deathslinger was unique with his chases and had good 1v1, as did Spirit, which is why they got nerfed because they required survivors to think.
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Can't play him anymore. Just can't do it. Call me entitled. I'm not playing a worse version of a killer who already wasn't that great. He was just fun to play as, and that's enough reason for a nerf I guess.
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The devs don't understand good hook spacing. On realms like Swamp, Haddonfield, and Midwich, the game doesn't understand that there's different floors and walls in the way, so you get the worst hook spacing possible. Combine that with the survivors' purple oak, and there's like no hooks on the map.
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@foxsansbox said:
I think it should stay as is. It's nice to daydream about interesting QOL changes, but survivors using hook graves to outplay the killer is rare enough, and impactless enough (They're already losing if they have 1-3 grave hooks to work with) that I don't think it should be altered. There are bigger QOL changes that killers need right now.
No. Survivors don't need ANOTHER 2nd chance to not get killed, no matter how rare it is. Why can't survivors just not destroy hooks when they get sacrificed on them? It makes total sense. And that's a terrible justification. We can't have killer qol change A because qol change B is so much better. I'm pretty sure people think that way about every killer qol change that gets suggested, so nothing gets done.
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It makes no sense for hooks to get destroyed. "We don't want killers being able to hang around 1 area all game." Is that really something we're complaining about? If someone dies while working on a gen, should that gen be blocked for the rest of the game?
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Eruption. The biggest disappointment.
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I probably would main Twins if they didn't feel so awful to play.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2696470#Comment_2696470
This...is not even my point. But thanks I guess.
I just said that it is very unlikely that a Hag faces 4 Survivors with Flashlights. And that you basically need a Flashlight to have a chance against a Hag (and even then, Flashlights are limited) is not really the pinnacle of gamedesign.
You don't need a flashlight to have a chance against her. 1 or 2 will completely shut her down, but they're not necessary. She has to pick someone up sometime, and when that happens the team can just set everything off so she loses 70% of her web of traps. Survivors can also do an exploit to where they 360 spin into the trap so that they can already be running away even when she instantly teleports.
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@Dino7281 said:
No, that perk is really bad.
-you can get screwed by RNG and just have all hooks on one side of the map.
-if survivor doesn't heal, it's just useless perk.
-it encourages survivors to go for protective hits, so they remove their slow and that is something you really don't wanna as a killer, if they have CoH and let's be honest, you have CoH almost every game.
Assuming you get someone on the scourge hook, it never does nothing. They either face the debuff or need to stay injured. That still doesn't make it a good perk though.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2696457#Comment_2696457
Does any Hag-player go against 4 Flashlights? I mean, the Killer sees the Survivors and if there are four Flashlights, they would dodge as Hag. UNLESS all 4 of them quickswitch (but even then, dodging is still possible, and it is rare that all 4 quickswitch) OR the Hag-player wants a Challenge and does not care about winning.
Why should a killer have to lobby dodge any lobby? If they've lost the match before it's even begun, something's wrong with your game.
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They can't be bothered to play nice and go for many chases, since doing that often gives them worse results than just camping. Blame the survivor sided game for that, not the killer.
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The fov of killer (which is awful) affects him much worse. You have to be so specific with your chainsaw and use these different strategies like looking at the survivors' feet, otherwise they'll just do the spin into you exploit to give you a phantom saw.
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If your teammates are bad, that's the problem, not the killer. The survivors are giving the killer the win. Nothing he's doing is getting him the win. Assuming you're as a good a survivor as you claim, focus on carrying your team enough to where you get out. If you get out many times, you go up in MMR and actually get teammates of your skill level. Although as of recently I've been matched with terrible teammates despite escaping all the time.
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Many killers feel clunky and unresponsive, but especially the Twins. You miss a survivor, free kick for them, even so long after you pounced. You hit a survivor with BT, they take the hit and kick you. You get looped around a single obstacle, you fly off into the distance, or hit onto it instead of the survivor and they kick you. You try to go for a far shot, you end up at the survivors' feet and get kicked. You successfully down someone, you have to wait 5 seconds still to switch to Charlotte. Survivors run in pairs, you down one of them, the other kicks you, they're both up and running before Charlotte can get back to them. The killer is a living counter to itself.
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@MonsterInMyMind said:
No Hag is good because she has the ability to camp without even being there and you say her traps are easy to counter let me ask you something have you never played against an experienced hag who knows how to hide her traps and place them in ways you won't expect? if not then you may wanna check out Michi probably the best Hag to ever be in Dead by Daylight he shows why Hag is a top tier Killer.
But she can just as easily be beat by a 4-man SWF who plays careful and uses flashlights.
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@MrPeanutbutter said:
I’m sorry, if you claim that Leatherface has “no counter play”, I can’t take your opinion seriously. It is widely known that he is one of the easiest killers in the game to loop, and he really struggles with windows. I play killer as Leatherface quite and bit and survivors who know how to loop usually destroy me
He probably means counterplay to getting camped. There is none, not for the person on hook or anyone coming to unhook them. Just get the best out of it by gen rushing.
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@Chilli_man2400 said:
No what it means is if all 5 totems are cleansed you can bring them back as rekindled totems and each totem rekindled has a effect
1 totem=30% gen slowdown
2 totems=30% healing slowdown
3 totems=30% recovery slowdown
4 totems=30% slower exit gate opening
5 totems=all totems are blocked by the entity and can never be cleansed again
How would you ever get to 5 totems though? The survivors will cleanse them long before then.
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@blue4zion said:
"They're saying that the only way you're gonna overheat is by doing it on purpose. But as you know, that's not true, because if your try to play Hillbilly like he was before his nerf where you would pre-rev all the time"
thats all it is.
No more constantly spamming the power without penalty. Use it when it can be used.
It should be able to be used all the time. Should we put an overheat on Trapper's traps next?
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@Sakurra said:
They added overheat because hillbilly players could constantly use their chainsaw to go in point B from point A. They could cross the map very easily. That's why.
Yet they add Blight.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2695776#Comment_2695776
Hillbilly is still good. The main thing which sucks about him is the FoV and the Animations. Because he feels very janky because of it. Also his Add Ons are more on the bad side, which is not even the worst, since he does not really need Add Ons to begin with. But doing Bloodwebs on him feels like a waste (almost as much as doing Survivor Bloodwebs, lel).
Overheat is barely noticeable. You have to fail A LOT to actually Overheat and at this point, it is deserved.
If you barely get overheated, then why is it even there?
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I rarely use BBQ. The info it gives is redundant, because the gens are being rushed so hard you know where the survivors are gonna be: on gens. If you think that's OP, you've got another thing coming.
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We've been asking for this for years.
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@GoodBoyKaru said:
Object of Obsession change was opened up to the community in very early prototype stages to see how they felt about it, DS got changed in a way many requested, Nemesis buffs, Trickster buffs, etc. They do take feedback into account, even if it isn't entirely obvious.
(But no Circle of Healing can perish. Painfully)
The point is that we have to fight tooth and nail to get them to implement anything, when any other devs would be like "Those are really good ideas. Let's do that."
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We should be getting both new content and bug fixes.
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Even when the devs introduce something that's supposed to be fun, they manage to make it broken for the survivors.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2695257#Comment_2695257
This happend yesterday I hit them they ran past the pallet I was in the middle and they ran back and dropped the pallet even know I should of been in the way.
That's what I call warping backwards into the animation, formerly known as pallet vacuum.
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It's not your connection when you get rollback, it's the survivors. Because they need to be favored for some reason.
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@Crowman said:
BHVR decided the best way to balance killers is to make their powers clunky.
I feel that a lot.
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When you get weak teams, it is enjoyable. I sometimes think to myself "I should not be winning this game." When survivors are slow on gens, or aren't crazy at looping, the game becomes winnable. They allow you to win.
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It's been like this for a long time. You step back the avoid the stun and you still get stunned. You're all the way through the pallet, the game still allows the survivor to drop it on you.
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@ReverseVelocity said:
Mint Rag? Counterplay? Ok.
Hag has a lot of good addons, but also a bunch of bad, gimmicky addons, mostly at the higher rarities. They could do with buffing stuff like Waterlogged Shoe and Scarred Hand, which are straight downgrades lol.
Mint Rag is an overpowered addon that should really be reworked entirely, and Rusty Shackles is very obnoxious. Most of her addons from Brown through Green are very good, except Trigger Range addons, obviously.
Hag absolutely has good addons. You wanna see bad ones? Just look at Freddy and Pyramid Head.
I'm wanting killers to be pushed to the next level. Take whatever you want with Hag, but go against a comp 4-SWF with at least 1 flashlight, and it's over. If you can play well with a killer, even if you have to use their strongest add-ons and perks, and actually beat teams like that, I'll be happy.
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@Laluzi said:
You kidding me? Hag has some of the best addons in the game. Yeah, a lot of her high-end ones are stupid and even handicap her (ear, heart, hand, shoe), but Mint Rag and Rusty Shackles are both extremely dangerous, and her brown through green game is nuts with nearly all of their lines being noticeably helpful. Which is way more than most killers can say for themselves - I think only Wraith, Doctor, Plague, and maybe Huntress get that luxury.
I disagree on the catkins/willow wreath not being useful. If you have a trap around a high wall or the doorway of a structure, it immediately shows you where the survivor ran to, so you don't waste any time and they can't reach anywhere useful. I get good mileage out of it. Her teleportation range addons are the best - I'd argue trap duration, while nice, is on the less useful side because teleporting late means the survivor has had plenty of time to flee and you won't get the quick hit that makes Hag strong. It's most useful for people blowing up your traps while you're carrying someone. The trap trigger range is the only one that's not worth anything.
But if your trap lasts longer, you can be late to the tp and still be able to go there and replace it, which is a big thing for Hag.
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@Mazoobi said:
The reworked Freddy was a borefest and is an example of a killer who had so many components to his power, but with little skill put in.
I would dread every time the killer was Freddy. Thank goodness his most recent nerfs made him more bearable to play against.
Although I wouldn't mind if the first original Freddy would make his way back to DBD since he was actually unique.
Anytime I hear something along the lines of "these changes make the killer more interesting" or "more bearable", it's just people blowing smoke about some unnecessary killer nerf they shoehorned into existence. There was nothing significant about post-rework, pre-nerf Freddy. He had some anti-loop and could tp to gens, big whoop. He's still an M1 killer. It's sad that any time we get a killer who can do decently against average teams, people complain that they're OP and then they get the nerf hammer. No killer has ever come close to being OP, especially add-onless, except maybe old Nurse. A killer being a noob crusher should not be justification for them getting nerfed. If they can't win at the highest level no matter how good they play, they need buffs and not nerfs.
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That's what happens when you nerf a mediocre killer into unplayability. Same with Hillbilly, Spirit, Wraith, Deathslinger, etc. That's the popular thing to do for some reason, instead of buffing other killers to that level so we can see more variety.
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Survivors tbagging is the in-game equivalent of "f*ck you". They usually do it after they've had a super easy game and the killer wasn't toxic at all. Winning isn't enough for them; they have to rub it in to feel superior.
It's more infuriating that people are claiming that it's used for tactical advantage or it's all in good fun, as opposed to the reality which is survivors using it to annoy.
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That Hillbilly's overheat is a necessary mechanic.
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She can be strong, but like Trapper, all it takes is someone destroying the web of traps which you can't do anything about because you're not everywhere at once.
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The hitbox on his possessed chain should be way more lenient, especially since it doesn't do anything half the time.
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You can only be body blocked if you let him. You're character assassinating killers for playing good and you messing up.
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I feel that any time y'all claim the killer is "playing like a d*ck" or is a "low life" or "plays like a b*tch", you're attacking their character based on their playstyle when the playstyle is just them playing normally, and you're just losing to it. There's nothing constructive about it at all. You're just slinging insults at a killer for playing how they're meant to play. Yes, the may be tunneling. That is what's called playing smart, or it would be if DS and BT weren't perks, which you should be using to avoid tunneling.
My anger usually isn't directed at the killer. It's when my teammates do 2 gens after I've looped the killer collectively for about 5 gens. That is borderline more infuriating than going against toxic SWF.
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@Phasmamain said:
Honestly barring twins they’ve been mostly a benefit to me. Free STBFL stacks
They also lose you STBFL stacks if the obsession is in there.