danielmaster87
danielmaster87
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Comments
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/2690399#Comment_2690399
What? Spirit is still very popular and S tier killer.
Ghostface I agree is bit rare to see.
I never see Spirit.
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Nobody plays those killers.
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Trickster. He just seems like his knives hit you through obstacles and walls, and like the player controlling him never misses.
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Either 5 or 9. Playing like a saint will get you nowhere. You have to get someone out early, as opposed to hooking everyone twice.
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Terrible idea. We want more content, not less.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2687645#Comment_2687645
You can’t counter what you can’t see.
Yes you could. The player is not a perfect AI. If you robbed them of sound or doubled back, they fell for it. Not all the time, but they did.
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These snowmen are making people do stupid stuff, but I think abandonment has more to do with MMR. People want good teammates, so they're not gonna hook trade for you if it means them not escaping, because when they escape they get better teams in the next matches.
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It causes a tunneling problem for both killer and survivor. If the killer only finds 2 people the whole match because the other 2 are hiding, he's just gonna go for them and get them out of the game early, meanwhile the 2 hiders are still on their first hook. The survivors who are dead on hook need the people who aren't to take a chase for them, or the killer's gonna find them and chase them til they're dead. The killer having to focus on just 1 or 2 survivors is annoying for them as well, because there's usually DS to contend with, so even though they can't find anybody else they get stunned for going after the same guy. There's also the issue of getting gen rushed by people who you can't even find because every time you come to a gen, they're gone.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2686305#Comment_2686305
It was necessary because she had no counterplay.
She always had counterplay.
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@kaeru said:
Some killers can perform well without addons. Huntress for example has good 1v4 potential and she doesn't rely on addons much. But you still need perks to find survivors because her 40 meter lullaby make survivors hide earlier.
She has no 1v4 potential.
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MMR doesn't cause you to lose. Bad balance does.
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But MMR is there, so why not focus on it? It's worth mentioning because matchmaking is no longer random.
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@Fantasy said:
I swear SBMM has been turned off since this last chapter.
I'm tempted to say the same. I keep escaping, and I'm assuming my MMR is going up, but I keep getting put with the most inefficient teams in the world.
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This is one thing I will give survivors. Why am I trying so hard and failing with all these different killers when Leatherface can straight-up guarantee a kill or 2?
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In my opinion, looping is the most skillful thing about survivor. Although, at a certain level it's literally just going through the motions. You know, you run a tile the right way, the killer can't get you. It beats hiding and holding forward by a long shot, even though those strategies can be used wisely as well.
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I stay on the gens.
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Because it's a killer perk.
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@anarchy753 said:
Does it really hurt that we actually have a handful of achievements that take some effort?
Do they ALL have to be participation ribbons?
You're joking, right?
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DS, BT, Dead Hard, Adrenaline.
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Yes, my friends keep acting like grades have to do with MMR even though it's a completely separate thing.
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Not strong enough.
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It can't always be our connection that's the problem. It just can't. Survivors have it way too easy with this rollback. It clearly favors them.
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I still think it's good. People just aren't using it. Same with Lucky Break.
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@EvanSnowWolf said:
The point of Deep Wounds is to kill someone if they don't heal themselves.
It's a purely disruptive effect.
Instead of taking the hit, and getting right on a generator, you need to stop and Mend because of you don't you die. It's a mandatory time sink to delay Survivors.
Actually survivors can be put into deep wound and still work on the gen. It's been done many times to do a gen in the killer's face.
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And yet he can't do 50-win streaks anymore because all that will happen is he goes against 1 decent team, and they take away his streak. There are some killer matches you just have to take the loss on, because the game isn't designed to where you can win based on your skill alone. It's up to the survivors making too many mistakes.
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It takes little skill, not "no skill". Most of it is just game knowledge. If you know how to play a tile safe, you just run it and the killer can't really do anything to get you. Meanwhile the gens all get done if the killer has a 1-minute chase. Killer is way harder than survivor, so what you're hearing is the stresslessness of the survivor role being put into perspective.
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He's too hard to control for me. He's supposed to be this "S tier killer" while on his ability but the fov is so bad and survivors can just dead angle him, it's not even worth it.
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Well, you've got an iridescent and a purple and probably aren't going against too good survivors since they can't even overcome a 3-gen. All it takes is 1 person pushing gens hard.
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@KerJuice said:
I think they are fine as is. They have counters in the form of Sloppy Butcher, Franklin’s, Nurse’s Calling, & Overwhelming presence with anything that boosts your terror radius. This is why you are allowed to see what survivors are bringing in- so you can adapt. Killers should be able to switch their characters in a lobby, though.
@danielmaster87 you know who you should use if you don’t already? Legion & Plague. Those two negate healing- ESPECIALLY Plague. With these two you can focus on anti-loop & gen slowdown perks, while their main power negates healing to being useless.
I've never seen someone suggest using Overwhelming Presence before to counter items, probably because you can't afford to run meme perks like that. Medkits actually counter things like Sloppy, not the other way around. And I shouldn't be limited to 2 killers if I want to not worry about healing.
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@Exxodus21 said:
I would really like to see the additional Legion members on the map somewhat like Nemesis' zombies.
If not mechanically, I'd at least like them to aesthetically add in something that reminds us the Legion is Legion, not just 1 knife dude in a hoodie. Make them change their voice each time they go into fatigue.
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He takes a lot of skill and doesn't need nerfing.
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Yes, they should. There's nothing less fun than playing well but always losing, as killer against survivors no less.
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@Fantasy said:
Just by saying you need lightborn to stop flashlight abuse tells me all I need to know. Have fun attacking jumping coke bottles and guitars.
So you've never been blinded from an impossible angle? No times where the survivor was off-screen yet somehow got the blind?
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It's a sign of desperation but also efficiency. Survivors will not hesitate to do their objective as fast as possible, and will not play nice for you. So why should you do that for them, especially with them being the power role?
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2680427#Comment_2680427
OP is literally a brand new player??
Then why is he asking for nerfs on a killer he barely understands? It's not just him either, mind you. How we got to this point, Wraith being nerfed into uselessness when he was mediocre before, that was done by survivor echo chambers full of players, old and new, who have no place saying what killer stuff needs nerfing because they're ridiculously biased. Wraith can't hit you without uncloaking, and that's when he's at his weakest! His speed doesn't even come close to compensating for that! How can people not understand that?
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2680623#Comment_2680623
I know its strong, but its still limited to 1 use. The problem is its possible to have 4 Ranger medkit and double charge addon which can increased to 12-14 heals.
Items overall should be reworked to be a slightly stronger perk slot that limited use, as I suggested: 24sec to heal, one use, 0 BP. And limited to only 1 version for every item. And then, every survivors may bring a medkit. But the best they can bring is 2 heals with 16sec heal (2 best addon).
How items work currently is broken. If 4 survivors invest 80k BP into a match, you lose by the investment, not even about map RNG.
You're missing the point. It's not about the durability of medkits. It's practically a meme to try and put loads of charges on a medkit through add-ons and perks. It's the speed in which heals take place without a teammate needing to get off a gen. You just need 1 or 2 heals in a medkit for a match and you're good, because by that time the gens are most likely all done.
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@ElmosPayPig said:
Brown medkits have always been an insanely strong item ever since they made them so a full heal.
No idea why anyone would bring selfcare when you can always bring a cheap brown medkit to do a quick 16s solo heal(8sec with CoH).
That's what I'm saying. I'm thinking to these guys, "Y'all don't think that heal is quick?" It's like nobody's taking into account that their teammates don't have to get off gens to heal them.
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@asirirsprime said:
Got to iridescent 4 with ease. Why people hate soloQ so much? It's nothing, compared to how you sweat as a killer (stuck to bronze there)
I almost want to say that dealing with toxic SWF as killer is less stressful at times than having awful solo queue teammates. I just get feelings of envy and frustration, knowing how easy we could have it as survivor but my teammates give every advantage and misplay possible to the killer on a silver platter.
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All you can do is run DS, Dead Hard, and hope your teammates have BT. If it really is every game, you're either making yourself an easy target, you're unlucky, or maybe you're not really getting tunneled. If you're at high level and your teammates actually do gens and body block for you, you could even run Renewal or Adrenaline.
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Ruin, or any gen regression perks or hexes for that matter, are old news. They're viable at low level, and that's pretty much it.
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A Horror Express chapter.
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I don't know why anyone would play that garbage killer. If you can't deal with him, that's definitely a you problem.
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It's annoying but it's not OP. If she became like A or S tier and everyone was using her and enough people were complaining about her, I could see her being nerfed though, whether she deserved it or not.
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I've played maybe 2 games with him since the nerf. I refuse to play a killer who got nerfed so hard over so little.
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Don't bother defending gens anymore. Just delay, delay, delay. The meta right now is Corrupt/Deadlock/No Way Out. On my Demogorgon I have that plus Remember Me, and those games have been just as stressful, but I get better results on average, because the survivors' second chance perks can only save them so many times. And then they've got to go through the gates as 1 or 2 of them are dead (hopefully) and you might get 1 or 2 more kills.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2680141#Comment_2680141
So you want to make them completely useless. Like bloodwebs aren't already full of enough trash as it is..
Your problem is with the bloodweb then. I've suggested they let us ban 1 or 2 things from showing up in the bloodweb for each character.
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@beatddb said:
Medkits are fine tbh. CoH and Built to last are not
I haven't tried Built To Last (which was fine even before the buff) on medkits, but I have tried it on toolboxes and it's freaking broken.
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@Labrac said:
I think medkits should be limited to 2.5 health states. More than that is kind of BS, but otherwise medkits are fine. CoH is not though.
Ironically, any time I've tried to go for a build with tons of heals in a medkit, it's been a Leatherface, a Plague, or some other killer who always commits to a down.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2679638#Comment_2679638
Same here. Medkits are fine as they are, but as soon as a streamer says "x or y op" everyone else has to say the same thing even when they didnt think they were an issue before.
Sometimes a content creator's opinion puts our thoughts into words. We already had that opinion, but we assume that now since they've said something, we'll have more weight behind our argument since it's not just us saying it.
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@VideoGameMage said:
https://forum.deadbydaylight.com/en/discussion/comment/2679619#Comment_2679619
I don't think anything about medkits need to be changed. If people are healing too fast, the solution is to cap healing speeds so people aren't healing under 10 seconds. Not make medkits useless for solo q. Almost nobody uses medkits to heal others outside of topping somebody off quickly.
Why would they be weaker specifically for solo queue?