danielmaster87
danielmaster87
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2678185#Comment_2678185
So if me as a solo player get in a team with 3 other swf, the gens are also slower for me? amazing idea, not
It would just be slower for them, ideally. What we're trying to do is nerf SWF without nerfing solo.
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@Myla said:
You also forget to mention that the Healing speed from the medkit and COH still stacks despite the medkit completely depleted. So just get a great skill check on your common medkit.
I've been noticing Killers has been snuffing my boons a lot actually but it could be just my Randoms being stupid that they'd heal beside the boon instead of taking advantage of the huge 24m radius. :l
Yes, there is that bug where even when your medkit is depleted, it keeps the speed. Imagine if toolboxes did the same.
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It's not as simple as being mad at it because we can't tunnel. It's because it's used offensively to body block when it's supposed to be a defensive perk. And some people say that's completely fine.
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@IronKnight55 said:
Yep. That’s the only thing I think should probably be changed.
Because ranged attacks shouldn't deal damage?
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The Unbreakable type boon is very overpowered, just you wait. I once had 3 people escape only because all 4 had Unbreakable. Now they're gonna have infinite Unbreakables for 1 perk slot. It's madness.
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@Feyd said:
So... You used to get most of the kills every game and now your MMR is high enough that you only deal with SWF bully squads because you crushes most of the solo queue players.
Play sweaty, play against the sweaty. Seems like the SBMM system is working as intended.
That doesn't mean the game's balance isn't out of wack and completely in the survivors' favor.
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@scenekiller said:
It was not much more balanced before, it could be countered by some killers simply by existing. It does what it needs to perfectly now.
In regards to body blocking, feel free to tunnel them since they voluntarily put themselves in harm's way again. Otherwise, it really shouldn't be a problem for anyone anymore.
It's not always as simple as tunneling them because they blocked with BT. What are you gonna do when that happens and it's down to 1 gen already? Wait a minute or hope they don't have DS? No, it doesn't just protect the survivor getting unhooked; it's still used offensively.
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Blame the recent challenges.
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We're not saying you're not allowed to play with friends. But if you are, which means you're getting an advantage and the killer's getting nothing, then how is that fair? That's why we suggest things like slower progression for SWF. Believe it or not, there are games that are won solely because the team is SWF and not solos.
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Not in need of nerfing.
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I don't know why the totem gets permanently destroyed after it's been rebuilt once. It's just an unnecessary downside.
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For killer I also don't run NOED. It gets cleansed every time.
For survivor I don't run Iron Will. Not only is it a morally gray perk to use (I believe killers should be able to at least hear survivors), but I feel like if I got used to running it and then took it off, it would just throw my game off so much.
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That's what happens when you nerf a killer because casuals couldn't deal with them.
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I only let them bleed out for 4 minutes if they purposely run to a hook dead zone and try to wiggle when I pick them up. I'll gladly waste their time if they're gonna waste mine.
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Obviously. The map he came with is in Chile.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2672220#Comment_2672220
The Totem spawns are bad as they seem to be designed with boons in mind aka made easy to find and reach for the killer to play against boons...
This sadly also makes hexes effectively worthless on the map.
Until boons are properly address I fully expect totem spawns to keep on getting worse and worse just to try to make boons remotely fair.
There's at least 1 totem spot that is extremely annoying as killer. It's at the top floor of the main building. You have to go all the way up there to get it, meanwhile survivors on the bottom floor continually benefit from it until it's broken. But the time you waste to snuff it is so worth it for the survivors, they'll probably put it up there again. It's such a busted spot.
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@FreshCoal said:
https://forum.deadbydaylight.com/en/discussion/comment/2676656#Comment_2676656
What do you disagree with and why
She can place birds at loops but you can still bait her into using them at the wrong time. She has enough mobility seeing as she's 115%. If you wanted more for her, she could maintain that speed when placing and launching the birds. I think her chasing power is fine. And I don't think people should be able to opt out of playing against anything.
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Of all the questions.
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@FreshCoal said:
Terribly designed killer, she is just a triple pyramid head that you cannot loop since she just places birds at every vault and pallet in a loop.
Since she has no mobility, me and my SWF teammates just genrush anyways for a guaranteed 2 man escape, which is usually a 3/4 man escape anyways. Just hope chase power is gutted and she is given some interesting movement ability.
Another alternative suggestion I have is to let survivors opt-out of playing against her
And while we are on that track, we should let killers opt-out of playing RPD and haddonfield.
Better not mention you play SWF or people will disregard everything else you said.
Be that as it may, I disagree with most of this.
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I had a conversation with these types of people today. From what I could tell from the way that they talked, they do not care for you or your feelings. Quite the opposite. They want you to feel as bad as possible, and that's how they get their daily enjoyment. That's why they say, "Oh what? But we were just solos!" Because they want you to think that you lost to disorganized trash instead of a comp SWF, so that you feel like you're bad at killer. It's very manipulative, psychopathic behavior these people exhibit. Feel bad for them.
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@Aven_Fallen said:
Yeah, they clearly hate the side which did receive a lot of Buffs over the last 5 years and favor the side which gets nerfed for 5 years. CoH is the first Perk which is actually Meta after the release of David. Clearly, shows how much they favor Survivors.
I would not even compare Hexes and Boons, the only thing which they have in common is that they have some glowing flame at a Totem. And thats it. Hexes dont need to be build up for 14 seconds like Boons, Hexes are not heard from miles away, Hexes work map-wide.
I am pretty sure they will nerf Boons at some point, but please at least dont complain about Survivors running the same Perks all the time if you shoot against that one Perk that made people change their Builds.
The killer buffs have been crumbs compared to what survivors have gotten.
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I haven't seen any of those problems with this map so far. As long as these cases are in the minority, I don't think they would use the killswitch on it.
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This is a bug, but the devs will probably keep it as a feature to appease survivors.
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@ukenicky said:
https://forum.deadbydaylight.com/en/discussion/comment/2674597#Comment_2674597
Because her traps are lethal and aura reading like that could help her camp/tunnel people trying to get their traps off which is a pretty nasty playstyle for Pig players to employ.
Why are you choosing to view any advantage that the killer has as a way to tunnel or camp more? If they're stronger, they don't need to tunnel and camp to get kills. Right now, most do.
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/comment/2674049#Comment_2674049
Yeah but as a 110 killer, you will most likely have an ability that lets you get easy hits, why are you trying to m1?
You still have to M1. Like with Spirit and sometimes Huntress.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2674053#Comment_2674053
Because he's fun as hell
Also very weak.
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This map is like old Ormand. It's insane. The whole map is one big loop.
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I have noticed that.
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And the reason for this is because Pyramid Head's add-ons are all focused on his trail like, oh the survivors are blind when they step on the trail, he's Undetectable while he's on the trail. It's ridiculous. And for Twins, all their add-ons are focused towards affecting survivors after they crush Victor, or whole Victor's on them. Why? It's nonsensical.
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@ukenicky said:
Just don't use Amanda's Secret then? Aura reading is powerful and iridescent add-ons with powerful effects should have some sort of downside.
If they were to buff it somehow I think giving her an extra trap (Two total) would be fair.
I still want base kit buffs to her more than anything (A reduced TR and base Crouch/Uncrouch speed buffed) more than anymore add-on changes.
Why should some aura reading make her have less traps? Should Trapper's one add-on have a downside because he gets to see someone's aura? I meant c'mon.
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Dead Hard, DS, Unbreakable on everyone. 2 run CoH, 1 runs BT, 1 runs Iron Will.
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This is just like me with Friday the 13th. If I don't 8k, I feel like I didn't do good.
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We do need smaller maps, but that won't fix the gen speed. The killer can't be everywhere at once, so even a strong 3-gen can be overcome if survivors will just push gens.
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@Labrac said:
It has always removed 3 Bear Traps. It still does but now it spawns 4 boxes instead of the two it had before, and the aura reading is larger.
Even then it's laughable. This addon isn't good enough to warrant your entire lower. Wraith and Blight have similar addons without downside, so Pig's also shouldn't.
Thanks. I have changed my post accordingly.
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@Jplanas98 said:
https://forum.deadbydaylight.com/en/discussion/comment/2674141#Comment_2674141
I hate that I can actually see them doing that and then justifying it by saying "new players are struggling to do gens quick enough".
New players must have had it rough then, when old Ruin was still in the game? Oh wait! They didn't, because they were going against bad killers because they themselves were bad players. But then the devs had the wonderful idea of doing buffs and nerfs based off of the casuals, and here we are.
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Blight never gets anything that's qol for him. He slides off stuff you want to bump and then bumps on ridiculously large hitboxes on obstacles.
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So how much time am I saving in chase by chaining them as opposed to not?
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My first 3 games of the patch were killer on that map. It's very survivor sided.
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Hag, probably because I know how to play against her. Most people don't.
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Why would you play that killer?
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@Lochnload_exe said:
I personally like this new map, almost all the loops are just super unsafe pallets for survivors, and then the regular tiles that are on every map, not a huge deal. I've heard complaints of the new main building, but I dont get it. It has 2 windows that are god windows, but if you just break the walls, they are the worst windows in the game lmao. In the upstairs there are two god pallets, but they also leave survivors in compromising areas, not easy to run away areas like other maps, especially one of the god pallets upstairs that require survivors to run through the upstairs hallways longer and trap them there.
Really, break the walls and the main building is one of the more refreshing ones. The only thing I can think about as a complaint is the size, but the gens don't feel too spread out, I have gotten great 3 gens
I see zero unsafe pallets. If you're talking about the rock loop ones, try using a 110% killer against those.
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@Feyd said:
https://forum.deadbydaylight.com/en/discussion/297686/the-new-map-is-an-insult-to-killers
Or to shoot survivors through it. I've been hit through tiny cracks in buildings by deathslinger many times. It also is beneficial for nurse, pyramid head... I don't disagree that the map sucks. It is definitely too big, for sure. But the killer shack has always been a powerful tile. Why shouldn't there be any powerful tiles?
This is why everyone is complaining about the "hold w" meta. You don't want us to run away. You don't want us to loop. Let's just cut to the chase. You don't want us to do anything but die and give you points. That's really what this comes down to.
No, we just want killers to have choices, because in maps like this it doesn't matter how you play a chase, it's gonna take too long and you're gonna have 4 people tbagging at the exits in no time.
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Twins is fun to play when they work. Because they don't work, they're stressful, and yet survivors are the ones complaining when they go against them. All the cooldowns, the slow animations, the kick opportunities. It's just too much power in the survivors' hands and not the killer's.
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@Colton147147 said:
I 4K all the time when playing as a perkless Clown at high MMR without any difficult.
I also 4K all the time with a unique build on him.
Sure you do.
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You're surprised people are playing the new killer a lot?
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It takes away killers being able to slug, so if they need to slug to win, they just lose now. It also stacks with Unbreakable, so you're recovering at 40% increased speed. Couple that with being forced to slug because of flashlights, and that's basically a free self-pickup for the survivor. This could make Soul Guard meta.
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@Faulds said:
I don't think the map size is the problem. The fact that there is so many safe loops back to back is. But, you know, strong killer/ strong killer perks... well, the survivor got a busted map to compensate.
No combination of strong killer and perks justifies map design like this.
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@R1ch4rd_N1x0n said:
You think this is unbalanced? Have you SEEN RPD?
Personally, I don't have as much of a problem with that map as everyone else does. I don't like the many god pallets though.
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It would kill the game for those who play killer, because camping and tunneling is the only catch-up they have, and when that get taken away they're gonna be finished.
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Way too early to be thinking about this.