danielmaster87
danielmaster87
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- danielmaster87
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There's not a solution besides voicing our thoughts of those people, and actually considering it a problem first of all. People who intentionally annoy or say they're better than you are losers. This behavior is not normal and its not right.
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The devs as well as the community are really disrespecting people who main low tier killers right now. I don't know how I'm still surprised.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2670475#Comment_2670475
So what add-on are you going to use instead of Fang? I’m curious to hear what add-on you think is better.
I didn't say I wouldn't use Fang or that there's a better add-on. I'm saying that this add-on with this nerf basically switches your killer power for a different one instead of adding to it, because before you could injure people and then still have Pinhead's weak anti-loop for maybe a chance at hitting the survivor, but now his ability is so weak for anti-loop, you basically might as well use it for just the damaging part and not chaining them once they're injured. You will be hurting yourself more than helping yourself, stopping every couple seconds to throw on 2 measly chains on a survivor.
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@Lochnload_exe said:
Do you just forget the fact that the addon still gives him a better damaging potential than any other killer? It should have a tradeoff like it does now, and it is the only nerfed addon that makes sense lol
It's not better damaging potential. Legion can deal a health state pretty much guaranteed AND it gives deep wound. Damaging with Pinhead's chains is simply an alternative way of aiming skillfully to deal damage, in the way that Huntress aims or Nurse aims.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2670638#Comment_2670638
Yeah, bud, you do still have to play well and you do have to overcome the downside to the very strong opener, that's not a particularly great argument.
The effect of the Engineer's Fang is really strong, there should be a downside, and I think having the now-damaging power not working as well on injured targets is perfectly legitimate. You can prop up that side with addons, or go for regular chases with some perks to help out if you think you're up for it. You shouldn't get to just make his power much stronger with no downside, that's bad addon design.
That's exactly what add-ons are supposed to be! Why do they have to have drawbacks?! They're supposed to add on to the killer's power!
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@Gamedozer7 said:
It doesn't matter how fast you injured them if you can't hit them the second time.
Exactly.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2670478#Comment_2670478
Because it’s shifts his power too much. Being able to injure with a power that shouldn’t normally is kinda dumb (Iri stone is different because that’s in the survivors control).
Pinhead can essentially hit a chain from anywhere in a chase so long as his aim is good so having a chase always be 1 hit is very strong
Maybe his base power should be like that.
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@jesterkind said:
This is a dramatic overreaction, the Engineer's Fang nerf was the single nerf on the list that was unobjectionably necessary. That addon was incredibly strong, and still is incredibly strong, they just gave it a downside.
You can run it with the purple addon that spawns an additional chain, or you can not, because a ranged injure through walls is really strong even if that's the only thing his power gives him- which it isn't, Chain Hunts are unaffected by this nerf.
Y'all act like you just put this add-on on and everyone's instadownable. That's not how it works. You have to take time to spawn, aim, and launch the chain, then you catch up to the survivor, AND THEN the chase starts. Things can go wrong. You could miss, your gateway could be inside a wall or be some place you can't hit them, they could dodge it, you could not even get value out of it because it's simpler just to M1 the person in front of you. Pinhead does have a hard time downing people, because of the nature of his weak anti-loop power, which actually becomes weaker because of this add-on :).
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@Phasmamain said:
Because engineers fang was an unhealthy add on? I will say they went overboard by nerfing his other ones but that one needed a nerf 100%
Why is it unhealthy for a pink add-on to be strong? It doesn't make Pinhead OP, it makes him a threat.
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@dugman said:
Even after the nerf Fang is still probably his best add-on, the ability to easily instantly injure healthy people at range, even through walls, isn’t something to take lightly. The nerf does weaken him a bit chasing injured people but he still has two chains which is better than no ability. I’ll be surprised if Fang isn’t still his most used add-on but we’ll see. 🤷♂️
p.S. Most used isn’t quite right, since it’s red. Maybe most used when it’s available.
No, you will not use his ability for anti-loop when you've got Engineer's Fang. The devs have seen to that. If you are trying to anti-loop with just 2 chains, I have this to say: good luck.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2669821#Comment_2669821
Have you read that post?
His issue is not really tunneling / strong killers etc.
But he's talking about being farmed off hook, yet blames MMR. Makes no sense.
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Y'all act like you don't have perks. BT, DS, and Dead Hard are things. Use them. Or just get better. This is not about MMR being bad at all.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2668978#Comment_2668978
They changed that from the PTB- gen speed is first now.
I thought it was the other way around? There's no way they'd buff it to that.
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The fact that the gen speed slowdown comes in at the second stack and not the first makes it unplayable. Smart survivors will just cleanse it once, see that they get a healing speed debuff, and not cleanse it again.
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By the time you get enough stacks for it to be worth anything, the game's over and the survivors all run out. It doesn't even affect the obsession.
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@BenZ0 said:
I would like to do a little experiment like the devs did with bloodlust, just disable it for like 1 week and see what the results are.
I for my part hate the auto aim, yes I know the devs deny its excistence but for us players its more than obvious that there is something like this in the game, whatever the devs want to say or call it, it is still basicly a auto aim assist and i do miss some hits BECAUSE of it. Sure there might be some hits that you wouldnt have gotten without it but again, there are ALSO hits you miss because of it, so it is basicly a 50/50. We dont need such a thing like a auto aim in dbd and it should never be in, its annoying and feels awfull.
Especially on pallet breaking abilities like oni, blight, billy, bubba etc, sometimes your camera SNAPPS right to the pallet or wall and you break it even though you clearly looked at the survivors direction, its just dumb.
If they have auto-aim, I just want them to do it right. Let it be in the killer's favor, not the survivors'. It should make your hit accuracy better, not worse. Because right now survivors are still able to 360 you since the poor killer fov pretty much overrides the auto-aim. And when that doesn't happen, and you're chasing a survivor around a loop normally, it makes you hit the wall or do a short swing instead of what you wanted. And that's not even going into aim dressing, which actively works against any auto aim that we supposedly have.
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They have built-in counters, all these new killers. As early as Wraith with lightburn, we've seen this, but especially in the new killers like Twins, Nemesis, and Pinhead. Let the survivors kick the killer, give the survivors free cures, and let the survivors take away the killer's power for the next 90 seconds. It's a survivor-ran circus.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2667475#Comment_2667475
Funny, I thought holding run and forward and pre-dropping pallets was the thing that didn't require thinking. Interesting
It requires thinking when you need to switch to it mid-chase, as opposed to holding forward from the get-go. That's an actual mindgame.
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@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/2667476#Comment_2667476
Plus numerous killers can utilize LP to great effect. Nurse, Blight, Billy, Huntress can all utilize LP better than others. Blight and Nurse can use to to initiate a chase within the first 5 seconds of a match since they can on most maps make it to the survivors auras in the 9 seconds
It doesn't matter how quick they start the first chase. It's how quick they end it.
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@GuyFawx said:
walls most serve as a Los blocker for those killers so they have to guess more than anything. The artist is going to be a pain with Lethal persuer if that perk isnt changed on her release
We are not changing that perk over her introduction. That's like changing Hoarder just because of that 1 Pinhead build.
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@k0reant3a said:
Against the new killer just go to another loop when she sets up her power 🤷🏻♂️
That requires survivors to actually think.
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Why continue to blame MMR when it's clear that the problem is that the survivors are too strong?
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2665530#Comment_2665530
I'm all ears has a very specific condition and lasts for 6 seconds. 60 seconds would make it instantly the best information perk in dbd objectively, and Nurse/Blight/(maybe) Billy would just flourish with everyone slugged in that first minute on most maps.
I doubt it would be that effective. Maybe against noobs. We're talking about a perk that's one and done, then you're a 3-perk killer in a game where killer needs 4 meta perks to compete.
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@Phasmamain said:
Chain hunts aren’t guaranteed because their duration can be very long depending on how well pinhead can keep the box in check (hoarder and some add ons make this pretty easy).
Right now he’s a solid B tier killer who will go down slightly
Uh, no. As soon as he commits to a chase or hooks someone, the box gets picked up and most likely solved. The only way that doesn't happen is if he knows where the box is on the ground (unlikely) and doesn't commit to anything. He's not even B tier right now, especially without Engineer's Fang.
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Your brilliant takes are falling on deaf ears I'm afraid. The community has shown they're content with 1 survivor getting a free escape by default.
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This perk would have to last the first 60 seconds to be S tier.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2665390#Comment_2665390
Yeah, but also be a realistic... if I can chose only one, it will always be fix the game.
Look at Dota, there is new hero like once a year and noone cares, because the game works and is well balanced.
I am being realistic. I got taught the hard way to get off my ass and work, and these devs are gonna learn that way too or else they are going to lose everything. It's not fair that on our time off, we have to deal with a ######### game when it's got such a golden formula.
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We can definitely increase gen times. Casual players will complain about anything and everything taking longer. Pro survivors could easily deal with longer gens. Easily.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2665035#Comment_2665035
Haddonfield, CowHell and Ormond have indeed been Survivor sided since their release.
But The Game and Springwood? Those two I don't think so, to be completely honest.
Those two also, for sure. Old The Game being called killer sided was always a joke to me. It's the same map we have now, just darker and with less god pallets.
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Because they shouldn't get to take a break from making new content to fix their game. They should be able to do both. Raise your standards!
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They've been like that all along. Really unfair tiles chained together, with survivors not even having to use the pallets to waste loads of time, so that those loops can be used for the whole game. Killers were not taken into mind when making these maps.
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I've said that all killers need to be 115% (4.6 m/s). We keep getting into these debates about what killers should be 115% and what should be 110%, but it would really solve all those questions if killers were all just standard 115%, and then their powers were balanced accordingly. I feel like it would especially help with killers who need (or at least it's a good idea) to use their abilities point-blank like Nurse, Huntress, Trickster, Hag. You don't realize how many issues these killers have, simply because they're 110%, until you start digging deeper. Hag stops her forward momentum when you tp, which means unless you can tp instantly and hit them, you whiff, or you wait to hit them but then they get to a loop.
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Leatherface for some reason. I guess people are just drawn to playing him because of his "Oh, I downed you once? I guarantee you die." kind of ability.
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Somewhere in the 60s. I'll get it done.
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This tome would have been perfect to put a Trickster map in. Such a waste that it didn't happen.
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Good idea for a pink add-on. Better than seeing the auras of other survivors while you have someone reeled, lol.
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@Laluzi said:
And people wonder why killers get bitter. It's always such a baffling experience when you're ready to drop a GGWP and then a SWF goes off on you.
That said, there's no winning with these kinds of people and the best thing to do is ignore them, not keep engaging with them. They want a rise out of you and will take literally any response from you as gratification.
You can't appeal to their humanity because they're just that ignorant and self-absorbed.
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It's not hard to play killer. It's hard to win with killer. Some people, who probably never played killer, think it's just "Oh, you hit the survivors, and then you hook them, repeat, and then win." There's way more to it. You have to play around what the survivors are doing because when they play well, you have to play even better, and that still won't guarantee you getting good results. You're not in control as the killer. You doing good is dependent on you going against bad survivors. When all 4 or even 3 of the 4 survivors play optimally and use meta perks, it's almost an impossibility that you get more than 1 kill. You're never gonna be able to get 12 hooks under normal circumstances. You have to pretty much 2-hook and 1-hook people and use massive stall with perks to slow the game down, and that's just to play the game normally you know, not even putting you at an advantage. There is no dramatization in any of this. No dramatization AT ALL.
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She's fun to play.
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I can't play him anymore. His scope in feels awful. Casual nerf for casual players.
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@ThanksForDaily said:
Yes, rework Iron Will...🙄
I see you main Spirit. Former stridor main. Sorry that you can't down anyone since the nerf.
You think survivors shouldn't give any information but the moment the killer does the same, they're OP.
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Isn't it your bad teammates causing you to lose, not because the killer's OP?
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2659009#Comment_2659009
It’s like any game. If I play a bottom tier character and players using top tier of course it’s more likely I’ll lose.
Yes, but that's bad game balance, and DBD's standards are even lower than that. In DBD, you automatically lose for picking a certain killer sometimes. It's not even a higher chance of losing. It's a guaranteed loss because of low tier killer vs a SWF. In hindsight it's easy to critique someone's skills or decision-making in a match, but those don't even matter at top level where the standard for killer is 0 kills.
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@lauraa said:
MMR has not changed anything for the better.
In the SBMM test, my opponents were tough and I worked hard for a 2k
As it is now, matches are either 0k or 4k it feels.
The algorithm is lazy and it blows, there is literally ZERO improvement over Rank matchmaking...and that system sucked too which is why I was so happy when I participated in the SBMM Testing.
I might be crazy but the SBMM we have now is just some garbage pulled out of a dumpster. Something changed dramatically in between the test and the launch of SBMM.
MMR didn't make anything worse either. The game you're playing right now is a result of bad balance changes, not MMR. Don't get so distracted with MMR this and that so much that you miss the real issues.
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So you met with a killer who tunneled and camped, and YOU'RE the one leaving killer?!
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@IronKnight55 said:
Let me just say... I love you. This post is so spot on. Killer really isn't that bad.
It's bad when you auto-lose because you picked a lower tier killer instead of a top tier one.
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The killer role actually has been victimized by the devs. They've had years to make the game balanced for both sides, but they've led us on all that time with this facade that killer nerfs/buffs and survivor nerfs/buffs are about the same, but that's not even close to the reality. The reality is that it if you want the game to be balanced for both sides, you will see each update be a 1 step forward, 2 steps back type of situation for killers. In some cases killers get nothing but nerfs.
The core game is set up for the killer to get no kills when both they and the survivors play at their absolute best, and that coupled with constantly getting sh*t on and sold out by the developers in favor of survivor win simulator, starts to get on your nerves after a while. The only reason not every post on these forums are killer complaints is because there are so many survivor mains that are in denial about all this, and think stuff like BBQ is OP because they've played 40 hours of killer at low MMR.
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He's not that strong no matter what you put on him. But survivors aren't gonna have to worry about him much longer. Any add-ons that made him have a chance of being a threat are getting nerfed very soon.
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Because it most likely wasn't a gg, therefore calling it one is wrong.
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The challenge, the skill involved, the variety of gameplay styles. The thing is that the game's challenging to the point of your skill not mattering because you lose anyway, and that leads to you wanting to play with less variety so that you don't experience those unjustified losses as much. The game is self-defeating in its current state.