danielmaster87
danielmaster87
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- danielmaster87
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Comments
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I prefer VSing slowdown builds, because even the best isn't gonna be good enough. Slugging is just annoying to go against, especially in solo where nobody makes the correct decisions.
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People just call them boring even though they're the most interesting.
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Time for it to get nerfed, right?
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They still have no idea how to make reasonably achievable challenges. It's insane.
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@SeannyD115 said:
That's like the plague challenge where you had to hit 2 survivors with one stream of red puke
Twice. In one match.
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No, we do complain when we lose as killer because it's not a matter of our skill. It's the survivors that decide whether or not we perform well. That's because the game is balanced around casual survivors instead of for high level killer. So you have a complete disaster of a game that only favors one side, AND we're not allowed to complain about it.
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I don't think it needed removing either.
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The last time I tried, it didn't work and I had to give up. I think the file format that the PS4 records the video on is incompatible with the forum page for some reason. You'd have to convert it to another file type, and it's just a hassle.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2642678#Comment_2642678
problem with that is the last survivor will hide forever.
Not if we introduce another endgame mechanic to get them to do something. If they don't work on a gen after a minute, they get their aura permanently shown. That's the "taking the game hostage" problem solved. It would never happen though, just like removing the hatch won't.
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@Ecstasy said:
Well, this is DBD... naturally you're the Big Bad Killer who's totally helpless to hold back someone literally bleeding to death from inching their way to victory right in front of your face. In fact, your best option is to actually HELP THEM ESCAPE by picking them up and eating the strike to let them so they can run out the gates teabagging if it gets the game over that much quicker
Yeah, that's the definition of a no-win rather than outplaying the killer if the killer can know exactly what you're doing, yet left with no counter to make because they can't jam their foot into your back to hold you in place for 60 seconds...
It's just one of those DBD things warping the game premise until playing killer feels more you're the joke in a bullying simulator.
People defending it already know it's totally BS game design. They just don't care. They want their free escape button because that's the whole point. It's not about reasonable counters & prospects for good plays on both sides, They prefer it as this godly tool--especially for groups already coordinating together over voice-coms for that steroids boost advantage--to feel even bigger by guarantying every endgame hook is an escape as long there's at least one person with DS left for a hook trade.
Ironically, all it does is make tunneling all the more attractive when that's just yet another reason why its in the killer's best interest to tunnel from the very start if they can burn through DS while there are still counter-plays to be made at all.
This is my own rough recommendation for DS from a thread about the skill check being irrelevant:
Absolutely 100% agree that the skill check is unnecessary now... actually given the game's increasingly ridiculous performance & frame drops it's outright cruel. They could at least make it take up 3/4 of the bar so if it were about keeping some way to preserve the DS check. Ideally I'd prefer a few more changes too: *Buffed DS up to having 2 uses per match now too (1 per hook) *Removed unhooking others / self-heals from deactivating it (just prohibitive) *But INCLUDE blessing totems to deactivating it... like seriously #########.. how did they.... ugh *Most importantly DEACTIVATING the perk if gates are open because that no-wins situation was still the most BS thing even before the nerf
Or I'm just some dirty killer main out for easy 4ks or something.
Maybe its that much better & healthier having the epic "4-man escape guaranteeeeed!" button than something feeling way less bullshit for killers and doing way more to combat tunneling for survivors... even if that means you can't deny killers from some end-game pyric victory of a measly 1 kill... provided your team couldn't just bodyblock, flashlight save, or BT that person to safety anyhow.....
I feel like letting it be used twice and not deactivating it on self-heal and unhooks defeats the purpose of nerfing it. It at least should be deactivated when you get to full health again, someone else gets hooked, or you work on an exit gate. I even suggested it deactivating on body blocks, but I don't know how the game could recognize that they were taking a hit for their teammate. It's supposed to be anti-tunnel, not used offensively.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2642706#Comment_2642706
It doesn’t change early game but you are restricting an already heavily restricted perk.
One that half way gives you 5 seconds should a killer choose to tunnel at any given time during the trial. So my philosophy is that if one perk can have that many restrictions to the point of making it a pointless perk, then so should the very mechanic it intends on countering.
You are only presenting one outcome of where DS shines during endgame. Because in reality if (as I pointed out before) the gates are far, you can chase that same survivor down them again and slug them. But if you wanna get technical about it, and you are concerned about 1 kill you can always trade off.
There are plenty of perks that allow you to secure the kill (STBL, NoEd, NWO, BW etc) not to mention killer powers (99% Michael, Bubba, Plague, Trickster etc)
Again, I feel like you are only focusing on one scenario where The hook was close to the gates. Though I think the point you are missing is how much this perk doesn’t need any more restrictions, when that one scenario isn’t guaranteed. Sometimes people have been left on hook too because there was no way in hell they would get to a gate in time.
The perk doesn't have enough restrictions, because it's supposed to be anti-tunnel but hooking someone else doesn't deactivate and opening an exit gate doesn't deactivate it. If those things are happening, then how is that person being tunneled? It's just abusing a defensive perk to use it offensively against the killer.
I am saying that even if the gate is on the other side of the map from the hook, once that person is unhooked and has DS, they get out. They'll get hit through BT and get a sprint burst, or you wait out their BT but also give them more distance in doing so, so they're guaranteed to get close to the exit even from full map away, and that's without teammates body blocking. They can also be recovering on the ground and get picked up by teammates and be body blocked when you try to slug. That, or they could have Unbreakable and/or Soul Guard.
We want to be able to pick up the survivor and hook them a last time instead of having to use moris, Rancor, or Tombstone just to get them out. Unless you're hard tunneling one person, which will cause you to lose everyone else, you're not even gonna have anyone on third hook most of the time, so you usually have to respect DS twice even in late game.
And no, most of the time the team isn't gonna leave the easily saveable survivor. We've seen a rise in people straight up leaving because they didn't even want to try, but that's the exception and not the rule. Unless survivors throw the match or are facing a Leatherface, they can guaranteed get someone off hook and out the exit. "But what if they don't have BT or DS?" Then that's the silver lining. But a majority of the time they'll have both BT and DS, because we're talking about high level here, and they get out for free because they equipped perks.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2642676#Comment_2642676
I know if you do get them to a 3gen it's still a 50/50 chance it will actually help you win.
That's still way too low. A reliable strategy is gonna be better than 50/50.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2642628#Comment_2642628
How do you juke/dodge trickster? This is assuming he’s moving at 115% while throwing these blades
You can see people juking his blades. Not all of them of course, but they move left when you're aiming left and right when you're aiming right to where you're barely hitting them with your knives. At 115% you'd play as normal. Break los. You could even just vault a window, because he can't.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2642664#Comment_2642664
You said it yourself perks and tactics are different. So why do you have a problem with a situational (at best) perk? A perk is suppose to be a power-up/bonus provided the right situation presents itself?
As I explained earlier, if the person is far from the gates. There is no chance they get out. Unless the killer makes a mistake. Because in the realm of “tactics” you can also Slug them to give YOU the upper hand and prevent their stun.
Its just very comical when you think about the fact that the person had to bring a perk to counter a built in tactic.
DS can be used in the early game as well. Just because it would be disabled late game changes nothing about it early game, so why would tunneling need to be disabled?
DS is not situational. It's doing something every game. It has changed the way most killers play. If the killer wants to tunnel because he feels like it, he gets DS'd, fair. But most of the time killers are forced to tunnel to play catch-up, because the gens go too fast. So they either tunnel and have a chance at winning, or they lose. So they take that chance and they get stunned, after chasing that person again and picking them up, and get nothing for it except that stun meanwhile everyone else is pushing gens. But if you don't take the DS early, they have it late game and it makes them have a guaranteed escape once they get unhooked.
So it's anti-tunnel and then some, because if it's endgame and you have to camp the person, you're not really tunneling them because they're the only person you can get, but you still get stunned by it anyway.
The killer has to respect it too, even if they don't have it. The stun punishment is too much. That's what makes it OP, because you have to assume everyone has it, and chance it thinking they don't have it when you're forced to tunnel. So no, it works in every situation.
There is absolutely a chance to escape when the survivor is hooked far from the gate. They just use their sprint burst and DS to guaranteed get out. If they can't even do that, that's their fault. Once that person's off hook, then maybe if their unhooker didn't give BT and nobody body blocks, that person can't get over to the gate before DS runs out. But survivors will do those things to save that person, so that's not a possibility. And if you go for the unhooker, they sprint burst away and everyone blocks for them instead, even the hooked guy because he has the crutch BT/DS combo so he's invulnerable in taking the hit for that guy.
And this argument about slugging to avoid DS has been done to death, and it never works. If you slug to avoid DS early in the game, they still have it the next time they get unhooked, so you have to wait 60 seconds twice while standing over their body in order for it to work. Yeah, that's not happening. The team will rush gens and/or pick that person up and body block them. It's just as detrimental as taking the DS because it wastes too much time that you don't have. Slugging to play around DS doesn't give much advantage at all, because the others will either rush gens because you're hanging around their body, or you didn't hang around and they instantly get picked up and run away to hide, killing your tunneling strategy right then and there.
You should probably find the comment where the guy's telling the OP to bring Rancor to counter late game DS. That's needing a perk just to counter something, not DS which counters tunneling but is also a guaranteed escape card in endgame.
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You're saying bring back the hatch, but it's still there. It's just slightly less unfair because now you have to be the last one in order to get it. That still does nothing to fix slugging the 3rd to get the 4th or opening the hatch with a key. They didn't go far enough. It should be removed. That way nobody's getting absolutely free escapes.
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@Veinslay said:
You almost had the right lingo! You're supposed to say the hatch change has made the game unfun for survivors, it's boring, and there's no counterplay to the 3-gen now
People still think 3-gen is an OP strategy. Lol.
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@Meg_Survivor said:
https://forum.deadbydaylight.com/en/discussion/comment/2640905#Comment_2640905
Never said it was my decision but nobody wanna go against the same boring killers each game, and thats just my opinion no one said you had to agree on it
The more you go against the same killer, the more you should start to find their counterplay.
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@GoodBoyKaru said:
Gonna be honest
https://us.v-cdn.net/6030815/uploads/DDIPJK4L7BEP/image.png
This tells me all I need to know on your abilities as killer. If you can't even bait a flashlight save, then I don't expect you to be particularly knowledgeable or good at anything else in the role either.
The new player experience is abysmal, to be fair, with far too much ######### to learn with far too little of a tutorial (trying to teach my brother has taught me that firsthand lol), but the only things making killer a joke right now are hackers and mmr.
We don't think about it this way because it's how the game works and we've gotten so used to it, but it's really dumb that shining a flashlight at the killer blinds him and make him drop the survivor. But even as an experienced killer, survivors somehow get flashlight saves on you all the time because the game says "Oh, 1% of your face is peering around a corner? Instant blind!" Survivors seriously don't even have to aim it, and when they mistime it or you look up or down or to the side, the game gives it to them anyway.
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His add-ons are garbage. Probably the worst of any killer's by far. Footsteps louder, breathing louder, groans of pain louder, all on SEPARATE ADD-ONS. Compare that to Wraith or Blight's add-ons. It's really a joke.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2642652#Comment_2642652
Yeah I mean if there are hard restrictions on survivor perks why not on killer tactics?
Because perks and tactics are entirely different. Hooking someone one after the other is not even the same as someone getting unhooked, running to a gate, and then stunning the killer guaranteed because you had 45 seconds left on your perk. There is absolutely nothing the killer can do to stop that person from getting out if they get unhooked and have DS, but survivors can do so much to make sure that tunneling 1 survivor costs the killer 5 gens and the other 3 survivors. And even then that tunneled survivor can still get out.
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I've seen this happening at hooks recently. One survivor is literally inside another as they're unhooking, so I can't physically get to them.
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I also hate that you can't multi-stalk. It makes playing him so much more unbearable.
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I agree. It's still way too abusable and lose-lose for the killer. Stupidly designed perk that people keep claiming isn't good enough anti-tunnel.
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@Johnny_XMan said:
I agree, but only when tunneling is disabled within the first part of the game. Because there is no reason to tunnel at 4-5gens. Yet people still do it.
That makes zero sense. Tunneling should be "disabled" in the first part of the game because DS can't be used in the last part of the game? And btw, if someone gets tunneled out at 4-5 gens still up, the survivor team is throwing. You should be doing way more gens than that if the killer's really tunneling like you say.
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@Mat_Sella said:
Why did you not go after the person unhooking? Why did you let that person get unhooked? Why didn't you take Rancor? Why did you hook them so close to the gate? Why didn't you bring a mori? Why didnt you force DS earlier? Why didnt you just play Pyramid Head if you're trying to tunnel the person out?
You're asking all these questions but they all have answers you might not expect. You can't go for the unhooker because the others will body block them. The person gets unhooked because you can't force a grab as it will roll it back, and they can body block the unhooker as they're doing it. You're asking someone to run a specific perk that may not even help. You could hook someone on the other side of the map, and through sprint bursts and body blocking you still won't get them in time. Moris are pretty animations and not worth bringing. Forcing DS usually puts you on the backfoot for the rest of the match, which ironically leads to this very situation. Pyramid Head is one of many killers, and not everybody wants to play him. So none of your points do anything to his argument.
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@Crowman said:
DS is in the most balanced state it has ever been in. It does not need additional nerfs, because you lost a game.
It's still lacking deactivation conditions. I'm not tunneling you if you got to full health again, or if I just hooked someone else.
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@SonicOffline said:
So their perk is supposed to be disabled because you couldn't confirm an earlier kill? How is that fair?
Because what's the point in the killer continuing to play when he knows the survivors can just hook bomb and body block everyone out?
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2641707#Comment_2641707
What about m1 killers and busted tiles? When you just have to eat those pallets, no mindgame potential or anything?
https://forum.deadbydaylight.com/en/discussion/comment/2641651#Comment_2641651
No worries I appreciate the detailed reply.
The game definitely isn't balanced for M1 killers anymore. There's only so much skill on display in those situations because if the survivors run around the loops correctly, there's nothing the killer can even do.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2641688#Comment_2641688
If he moved at full speed it would be
So there's no obstacles in the way and no way the survivors could juke him whatsoever?
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I don't think they've ever given a reason, but whatever excuse they've got isn't good enough. That button was pure treasure. It's the difference between pressing 1 button, and pressing 3 buttons plus a load time or 2. The survivor/killer button made the game feel so much more polished as well.
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They should be. If you're not having fun in chases, you're still pretending that this is a horror game. It's literally the most engaging and skill dependent activity in the game.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2641683#Comment_2641683
Shelter Woods is one of the better maps for killer, because it's one of the more balanced maps. That said, I would like to see Shelter Woods be less rng reliant. Outside of shack, there's 0 window spawns that will spawn on that map since it's possible to get no jungle gyms with windows.
It is RNG reliant. Sometimes it's all jungle gyms and sometimes it's all TL's. But to me most of the problems come from the map being way too easy to split. Between that huge tree in the middle and shack, there's one middle gen. If that one gets done, guaranteed loss as killer, because now it's a donut of gens that you can't defend.
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@Marigoria said:
Killers will camp a survivor at 4 gens because they let one gen pop after chasing that survivor for 3 minutes and will say the camping was justified because of "genrush".
Survivors can be, and a lot of times are toxic, but their toxicity at least doesn't stop you from playing the game. Killers have way more power in terms of being toxic than survivors do.
Sure, teabagging and clicking their flashlight is annoying, but you can still chase them, hit them, hook them etc.
You can't do much about tunneling and camping and end up with almost no points.
It's so funny when people say tbagging and clicking is fair game because you can still hit the survivors. Actually, you can't sometimes. Otherwise we wouldn't be having this conversation.
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Literally you can counter it by going behind a rock, and he can't catch up with you or get an angle on you.
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@Phasmamain said:
So it doesn’t become a free down?
How is it a free down?
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Counterforce. I know I ran it. But with boons being a thing now, there's a detriment to running it.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2639974#Comment_2639974
Tell that to certain maps like shelter woods
Never found that map problematic as survivor. It's easy to deflect blame onto the map instead of admitting that the team sucked.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2640783#Comment_2640783
I don't see Bt timer or any other timer, or hook counter necessary. I don't get it why it's such a huge problem to use memory. Also I don't want to see DbD even more casual and stupid.
Then let's stop balancing around casuals.
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@ShinobuSK said:
You already need to remember and think of so many things in the game when playing killer, what is one more?
The real question is why do killers need to remember so many things? We still don't have individual hook counters (because that supports tunnelling apparently) yet tunneling is at an all-time high still. But having the game remember stuff for you would be too convenient therefore OP.
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@R2k said:
Is it so hard to count till 12? U can't be serious here.
12?!
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2639780#Comment_2639780
Because it makes chases shorter. His power is 1 second per token so you’re saving a bunch of chase time and can cut chases immediately short if you hit them in a dead zone
There y'all go talking about dead zones like that's all the maps are mad up of. There's always something to run to, a pallet, a window, or an obstacle.
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@Sakurra said:
https://forum.deadbydaylight.com/en/discussion/comment/2639851#Comment_2639851
Everything would be annoying for this kind of person. He was just hypocrite.
No, seriously. Wiggling isn't OP, but it's really stupid and unnecessary. You're literally walking one way, and the game makes you walk in another. It's like zooming down a sniper scope and it starts swaying like crazy.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2627839#Comment_2627839
So the new boon, which only works in 24 meters, which is enough of a radius for you to hear, is going to counter slugging?
Just step on the boon or don't slug. How difficult is that to counter? You literally can hear it if it's that close.
It's nowhere near that simple.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2639798#Comment_2639798
Even if it takes using third party software to do it?
That's going too far. And it's not possible for us console players.
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It's just an annoying perk. That's about it.
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Of course. The reason I play killer is for a challenge. The problem is we don't get challenges, we get unwinnable matches.
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They removed disarming traps with toolboxes because they didn't want items having an additional bonus against certain killers, but that's exactly what lightburn and destroying Hag's traps with a flashlight are.
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I tell them to get a life. I'm usually playing with brown add-ons and lower tier killers, so they're complete clowns with no self-awareness when they tbag out the exits.
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@Regulus47 said:
Why do you feel the need to exploit with blight? He's a top tier killer at base even without the j flicks and hug techs and 100000 DPI and other exploits. Just practice as he was intended to play and I'm sure you will still win a lot, and be having a lot more.fun. :)
If other players are gonna exploit with him, and we know how to do it, we're gonna do it too.
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Leatherface. Worst designed killer in the game. Yes, worse than Legion, Twins, Pinhead, all of that.