danielmaster87
danielmaster87
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I've said so many times that they need to differentiate between pressing leave match and pulling the plug. But some tech gurus say that there's no way they can do that. It doesn't make any sense to me. Why can't it work like that? I'm sure other games could do and have done it.
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Killer has something decent! Red alert! Nerf, nerf, nerf!
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I never see him anymore. But that last time I did, he was very easy to loop.
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It's almost like bloody party streamers should be base.
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The best collision he's ever had was when he first came out, but now he just slides off everything.
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@Brokenbones said:
But they just nerfed keys and hatch? Notoriously survivor sided mechanics
There are a lot of reasons to be annoyed and upset at BHVR but siding with one aspect of the game isn't one of them imo
Changes that should have happened a long time ago.
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Yeah, the nostrils were really getting to me.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2590319#Comment_2590319
They should be the least appealing survivor to go after, however you manage to do that. If you know that the survivor that's just been unhooked will definitely not have Dead Hard, Sprint Burst, Lithe, Balanced, etc, then you know you're not going to end up wasting loads of time going after them.
But you still will waste loads of time going after them, if they have DS and BT which everyone should have if they're smart. I want to avoid creating situations where the killer HAS to tunnel someone out to play catch-up, but oh, it wastes so much time, so you lose either way. That leads to unwinnable games, which are very much real for most killers out there.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2590187#Comment_2590187
No, but a change to make survivors weaker when they come off the hook does.
It doesn't make them that much weaker. They can still have BT, DS, Adrenaline, Unbreakable. Are survivors just supposed to be invincible after getting off hook?
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So the ones we have aren't scary?!
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They took away his quick scope because that was 'unfair' for casuals, yet the casuals are the ones who even after the nerf are putting themselves in positions where he can quickly shoot them or option select them at a window. This is about creating more counterplay for people who don't even know how to use it, thereby ruining a killer at high level for no reason.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2588540#Comment_2588540
That's not really 'shaking up the meta', that's just a big ol' green light for camping/tunnelling.
So anything that's a buff to a killer or their perks automatically means they'll want to tunnel more?
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2586177#Comment_2586177
Because you said bodyblocking a hook wouldn't be a guaranteed kill if it was in the game, which at one point that was a reality and it was a guaranteed kill
I don't get it.
I already said I'm talking about current day unhooking. Nothing is guaranteed because even when it's just 1 survivor the game will take away your grab.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2586175#Comment_2586175
Just no. There’s a reason exhaustion already resets upon being hooked.
Maybe this perk could be the first to make an exception for that rule. Again, "Shake up the meta!" but nobody wants to buff anything weak to semi-viability.
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I don't think this is a common thing. It never has been. I rarely ever see an afk killer.
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Yes! The tile is way too strong. If any tile needs a breakable wall, it's shack.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2580662#Comment_2580662
Back in the day, you could unhook survivors from all directions, only the front. And killers would regularly stand in front of the hook and that survivor would have no chance of escaping.
Yes, it was guaranteed
But it's not like that anymore, so what's the point in bringing that up?
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2583589#Comment_2583589
It should have a reduced cooldown (Tier 1 50 seconds,Tier 2 45 seconds,Tier 3 40 seconds)
And the injured condition needs to go away aswell.Then we would have decent anti exhaustion perk that would reward the killer for playing well (downing and hooking survivors) and encourage them to go for other survivors instead of camping
Blood Echo should affect the hooked survivor too.
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Are we seriously still in this "Doctor OP" phase?
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I can't get into a match since the patch, so I've got nothing to be thankful for.
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@Nayru said:
https://forum.deadbydaylight.com/en/discussion/comment/2583624#Comment_2583624
corrupt/deadlock/pop even, generally with a chase enhancer, by far the most powerful setup atm
I think Pop is extremely overrated. I don't even run it anymore. Good survivors teams will give you injures, but not hooks. You'll get 3 uses out of it at most before all the gens are done. Especially with Deadlock's blockage time, there's a chance you won't even get to use Pop on a gen.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2583577#Comment_2583577
I still win in a lot of my games. I wouldn't say my MMR is low... at least it doesn't feel like it. I actually have a laugh at posts like yours. You guys act like you face swat squads every game and that it's absolutely impossible to win with no gen slowdown perks. This isn't true and those posts are ridiculous.
It's not death squads anymore. It's normal survivors that are beating us, because the survivor objective takes so little time and effort to do. So at base, killer is disadvantaged. Throw in a decent looper or two, and the match becomes way tougher. If all 4 can loop well, it's an impossibility of you winning that match. But still, looping skill doesn't even matter when the gens fly no matter what. Notice the meta has shifted to Corrupt/Deadlock, and we're still arguing whether gens are the issue or not?
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The 60-second cooldown on Blood Echo is crazy. It shouldn't even have a cooldown.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2580268#Comment_2580268
No one. I rarely use any gen perks on my killers. People just love to exaggerate things on here. Nothing new.
So you lose a lot? Or you win still because you're low MMR?
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@Hippie said:
https://forum.deadbydaylight.com/en/discussion/comment/2580662#Comment_2580662
So? Just hit the unhooker or bodyblocker and down them shortly afterward. No need to go after the person who was just taken off the hook, chances are they have BT applied to them anyway.
You're not listening. Whoever you hit first, the other survivors will body block them. You can't down them after because they're getting blocked.
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@KingFrost said:
Killers can hit the survivor. Survivors can't hit a killer. You could just stand in front of a hook and guarantee a kill.
It is so far from guaranteed, it's not even funny. You can just run up and unhook as survivor, and fake it out if you need to, but it's completely free because the game refuses to give the killer a grab. Have 2 or more people run at the hook, and it's pretty much guaranteed that the hooked person gets off, because one will unhook and the other will body block.
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It's always something that's not working for console. Literally all they have to do is take the ptb or whatever they finalize it as, and try it on consoles until it works right. If they have to delay a week or something just for that testing phase, fine. I'm just tired of these multiple huge bugs coming in every new patch.
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Everybody's voice is higher for some reason.
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Still doesn't solve the endgame situation. You have to slug the 3rd survivor to get the 4th.
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A little too early to be thinking about that.
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@MrPeanutbutter said:
https://forum.deadbydaylight.com/en/discussion/comment/2576574#Comment_2576574
NOED - the #1 complained-about perk by survivor mains. I personally never use because it rewards bad play and is a crutch perk. Would rather learn to win without it
Corrupt - lasts for two minutes and then you play rest of match with three perks
BBQ - several different ways to counter and also discourages camping
Not super convinced that these are way better than the survivor meta perks
Agreed.
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NOED, Corrupt, BBQ? Those perks don't hold a candle to what survivors have got.
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It's not supposed to be fair. It's supposed to be fun, only for survivor.
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I played him a bunch in the last 2 weeks. I was not impressed. His playstyle is fun, but it isn't viable even with his strongest add-ons. Now he's gonna be worse? Yeah, there's no way I'm playing him.
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I was also confused as to why it was so intrusive looking.
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@ThiccBudhha said:
That is why I love Nemesis, I can just fake, disrespect the pallet and get a free m1 on those clowns. Best ranged killer because he doesn't move like he had an accident.
No, it's still very much up to the survivor to mess up. He has a way less punishing cooldown on his fake outs because he's 115%, but smart survivors will know what you can and cannot do with that killer.
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@Nayru said:
https://forum.deadbydaylight.com/en/discussion/comment/2570552#Comment_2570552
bubba has to throw to guarantee a kill though, inviting survivors to throw as well sure but myers can 3v1 at 5 gens and pig can either have someone die randomly or identify a place to camp boxes for a bit
but no matter how you look at it neither of these compares to instadowning a person or two with t3 and then punting someone out of the game
what takes bubba two minutes at best takes myers about a minute from the start of the game if a bit lucky and then a ~10 sec animation
these are not comparable and i am way more interested in whining about wakizashi saya getting turned into a meme addon
Yes. All Spirit needed was the stand-still mindgame gone. Then she was fine. But no, they had to mess up a bunch of her good add-ons, and nerf her basekit too.
People complained that they couldn't tell how fast Spirit was during her phase, because she could be using 1 of several add-ons, but needing to know that information seems a bit entitled to me.
When Huntress has wind-up add-ons or flight speed add-ons, how can we tell? We simply pay attention. What about when Blight has a crow or a rat add-on? We can see how fast he's going.
So why is it so different with Spirit? She hits you, you run away, and then she catches up. Is that not enough indication for people? Can't they utilize simple guesswork and process of elimination?
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@Brokenbones said:
I dunno, some of the car loops on Badham are pretty favoured to ranged killers, to the point of them being basically death traps
Not talking the truck/ambulence ones, but the ones where it's a car, some junk and a pallet
The hitboxes are deceptively survivor sided as I said. Survivors can just crouch. If they have to uncrouch because the killer's coming around, that's their decision. They're not supposed to be invulnerable at these positions, even though it often feels like they are.
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@Nayru said:
https://forum.deadbydaylight.com/en/discussion/comment/2570248#Comment_2570248
uh bubba can't gank survivors without perks/mori so not sure what the reverse beartrap analogue is for
anyway spirit hurts the most, she broadcasts her location to everyone nearby in phase so pretty much never get caught off guard again, but not only that let's take a bunch of actually solid, sometimes good even addons and either delete them or turn them into memes, yeah when we do such a good job with addons in general let's take 10 steps back on a killer that actually had a good set
but hey, at least you've got unique music for when you impotently chase someone as a 110% after getting your 'I AM HERE BUT BLIND' power juked
I was talking about the fact that those killers can down someone once and guarantee their death.
Myers is simple to understand because he doesn't even have to down or damage them, he can just press button and mori the person. This fact is not changed just because it has a hefty stalking prerequisite.
Pig can put a trap on you, and if they have Crate of Gears and Tampered Timer, there's a chance that even without being interrupted, you can't even search all the boxes in time, and you die. Pig can also option select you by putting a headtrap on, tunneling you the whole game so that you can't get your headtrap off, so that you either die to not getting your headtrap off, or die from being tunneled. Even if you have BT and DS, the pig can still keep following you and making it to where you can't get your headtrap off. It's a stretch, but it is possible to survive this if everyone gets out and you get the hatch, because that doesn't make the headtrap kill you.
Leatherface is pretty blatant in what he can do. Sure, Hillbilly can also pretty much guarantee a hook trade through his chainsaw, but he has phantom saws and must be very specific with his chainsaw, which might make him fail to hook trade. Leatherface's chainsaw however just lets him mow through everybody, no matter what. So if he gets you down 1 time, he can just camp and then get a positive hook trade when anyone tries to unhook, because the chainsaw hits the BT'd person the moment that they get off hook, so the killer can still catch up even though the BT sprint burst.
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@El_Gingero said:
https://forum.deadbydaylight.com/en/discussion/comment/2569076#Comment_2569076
You’re saying Myers with that add-on is as strong as or stronger than Nurse?
In its lethality to one survivor, yes. It's just like Pig's head trap or Leatherface's chainsaw. You get 1 person one time and they're out of the game.
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@WTBacon said:
https://forum.deadbydaylight.com/en/discussion/comment/2568456#Comment_2568456
No one complains about tombstone, actually. The problem is tombstone piece. It also lets you kill a survivor very early, but the requirements are much smaller.
Killers should not be able to mori using an add-on. That's overpowered.
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Pretty much anything you do as killer is punishable, to a great extent too. It doesn't take a genius to see that, but we've got to enlighten some folks with posts like this every now and then.
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I'll take that change as soon as 4%ing is disabled when there's 2 survivors left.
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Scratch marks are one of the most inconsistent things about this game, and act as a built-in second chance for survivors a lot of the time.
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It's random I guess. Killers are supposed to have complete priority in closing the hatch, but sometimes the survivor gets it. I just don't get it.
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I'm ready for awful challenge design. I'll attempt them anyway because I'm a completionist, but I'm probably not gonna have fun with it. The garbage aim sensitivity console has is enough to make me rage.
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His nerf could lead me to stop playing too. It's 1 less killer that I can play and have fun with while also feeling kind of strong. Now, he's gonna be way worse, basically unplayable. Do that to a few more killers and I'm out.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2564822#Comment_2564822
I mean, aside from the most biased people, everyone should agree that Deathslinger needed some changes. If those were the right changes is a different thing, but he needed something.
He didn't need changes. He needed add-on buffs actually. He can't do anything against a decent team.
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Most killers have nothing on the survivors. They control everything, not the killer.
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You can kill or blind them.