danielmaster87
danielmaster87
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@ukenicky said:
https://forum.deadbydaylight.com/en/discussion/286245/why-wasnt-the-key-nerf-implemented-immediately
This guy made a valid point:
https://forum.deadbydaylight.com/en/discussion/comment/2552350#Comment_2552350
But also, old moris were pretty bs. Being able to kill people immediately off of their first hook for a mere offering was extremely unbalanced and promoted camping and tunneling in an unhealthy way.
At least with keys, survivors need to get all gens done to spawn the hatch and it takes up an item slot. Keys still unfair? Yes but at least they're about to be changed finally. Hatch has been nerfed into the dirt and furthermore if a survivor does escape through hatch neither of you get a change to your MMR so hatch escape will be even more moot for both sides.
Seriously chill
People keep acting as if nerfing hatch and keys is something special when it's not. Survivors are still escaping for free, with or without their item. Hatch ruins the endgame of matches. As we see now, moris are balanced, because they happen on death hook and take more time than just hooking someone. But keys and hatch are inherently broken and never will be balanced. We're not "making progress" with these changes. We're going 1 step forward, 2 steps back. It's such a joke.
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If people want to play casual and don't want to sweat, why do they care for the balance changes? It's an oxymoron.
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Nurse. She's even at S tier still in many people's tier lists for god's sake. But others say, "Well, she has bugs so therefore not OP!" Even though her power literally lets her teleport through walls.
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@Yords said:
For me it is kindred for survivor and BBQ for killer.
Spine Chill.
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@ThiccBudhha said:
Well, with how boring she makes the game for survivors, it is only fair.
So killers can't have creative add-ons that are actually effective so that they're used? Isn't that what survivors want? Variety instead of the same boring stuff?
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It's what happens when you make only 2 or 3 killers viable, and continue to nerf the ones who aren't even problematic.
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@Dwight_Fairfield said:
Does mass slugging really work though? Especially with unbreakable being a meta perk.
It's a b*tch to come across, but at least they can only use it once to get up. The increased recovery speed though is forever. I actually don't see that many Unbreakables, except for when the whole team has it, in which case you lose.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2552996#Comment_2552996
I wasn't meaning to direct it at you specifically, lol. It's just a hyperbolic version of 70% of posts on this forum.
Okay? Then tell it to them, not me.
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There's nothing.
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@Gwinty said:
The question is: What do you aim for.
For me it is a challenge to get a good result without using "unfitting perks". Unfitting being a completly subjective categorie that varies for each Killer. As an example: A Hex does not fit on Ghostface, Thanatophobia does not fit on Cenobite.
Now with each Killer I have a bit of a different goal. I want to use their power to the max potential. As such I like stalking with Ghostface, only mixing some hit and run because I think stalking and insta downing is more fun. I aim for some sick chainsaws while sprinting around a loop when playing Bubba and the match is a "win" for me if I get this right once per game. And as Pinhead I always teleport (unless I just downed somebody) and chase the person that summoned me, I do not turn down any challenge.
The thing is, even with kills now being regarded as a "win", I just refuse to play to that role. You can do this too if you like.
Relax a bit, make a fun build and if needed loose a few matches until you are at the right MMR. At the start of this system I got stomped in most of my Ghostface games because I run no slowdown perks (aside from Surge from time to time). After a while it stopped and now I get desecent matches.
I hope this approach can help you to get more fun out of the game. Maybe it works for you, it did for me.
I want the 4k. Every killer should have a chance to 4k. 2 or 3 will do for me, too. If I have to slug and 1-hook people to get kills, I don't care. Because playing for hooks and defending the gens is simply unviable these days.
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@JPLongstreet said:
Sounds not really fun for you, and miserable for survs.
Well, I would have more fun playing whatever perks I want, but killer seriously doesn't allow for that.
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@[Deleted User] said:
Why don't they just do everything in the game I want them to do immediately? It's just the press of a button! It's so insane to me that bhvr hasn't improved anything related to killer since 2016, meanwhile survivors just have 2000 buffs every patch and exactly zero nerfs, ever. We don't even get NEW killers. Hell, I can't even close the hatch. Actually I can - but that still isn't good enough for me. The fact that more than one hook state exists proves that it's impossible to play this game. I need 12 hex perks. If anyone runs away from me, that is simply cheating. The most frustrating part is that every single person who works for bhvr is a rank 20 survivor and doesn't even know what a killer LOOKS like! They've literally never seen one!
You're taking the piss out of me, but I didn't say any of that, even though some of it is true. Many people thought key escapes being instant was stupid. We've seen the developers play, and it's not pretty. Most of the changes to killer over the years have been nerfs, or buffs that should have happened from the start so that the killer can actually play normally. You know, Wraith actually being fast while in cloak, Trapper having 2 traps in starting hand, Clown and Leatherface not slowing way the heck down to use their powers. The survivor changes on the other hand were nerfs that were absolutely necessary for the game's health, like removal of pallet vacuum and instaheals, or buffs that they didn't really need like Object getting an action speed boost or breakable walls reintroducing old god loops. The bias is observable.
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@Xayrlen said:
Why do you care? They were nerfed after all.
No, they *will be* nerfed. I care because I'm still dealing with keys all night, because this simple change took a year to come up with and still isn't implemented, and survivors get plenty of notice so they're burning through them.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2552068#Comment_2552068
The rework they're on about is like the next one to moris too in that they're becoming base game mechanics at a cost to strength. This numbers change isn't the final rework planned
So now the survivors are going to "earn" a free hatch escape. This is the kind of stuff that makes me giggle.
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@Bwsted said:
They had to change an achievement for that, which is something they extremely rarely do because the stated it's a pita on console.
It was also more complex technically, with new animations and interactions that could be bugged and necessitate to be tested on the ptb.
As oppose to moris that just required a simple value change.
But then why announce something that's still in the works, and allow survivors to blow through their keys while they're still OP? It's a disaster waiting to happen, and they know it.
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@Firellius said:
Probably because as much as killer mains like to whine, keys have never been as much of a problem as moris.
Moris just cut killer requirements by 1/3rd or even 2/3rd, while survivors only got to skip the gates (<1/6th), or as many gens as the killer has made kills. And keys still required coordination to get more than one person out.
But it's so polarizing, what the game becomes when the key is in play. Kill 1 person, and everyone escapes with a key. They just have to do 4 gens and find hatch, which is as easy as breathing, especially with SWF and a hatch offering. What are killers supposed to do? Force a 4-man slug from the start?
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@humanbeing1704 said:
Would've been nice
I remember when they announced the insta heal nerfs and holy ######### you played against 2 or 3 insta heals basically every game
Yes, I was gonna mention that. We're 0-2 for survivors getting to keep their overpowered things for weeks after the nerf announcement, compared to how killer stuff is treated.
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@Gladonos said:
I thought I remember people complaining that every killer was using there Mori? #########? I even got the idea to burn all my keys before release day from killers using all there Mori's just before they got nerfed...
Oh, for what, the 8 hours killers had to react? I've been dealing with keys for weeks because of this double standard announcement BS.
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Because the devs don't know how to code pallet spacing or hook spacing well, so you get crap like this every now and then. For me it's normal though. The amount of times I've gone to Ormand, Autohaven, MacMillan, etc and gotten many pallets practically this close together, in what are usually dead zones for me as survivor, is astonishing.
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@ThiccBudhha said:
Um... So survivors can survive? Killer mains just want the entire map to be a dead zone, huh?
You're trolling.
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It's because killer's not fun, and survivor queues are too long.
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Survivors complain when their OP stuff gets nerfed, or when something new gets introduced and it's not OP for them.
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It's because their babies and the devs nerf whatever thing they're DCing against.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2549353#Comment_2549353
Before or after dedicated?
Right now.
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@IWFreak said:
https://forum.deadbydaylight.com/en/discussion/comment/2547403#Comment_2547403
Guess what they did to Coup De Graçe..?
Ruined it. A niche perk made even more niche.
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@Mr_K said:
Hold W and run.
Just hold W and runnnnn
When your back glows red, dead hard instead
Just hold W and ruuuun.
🤗
Nurse can easily hit you before you can Dead Hard if they just hit right away, like they're spamming the button.
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The add-on has such a dumb downside, it shouldn't be that popular. I certainly won't be using it.
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Good luck.
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I can't stress how much these perks are overrated.
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@ShinobuSK said:
Pop and ruin is a problem for you?
I know, right?
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Any at all. It's a luxury to hear survivors when Iron Will exists.
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Probably when my swf threw the game against a baby Doctor. The killer had a 3-gen on Temple of Purgation, and kept static blasting at every opportunity, but for god's sake it was SO winnable! I felt like I was the only one pressuring. Instead of running away and healing every single time I got hit, like everyone else was, I was pushing gens. And when the killer chased me off a gen, I held forward to the other side of the map AND he followed me there to down me. This happened at least 2 times. And still, my team couldn't finish the gens. One of them was too busy looking for hatch to do gens, I guess. I had to rage quit after that game, and I never do that.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2547368#Comment_2547368
My guess is that your MMR is significantly higher than mine. I'm pretty middling, and I see a fair amount of 4man teams either AFK, or running directly to me and then killing themselves on hook. It's certainly not every game, but I do see it enough to be concerning.
My survivors are insane on average. Probably similar to the ones you're talking about when they actually play serious instead of de-MMRing. I'm talking like 4 gen defence perks and trying to juggle everyone is fruitless, because they're all 4 gonna get out no matter what.
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If they nerf Pinhead's box or Hoarder because of their one specific synergy, I'm gonna lose my marbles.
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@Shaped said:
Ok sir. What else would you like?
Remove hatch.
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Just remove the i-frames.
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They will replace hexes. I really don't know what the devs were thinking when they came up with boon totems. Killers and survivors are now gonna be fighting over totems, a thing that was previously a killer-only thing and an objective for survivors. And unlike hexes, boon totems can be replaced constantly. These survivor perks are gonna power creep and trump hexes, which are supposed to be killer's strongest perks. It's a joke.
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@ThiccBudhha said:
NOED is going to be trash once boon totems become a thing. Not even worth the risk to take it. And I am one of the few people that doesn't pretend it is bad right now.
It's already not worth the risk. Even when rushing gens, teams somehow can get all the totems too. Or when NOED actually does get use, they find it instantly.
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Because the people they're balancing for are below casual. They think that Legion's OP, for goodness sake. Wraith's lunge is half his strength, and he can't even get around full loops with it, can't compete against high level teams, so now it's gonna be even worse? We're living in a dream.
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@GannTM said:
People complained. Wraith was perfectly fine before and it made no sense what they did to Wraith. All he needed was an add on pass which was what they did but they didn’t fix what was problematic about his add ons especially all seeing blood.
I think his add-ons were already perfect. A good example of what to do for future killer's add-ons.
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It's a very low-skill high reward perk combo, that. Can't hear or hit the survivors because no sound plus i-frames. Imagine killers having the same.
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Except they actually need those perks to play. Full stop.
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I've felt that too. Balanced players have like i-frames when they use theirs, but when I use mine I get hit through it every time, and it's not even a far lunge like Wraith's that they catch up to me with. I'd just like a little more consistency instead of getting the worst of both worlds.
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Sprint Burst isn't that hard to deal with compared to Dead Hard. You either let them Sprint Burst away, or don't swing at first so that you catch up to them. Dead Hard gives literal i-frames, and is used to prolong chases, not just discourage them.
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@Artemisha said:
0 fun on this game currently. Just sweatry tryhards that need win at cost of fun of the game. First 2 games facecamped on first hook.
3rd game I face a Pig. At beggining of game I just approach to say hi by boop the snoot (it was 10 seconds in game). I approach her bending on knees and pointing with finger. This killer attacks me instant, and chase me on a dead zone. 2nd hit, bear trap and bassement. 1 just suicided on hook... This community it´s so toxic....0 sportmanship, 0 honor, 0 fun.....just toxicity. And game desing encourages it.
You're low MMR if the killer, who's not Leatherface, is camping you from the first. Bad sportsmanship is seen across all grades though.
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You have to de-MMR as killer to have fun. The same does not apply to survivor. Survivors have more fun at high MMR where they can purposefully be slow on gens just to get more chases and flashlight saves in.
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It's got to be 3-4. There's just no chance of success otherwise.
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@NVerde said:
https://forum.deadbydaylight.com/en/discussion/comment/2545170#Comment_2545170
This sums it up for me.
It can be Survivor to Killer, Killer to Survivor, or even Survivor to Survivor - had a situation recently on The Game vs Spirit, I found a glowing totem which I cleansed and it happened to be Haunted Ground. One of my teammates then got downed nearby, which he then decided to blame on me (sent me a sarcastic "Thanks broooooooooooooo" message) - I found dull totem a bit later in the game tucked in a corner and he deliberately blocked me in until the Spirit came. A little later, two of the team were hooked in the basement and I went down for the rescue and unhooked them both, but got downed and hooked myself and no one bothered to unhook me. He sent me another message along the lines of "me and my dudes decided that we wouldn't unhook you".
To me that's just plain trash. Not only blaming someone for your failure, but then deliberately trolling them, and throwing the game to spite them - that's toxic behaviour. They all died soon after anyway. To be honest, I pity this type of person since their lives must be so incredibly sad and empty as to derive joy from ruining someone else's videogame. I can't imagine what level of pathetic you have to be to do that.
I've sort of been on their end of that before. We decide not to save the random, not because we have an issue with them, but because the gen finishing time is literally more worth it than saving them. They'd have to really mess up to make us feel that way though, like running straight at the killer when we unhooked them without BT and are trying to block for them. Or if they're doing something stupid like cleansing against Plague when nobody else is, killing us all.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2545125#Comment_2545125
The problem with SBMM is the same problem ranks had (once they finally gave killers actual matchmaking back, which took ages).
It's incredibly easy to smurf your MMR down as a team simply by AFKing.
I've seen it plenty, both in terms of a team of 3-4 players entirely AFK, or running into incredibly skilled and coordinated teams who play way beyond the level of the standard 'intermediate' players I usually play against at my undoubtedly mediocre MMR.
You know the exact type - the sort who do 4 gens before you've even downed someone and then play hide and seek for half an hour.
And before you ask, I can't even find anecdotal evidence of someone being banned for AFKing or 'holding the game hostage'. I'd guess that these reports are mostly to do with gathering metrics.
I've yet to see a survivor team afk'ing. They always give their 100%, even if that's just holding a button on a gen and not really outplaying me at loops.
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/2543262#Comment_2543262
Is it anti-tunnel? I think it tries to fill that space but does a mediocre job. Everyone wants to talk about narrowing DS under the guise of "anti-tunnel," but I never see any discussions about DS's effectiveness. Instead, it's always these cases of "I never tunneled, but I got hit with DS poor me!" yet what about all of the issues where you do tunnel, and nothing happens because you circumvented the perk? DS needs a significant rework, and this time the devs need to factor both perspectives and not just The Killer.
I don't think they took killers' perspectives into account when making the DS nerf. They never do. It was most likely a rare stroke of genius on their part. Someone actually asked "Why can a survivor still have DS after getting straight on a gen after getting unhooked?" Considering Dead Hard still has i-frames, I don't think the opinions of survivors is ever not at the forefront of their design decisions.