danielmaster87
danielmaster87
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Comments
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2545170#Comment_2545170
But what if I run a perk specifically to annoy or anger the other guy. Intentionally...
Like Franklin's? They can get over it. Their problem is with the perk then, not the killer.
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@Wedeguy said:
How are you getting punished after landing an hit?
If it wasn't obvious, it means that you can't hit someone normally and then see someone else and use your power. That would be too convenient for the killer I guess.
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No killers are overperforming anymore. You just see Wraith a lot because bad survivors don't know how to counter him.
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Mettle of Man was broken because of instaheals, Undying was never broken.
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You're not supposed to be able to react if he's invested that many bounces just to make a play that might not work. You make a read on whether he's gonna go left or right to reach you, in which case he can make a wrong read and lose distance on you with no charges to catch up to you with. In the case that he does go the right way to you, you could still swing your character outward at an inhumanly quick speed, which you can do as survivor for some reason, even though he made the right read.
Nerfing Blighted Crow or Rat is a bad idea. If that happens he's just gonna have to play scummier, like Spirit will soon have to.
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The nerf was so out of left field. This was one of the least problematic killers in the game. And they're absolutely gonna Ruin him, because some survivors kept giving the killer an option select for free and then complained about it. Or thought that they should be able to trump his zoning, which he needed because he was 110%.
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@Clowning said:
https://forum.deadbydaylight.com/en/discussion/comment/2543591#Comment_2543591
The way they handled Trickster is the funniest thing ever to me. They made his general chase weaker, but made him even more oppressive at camping and downing Survivors in dead zones. I genuinely struggle to understand the thought process behind some of the changes that have happened in the past.
And always remember the dissolving knives, or whatever mental gymnastics they use to justify the laceration meter going down over time.
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Intentionally trying to annoy or anger the other guy. There's no toxic perks or add-ons. Just people who abuse strong perks to have more control over the other person. Tbagging, flashlight clicking, and hitting on hook are also toxic, and there's no mental gymnastics that sufficiently justify them as not being toxic.
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Probably Leatherface. Can't play normal or he loses, but if he gets 1 down, that person can be guaranteed dead that game, because the chainsaw goes through multiple people, which Hillbilly can't do btw, and can catch up to a BT sprint burst through the poorly thought-out charge mechanic. He just chainsaws and that's it, even though the charge mechanic adds a sliver of complexity to him. It's boring.
All he needs is to not slow down a ton when revving his chainsaw, get rid of the charges mechanic, and give him a secondary ability (maybe one in which he has different masks around the map that give him different buffs depending on which one he puts on).
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I think that should be synonymous for skillful play and balancing priorities. If a killer's got many hooks, he's going on multiple chases, and that's showing his skill. If survivors are looping killers for a while, they're going on multiple chases or have 1 or 2 long chases, and that's showing their skill. We need balance changes that extend games basically, so that they're not over in 5 minutes from runaway gens.
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2544427#Comment_2544427
I don’t expect BHVR to read this or even make changes if they do, just pointing out how they nerf something when it’s “not fun”, “a bit much” or “wee bit overpowered” for one side…
But then they turn around and give the exact same thing to to the other side.
DS is still 60 seconds, and Pop was put down to 45.
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Either because they see it needs improvement, i.e not being based on just kills and escapes, or because they're jumping on the "MMR works in every game except DBD" bandwagon.
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Because people think that survivors can't be carried by gen speed, but also claim that killers running gen defence are being carried by those perks.
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I was wondering how "injuries healed" counted so much against my points when I was Plague. That's so stupid that cleansing counts. What are we supposed to do? Not use our power?
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@cburton311 said:
https://forum.deadbydaylight.com/en/discussion/285446/killers-wanting-to-have-fun
There is a fundamental problem with this mentality: For killers to have a fun easy game the survivors feel hopeless while getting stomped and vice versa for survivors that want an easy game, killers getting blown out with gen rushes and no hooks. One side is having a blast in god mode with cheats enabled and the other is just a prop to stroke their ego. When the game is balanced, both sides will need to play with the same skill and intensity.
This is the genius of the sbmm (or MMR if you prefer). However you play, you will eventually be matched against folks of your skill level and intensity. All you have to do is just not play like a sweat lord, use meme perks, gift hatch, or give free hooks. Imagine every victory as climbing a step of the ladder, every time you go up you get higher skill players that are trying hard, and every time you lose you take a step down. It could not be simpler. So please for the love of god please stop begging the Devs to make the game easier for you.
I don't think it has to be either/or. We want close matches where both sides are playing well and are allowed to play well. Killers usually aren't allowed to play when gens fly. And you can say the same for a survivor getting camped, because technically they're playing right and doing everything they can do, but against a competent team that killer's only gonna get that single kill. Whereas when killers play right and do all they can do, it usually ends up in a 1k or a 0k. So one side is clearly more pressured to play 'scummy' than the other, because doing so gives better average results than playing right. Gen speed is the root of the problems, I'd say, because both sides are having fun when they both get many chases in, which gen rush gives no time for. So longer matches, which can be achieved by slowing down gens, is what will make this game more fun, less stressful, and allow more room for variety.
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@ThanksForDaily said:
https://forum.deadbydaylight.com/en/discussion/comment/2543251#Comment_2543251
It's not a free win but easier game for sure.
Corrupt, Ruin, Pop every game. What is this? Easy free early pressure/easier game.
Most killers are 100% ruin dependent. They don't know how to play without ruin and blaming "gen rush". The killer main term.
Gen rush is a general term. If the killer gets 2 hooks on us before all the gens were done, chances are we were gen rushing. It's not always an intentional thing, like bringing 4 bnp's, it just happens. Killers have to bring full gen defence so that they're prepared for those teams, because when they're not prepared they stand absolutely no chance. They don't get carried by those perks. It's a necessity that they bring them. The idea that you can do well as most killers with little to no gen defence is so phony.
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@RenRen said:
https://forum.deadbydaylight.com/en/discussion/comment/2543262#Comment_2543262
Yeah the endgame ds is annoying. I don't know how you would even change that though. I guess you can make it so that ds doesn't work when all gens are don but I'm not sure how well that'll go.
It would be fine if DS didn't activate after all gens are done. All survivors have to do is give that person BT/body block them as usual. The only difference is that if the killer can successfully play around all that, they can still kill that person, instead of DS still being active and it being a guaranteed escape for them. It allows the survivor to have a chance to escape, while also giving the killer a chance to still get a kill.
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@KingFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2543262#Comment_2543262
Well, they played the rest of the game with 3 perks. Seems fair to me.
Corrupt Intervention or NOED every match is fine to you then? Or is it double standards?
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It would help if the maps we have would actually be balanced.
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We're playing our final matches as him as we speak.
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My problem is that it works in the endgame. As soon as the person gets off hook, it's a guaranteed escape for them. Yes, I'm technically tunneling, but when everyone else is full health and body blocking, what else is there to do? And then the person with DS will body block everyone else, because they can afford to go down and still get away.
They can also do an exit gate or flashlight save without losing their DS. It's absolutely still abusable.
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@ThanksForDaily said:
Took the training wheels Ruin Undying off and you'll see your true performance. 1-2 hooks.
Ruin doesn't mean a free win. You have to pressure a lot still. Some teams will leave it up all game because it's easier to crank out gens than look for Ruin. It's nowhere near training wheels, and it never has been.
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I'm starting to use it because the survivors will teleport backwards into the pallet drop animation, so I want to not get as punished when that happens. It happens so often.
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Maps are significantly in the survivors' favor. There's not 1 that's killer sided.
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It just feels like you can't make 1 mistake as killer, and everything the survivors can do trumps what you can.
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Ohp. Can't be 3k'ing and 4k'ing. Must be "OP". Must be nerfed.
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I don't get the mentality toxic survivors have. Not even going into why they're being toxic for basically no reason. Let's talk about the practicality of their actions.
A Leatherface camps someone to death, and that's the only kill they get. You can argue they should be tbagged because they were that petty to that person and basically ruined their game.
But that's not even the people they tbag most of the time. It's usually a killer who tried to pressure all 4 survivors, hooked everyone at least once, never went for the same person twice, never camped. Maybe they used full gen defence, but can really blame them? The survivors will still tbag at the exits anyway, like the killer did something wrong to deserve it.
It's because of this behavior that killers start to camp and tunnel when they never did. They're gonna suffer some toxicity either way, so why not face camp for the 1k? Probably better kill results than actually trying to have many chases and show off their skill. It's the sad story of the killer role right now.
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Nothing should be at the expense of new content. We should be able to have new content AND balance changes. Stop setting your expectations so low.
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He was probably my first main. No more.
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There aren't any.
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This building has way too much RNG. It's either insane for survivor or it sucks.
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It's hard to say what my most frustrating match was since I play killer. So it's changing every night, you see?
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All she needed nerfs for was her stand-still mindgame. Anything beyond that was always gonna be going too far, which they totally did.
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I've almost stopped playing killer competitively, when that's been my thing with this game. It feels like it would be better to just play with whatever perks or killers rather than play my best, run the best perks, and still get beat no matter what. My choices in a match don't seem to matter, especially past the point where I've made a mistake or two. Survivors just don't go down quick enough to keep up with the gens, whether they're amazing loopers or garbage loopers. Now boon totems are gonna be a thing. I just don't see the point in trying to play killer at high level anymore. You're at a complete disadvantage from start to finish, and that leads to an unenjoyable experience whether you win or lose.
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@Superyoshiegg said:
https://forum.deadbydaylight.com/en/discussion/comment/2533912#Comment_2533912
There's a difference in wanting something to be changed because it is too powerful and wanting something to be changed because it's not fun to go against and is unhealthy for the game.
Deathslinger falls into the latter category. He's not OP by any means, but he isn't fun to go against for many players because there's a lack of engaging counter play to his ability.
There's loads of counterplay. Don't want him to option select you at a window? Don't go near the window. Don't want him to shoot you over a loop? Crouch. Break line of sight. Get caught on an obstacle so he can't reel you in. Survivors act like the killer shouldn't be able to down them using their power.
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I don't know why, but you can actually time the stun wrong. You have to wait until the killer is able to move, then drop it. Same with flashlight saves. Don't know why we need to time these things.
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Take away the i-frames and we're good.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2533155#Comment_2533155
Where the absolute ######### did I say that
You're just making light of a perfectly balanced killer getting nerfed is all. I just assumed you thought he was OP in some way.
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@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/2533174#Comment_2533174
These changes did nothing to fix that
Ok, so hatch not spawning unless only 1 SURVIVOR IS LEFT didn't fix anything?
Ok dude, between this and your discussion on Pop I can't take you seriously anymore, sorry 😂
I may have a "radical" opinion here and there, but I'm still very much knowledgeable about what I'm discussing, and anyone can observe that. Don't give in to selective memory.
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@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/2532900#Comment_2532900
Your example had 2-3 survivors already out, which means the door is open, so you just said that if 2-3 survivors escaped, I deserve to escape (which is NOT always true, but you make it sound like that)
Accept the fact that hatch is there to avoid a stall at the end of the game and move on, and start considering the fact that YOU WON even if the immersed claudette who did nothing all match gets hatch after you slaughtered the rest of the team
It wasn't talking about the same scenario. I was saying in general. But more importantly, hatch is just the cheapest thing possible, and nobody's gonna change my mind on that. Press a button in and win! These changes did nothing to fix that.
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@GoodBoyKaru said:
Don't let the door hit you on your way out Mr. Slinger :)
Yes, he was too OP. The only killer played in tournaments and high MMR.
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@ClumsyTrapper said:
It's one of the strongest perks in the game 😂
You must get some pretty meh survivors then, who let you use it to its max for no reason.
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@legacycolt said:
https://forum.deadbydaylight.com/en/discussion/comment/2532942#Comment_2532942
ok let’s remove the endgame collapse then too
Leave the egc in, except it activates when there's 1 survivor left, and it does NOT power the exit gates or spawn the hatch.
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I always have the same story to tell every time this gets asked. It doesn't get old either. Long time ago when I played the game, someone was mad about me using my hammer instead of my chainsaw as Hillbilly, so he calls me a "M1 Billy" like that's some sort of insult against me. Survivors complain about the darndest things.
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@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/2532229#Comment_2532229
That..has nothing to do with your reasoning on hatch
2 or 3 survivors escaped, yes, that doesn't mean that I should automatically escape: I still need to "earn" my escape by either going out a door or going out the hatch
Door opening being an earned escape, I get. But what about hatch? You just press a button on a place that the killer can't even patrol because he doesn't have an aura to follow like he does with the gates.
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Even camping isn't a surefire way to get a kill. The game will just take away your grab and then they all body block and run out the exits. This is why people face camp with Leatherface, because his chainsaw actually gives him the advantage.
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If they keep this up, he's gonna become a joke once more. He was almost there! Almost at the level where he could compete with a top team! I'm assuming it will only go downhill for him from here.
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No, you're fine. The dust change is going live for sure. Survivor want, survivor get. She was very much counterable already.
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It keeps getting pushed, this mentality that the survivors should have advantage in chase over the killer. Spirit needs sound and game knowledge to make a read on the survivor's whereabouts and hit them. Now survivors have so much info on her, that they're able to make reads on the killer. And when she runs out of her power with no hit, she's 110% again. 110%ers are supposed to be powerful. Spirit is pretty much a joke now. Just take away the stand-still mindgame and she was good. But they went overkill and gutted her. Time to look for another top 3, or if that's even allowed at this point. Now it'll probably be more like top 2: Nurse and Blight, and everyone else below them may as well be E tier because they can't compete with the best teams. No shot.
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@SirGando said:
https://forum.deadbydaylight.com/en/discussion/comment/2532281#Comment_2532281
and then get shittalked in post game chat and get told how much of a piece of sh***t you are.
Yes.
Play completely nice: tbags.
Play without tunneling or camping: "baby killer".
Win fair and square with no toxicity: "douchebag killer. Carried by perks".