danielmaster87
danielmaster87
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Comments
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It looks like the killer gets stunned throughout the match as much as the survivors do, which means that the killer side is going to be underpowered and not enjoyable. Just like this game.
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@Mooks said:
Understandable.
(I think especially Tinkerer is too much on high mobility killers, especially Blight, while on its own the perk isn’t really OP..)
Tinkerer/Ruin does nothing without skill to complement it.
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Why do killer add-ons have to have such huge downsides, even when their effects aren't that great?
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Gens can definitely be longer, and there wouldn't be a problem. If good survivors are doing gens in 5 minutes now, they'll only take slightly longer if the gen times are upped. No matter what the gen time is, casuals will complain it takes too long. So increasing the gen time can only be a slight inconvenience to higher level survivors. They can take it.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2517955#Comment_2517955
It's fair in the sense that it's a good structure for survivors to use but it's useless when the pallet is gone.
It's still so strong when the pallet is gone.
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Ah, you got me.
Seriously, what makes this seem bait to you? What radical opinion did I display? That killers should have decent add-ons that don't actively hinder them?
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@SunderMun said:
While we're at it, activation parameters need to be changed for her traps and they need to not change the survivor's camera.
How is that gonna be different from what I've explained? If survivors don't get the camera jerk, they can get big distance on her even when she teleports instantly.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2516616#Comment_2516616
They definitely don’t but people will complain against anything. Killers still say DS is OP.
It's still abusable, because they can body block for someone and still have DS. It doesn't deactivate when the killer hooks someone else, so that's what happens.
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@Brokenbones said:
Hillbilly mains are probably excited
His addons are rock bottom, so how could they possibly make them worse?
Bring back old Mother's Helpers! That's what I'm expecting.
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When I get good results with a fun build, I feel great. But fun builds usually don't get good results.
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@glitchboi said:
Spirit nerf yeah I'm happy about it. I don't care about Nurse but please, PLEASE don't destroy Blight. Just nerf Alchemist's Ring and call it a day.
Alchemist's Ring is the most overrated add-on in the game.
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Hillbilly will be buffed.
Nurse will be nerfed/buffed.
Myers will be buffed.
Hag will be nerfed/buffed.
Oni will be nerfed.
Blight will be nerfed.
Wraith will be nerfed.
Pig will be nerfed/buffed.
And Ghost Face will be nerfed/buffed.
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To me, 2 factors decide that. The older realms should be reworked first, but the realms with multiple maps should also be reworked first. So I'm guessing either Haddonfield and Swamp, or Red Forest and Swamp.
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Many add-ons, especially the ones people are wanting nerfed, are alright as is. It's the ones that never see play, either because they're not as strong as others or because their design is nonsensical, that we need to pass.
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I almost never see her. I'm talking like Twins-level rarity. Now we're gonna see her even less.
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Now I've seen everything.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2514493#Comment_2514493
Ok now I'm curious. How would you rework it. Please don't make it near useless?
I put my idea on your post.
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Awful map.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2514643#Comment_2514643
Why not just make that Iron Will's effect, then?
I don't know. Why you asking me about Off The Record when we're talking about Iron Will?
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2514511#Comment_2514511
Okay, how would you change Off the Record so that it captures the spirit of Iron Will without being too strong/weak?
Like I said, I would make Iron Will have Off The Record's effect. So what to do with Off The Record after Iron Will has stolen its effect? Well, I'll tell you.
Off The Record could be changed to "If you're unhooked or unhook yourself in the killer's terror radius, your grunts of pain are reduced by 50/75/100%. Your sounds return to normal once you're outside of the killer's terror radius for 10 seconds. (If the 10 second timer gets interrupted by you returning to the killer's terror radius, the timer gets reset.) If you unhook another survivor in the killer's terror radius, they get this same effect."
It works as an anti-tunnel perk, it's limited, and it affects teammates. I think this would see play.
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Change its effect to Off The Record's, and then change Off The Record's effect to something else.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2514439#Comment_2514439
So we should ultimately make it useless and not worth taking?
Rework it entirely. No perk should give a permanent no-noise effect. Off The Record and Quick & Quiet are model perks.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2514268#Comment_2514268
No please. Don't nerf it into the ground. We should still have usable perks
Yeah, just not Iron Will because it's fundamentally overpowered.
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All she needed was the removal of the stand still mindgame.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2514320#Comment_2514320
Perks shouldn't be the hard counters to killers.
Agreed. So why is Iron Will a perk?
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2514208#Comment_2514208
The ######### do you mean no information she still sees scratchmarks, foliage moving, hears breathing + sounds of pain if no iron will is in play, and footsteps. How is that no information?!
Everyone runs Iron Will, but even without it the sounds in this game are always inconsistent. Now that Iron Will completely trumps Stridor, she's at the survivors' mercy. Yet they can know almost exactly where she is.
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None of them are balanced.
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Don't know why his new add-on stops him from picking up traps.
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She's a dead killer. All she needed was removal of the stand still mindgame.
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Yes. Spirit is now given no information and survivors have all the information. It's backwards logic.
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I love it. Don't think Trapper's add-on should disable him from picking up traps, but that's all I can complain about.
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@Mat_Sella said:
Nurse will outpace
Blight will outpace
Wraith will outpace
Billy will outpace
Victor will outpace
Spirit will outpace
Oni with Demon Dash will outpace
Freddy will teleport in front of them
Demo will teleport in front of them and can close an 11 meter gap as it's attack.
Hag will teleport on top of them and hit them
Huntress will snipe
Deathslinger will pull
You make it sound like the map has zero obstacles or buildings.
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@Steel_Eyed said:
Blight is really effective at catching W gamers.
Unless the survivor moves left or right at the very end. Those old "new" animations would have helped with that.
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@ThiccBudhha said:
I think the fov is the bigger issue. The sensitivity is fine for me.
That's a big issue too. Why can't I see someone who's crouched in front of me?
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@Impose said:
Remove it. The game is clearly not balanced around SWFs
You can't. People want to play with their friends and they have a right to. We just need to close the gap between solo and SWF so that killers can be buffed appropriately. If there's a new strong killer add-on idea being thrown around by the dev team, they won't implement it if they think SWF can deal with it but solo can't.
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I've been having more fun with both roles since MMR has been active, than I have throughout the entire rest of my DBD experience. Killer isn't as fun when there are matches where no matter how well you played, you auto-lose because you picked a weak killer/perks, but I do enjoy going against people of my skill level consistently.
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The only "break" I took was probably at the beginner level. I got DBD from PS Plus, decided to play a few matches, forgot about it (not for lack of interest, mind you), and then a few months or a year later I started playing regularly.
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Mine cannot allow a key, unless you find one in a chest. Mine is Built to Last, Streetwise, and 2 other perks of your choosing in combination with Commodius Toolbox and both charge add-ons. Huge boost on gens for the team if you can get that toolbox into those gens. Your chances of escaping go way up.
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We must have some RNG in map generation or else the game gets stale. But the devs need to know which tiles are broken and which ones aren't.
Those long wall pallet loops that appear on certain Macmillan and Coldwind maps become god loops that the killer can't catch the survivor at, even with bloodlust 3, once the pallet is dropped. Why can so many spawn in one map? Better yet, why do they exist?
Long wall jungle gyms are almost as ridiculous. Just the window is op. You don't even need the pallet. The killer has to commit to walking left, right, or vaulting the window, and the survivor can just wait at the window and react.
Killer shack is the classic. It's notorious in its survivor-sidedness. The same thing as a long wall jungle gym. The survivor can just wait at a position, see and react to the killer, and then loop around an additional time. Why doesn't this tile have a breakable wall full-time, like Dead Dawg's shack has? The shack on Father Campbell's Chapel usually has a jungle gym looping right into it!
The stronger tiles should be a certain distance away from other strong tiles, otherwise the survivor can theoretically loop the killer forever. 2 weak tiles together? That's fine. But I'm tired of seeing crazy map RNG from god loops spawning next to god loops.
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@Aven_Fallen said:
Survivor: None.
BNP is probably the strongest, but in the end, it is not really that strong (like, 25% are not that much, considering that the Killer can reduce this amount multiple times each game by using PGTW) and it is basically the only strong thing left for Survivors when it comes to Toolboxes. Before the Toolbox-Nerf there were almost no complaints about BNPs, now people complain when it is the only thing left for Toolboxes which is somewhat good. But BNP did not become better, the rest just became #########.
Killer:
All-Seeing Blood (Wraith)
Tombstone Piece, Fragrant Tuft of Hair (Myers)
Mint Rag (Hag)
Tampered Timer (Pig)
Pinky Finger (Clown)
Mother-Daughter Ring (Spirit)
Black Incense (Plague)
Scalped Topknot (Oni)
Alchemists Ring (100%), Blighted Crow, Blighted Rat (maybe those two as well) (Blight)
Engineers Fang (Pinhead)
Blighted Rat? Really?
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They're so bad. They're either something you have to break or something you never want to break. The only perfect breakable walls are at the shack and TL on Dead Dawg, because they make existing tiles weaker.
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I've seen her but anytime she wins, or even comes close to winning, is because of bad survivors. I got beat by a M&A Spirit, because people kept getting themselves slugged next to the other downed people, and rescuing people from hook when they're on death hook and can't run a Spirit for more than 20 seconds. I probably had the longest chase at the end, because I actually crouched mid-phase and confused her, which clearly nobody else had been doing because they just think Iron Will is gonna carry them as it usually does.
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It is shocking that god pallets haven't been identified by the developers as problematic design. The survivor drops the pallet, the killer literally can't get them without breaking it. It's not hard to think about.
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Personal preference. It may be miserable for killer because the game's so survivor sided, but it's the mentality that makes people want to play killer. They want to be the 1 in the 1v4, to challenge themselves.
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@Duke_Ragereaver said:
https://forum.deadbydaylight.com/en/discussion/comment/2508734#Comment_2508734
What about the strength tinkerer and ruin undying give? Or the fact that 99.99% of killers run that build? How is it fair to demand nerfs for survivor perks without even addressing the strength of killer perks? I dont think thats really fair or correct. Just dont lunge my guy.
Those perks only even the playing field for killer, allowing them to just play the game. It's the fun chase perks, that people can't run because they're not gen defence, that actually add to a killer's chase strength. If survivors can't even do the gens, then it's their game sense that needs analyzing, not the killer's.
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@[Deleted User] said:
Play Spirit, Nurse or Blight.
We shouldn't have to play with the big 3 to have a chance of winning.
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@xenotimebong said:
Thana isn’t really great slowdown. I’d maybe revisit your build to see if there are better perks you could be taking.
Also, recording your games and watching them back is pretty enlightening. You’ll see things you might have missed, mistakes you made, and places where you could have snowballed or maybe pressured better. Also posting a video here and asking for feedback will usually get you some useful advice in terms of mistakes you may be making.
Finally, gg go next. It was just one match. While annoying, it’s a drop in the bucket and you won’t even remember that match a month from now. Take a breath, have some water and move on to the next one.
Sloppy Butcher and Thanatophobia. 2 perks that have been completely power crept at this point, I say.
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I've dropped Hillbilly and Huntress. I've picked up Plague and Nemesis.
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They shouldn't be basing MMR on only kills and escapes. That's all I can say against it.
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Compare her crouch to Ghost Face's. That's all I gotta say.