danielmaster87
danielmaster87
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Because they're the power role, and some decide to abuse that and become bullies.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2507341#Comment_2507341
Survivors making basic decisions like distance or stun would just complicate the role far too much. They already have enough on their plate needing to do 5 gens when there are only 4 of them. Who the heck is supposed to do the last gen? Casper the friendly ghost?
I know right? You shouldn't have to actually commit to the pallet drop and give the killer more reaction time to stand back and not get stunned. You can just vacuum backwards into the animation and stun them anyway.
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Killers have been conditioned to play around or respect BT and DS, so you don't even have to run those perks to get their benefit, because the killer doesn't want to risk you having those perks or they get mega punished. So that's the survivor perspective; you can use whatever you want. Autodidact, Premonition, Self-Care, you name it.
For killer, you almost always have to run 4 gen defence perks, because the gens are too quick. A 30-second chase puts you on the back foot for the rest of the game, and a 1-minute chase is a guaranteed loss. We're talking about versing survivors who actually do gens, mind you. You can do amazing in chase, and bring in 4 chase perks to help you and cut the chases a little bit shorter, but it's all for naught because the gens got done in 4 minutes. Gen defence on the other hand gives you a fighting chance at least. If you can cut chases short and get back to pressuring the gens real quick, Pop and Ruin will allow you to regress gens, even though survivors can play around that by finishing gens before you can Pop/Ruin them. Some people say you just need Corrupt for gen defence, but I don't buy it. You need that perk on top of other gen defence perks so that you don't get out-genned all the time.
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I don't get it either. Instead of creating an interesting endgame mechanic that forces the survivor to make a move, maybe something chase-based, we're stuck with what we have now. Hatch is uncreative and boring, and just lets someone escape for basically not doing a thing. And if you close hatch, the exits are powered and the survivor gets another chance to escape. It's literally 2nd chance into 2nd chance. Even when both exits are powered from all 5 gens actually getting done, the hatch still spawns and opens, so that's 3 things the killer has to monitor for the survivor to escape through. Someone escaping will give you a black pip too, so it's not just your kill count getting affected.
And from hatch spawned the key mechanic which is also ruining the game.
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@LordSturm said:
Yeah, the good ol' "slow someone down with clown bottles but completely throw the game and cure them and speed them up with the antidote". It's sad to think that even made it to Live.
In reality, that challenge is impossible to do without farming. You had to slow them down with the purple, but then also give them the yellow speed-up, but because the purple's effect goes away so quickly and the yellow's takes so long to activate because of the delay, you would have to throw a yellow then throw a purple at the survivor and then let them go into the yellow, which they won't even do if they're just holding forward and dodging it all like mad men which is the usual reaction.
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Hex perks suck. They just get destroyed and then you're handicapped the rest of the match. So why do they need to be nerfed more?
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As survivor, my teammates are excellent on gens, but fail to get everyone out at times when it was possible to get everyone out. As killer, I usually face survivors who know what they're doing, which makes it challenging, but that's mostly due to gen speed. There are still some games as killer that seemed unwinnable, no matter how well I played.
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Spine Chill is better.
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We still need those significant balance changes. If we don't get them, then this excellent matchmaking is going to waste.
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@botrax said:
I dont think balancing the game is in their priority. The reason i think that is balancing the game wont give them any money.
It's not their priority but it's in their best interests. You can see for yourself how much of the forums are filled with complaint posts because the game imo is in a bad state. I know you can't satisfy everybody, because survivors and killers will be biased, but there are issues that pretty much everyone agrees need fixing, and they're not getting fixed for some reason.
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The pallet rollback gives survivors the best of both worlds. They can be greedy and go around the loop 1 more time which usually results in them getting hit, but also drop the pallet safely without taking damage and getting the stun. And that translates to killers getting the worst of both worlds.
It was already bad for killer because there's constant moments where you're all the way through the pallet, which you would think blocks the survivor from dropping it on you, but no, the game gives it to them and warps you back into the stun animation.
I played DBD back in the day, after the pallet vacuum was removed but before they fixed the ridiculous hits at windows, and that's when I actually saw myself hitting survivors through pallet drops and window vaults. But hear it from survivors today, and they'll make it sound as if it's as bad now as it was back then, when it's clearly not.
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Bring NOED. They can't do all the totems if they're gen rushing that hard. Sometimes there's not even a point in defending gens, because survivors will give you injures but not downs so you can't use Pop, or you'll interrupt a gen with Ruin but they'll split up on gens and you can't be everywhere at once.
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Default. There's no other cosmetics of his that pop out to me.
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What do you mean by "premades"?
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Yep. It's just* survivor nerfs. Killers have gotten everything* they wanted.
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I'd just like some consistency. But since it's stupid that Plague loses her corrupt purge to a pallet stun, I think it should be consistent that killers don't lose their powers from stuns.
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Up gens by 10-20 seconds til completion. They're too fast. "But they're gonna take forever!" You'd be amazed what an efficient team of survivors can do when they're not complaining about "long" gen times. When pre-nerf Ruin was still around, survivors never complained that gens took too long, even though they took longer on average back then because people didn't know how to hit great skill checks. Now they're faster than ever, and people still say they're too long. So I think the "it will make gens too slow" argument really just comes from a place of survivor entitlement as a result of all the gen defence nerfs, and the emphasis on every survivor loss being the killer's fault.
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I use Counterforce. Way too many killers run hexes these days, and I still don't get it. They're such inconsistent perks. You can have them up all game or someone spawns on them.
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He's a killer who's heavily reliant on one or two strong add-ons, more so than even pre-buff Wraith. If you had the Impaling Wire that makes another chain spawn when the survivor breaks one on the environment, you would have caught them. Other than that, there's nothing that would have actually helped you get them in chase except maybe the Greasy Black Lens IF they were at and indoor/high wall loop and you were able to mindgame them. The devs could have been so much more creative with his add-ons, but no, they have to add crap like "increased casting range" and "increased travel distance" of the possessed chain, which does nothing.
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@th3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2496729#Comment_2496729
Yeah cause that blight/spirit/nurse definitely needs ruin pop undying tinkerer.
You tell me. 🤷 What I've been observing in this game for years and still am now is that default gen speed trumps any kind of skill-based chase action. Therefore killers use all gen defence perks. But those perks do nothing for you, as killer, without skill to go with them. Ruin and Pop nothing for you if you can't get downs, which DS/BT/Unbreakable/Dead Hard makes nearly impossible. And those are all survivor-killer interaction perks. Killers run killer-generator interaction perks. That's why they have little going for them in chase. If they didn't have to run 4 gen defence perks, they'd run 4 chase perks which would allow them to perform way better on average. But because I'm All Ears and Spirit Fury/Enduring do nothing to gens, they're unviable, and so are any killers that run them.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2496738#Comment_2496738
it's really not that hard to hit people through pallets...
https://clips.twitch.tv/DepressedColdRamenPicoMause-_T8hFDPjF1BjoUp-
Yeah just have a good connection, or in the video's case, have a survivor who waits til the very last second and wastes the pallet.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/2496748#Comment_2496748
someone picks up the box, hoarder goes off you down them, chain hunt activates. Rinse repeat
But Hoarder doesn't guarantee the down, and if I'm not mistaken, Hoarder says that only items that have been knocked out of people's hand give a notification when they get picked up. You're not getting any new information with Hoarder; you can see when someone has the box and is solving it. So what is the point really in using Hoarder on Pinhead?
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I also recently became a Plague main. When survivors give you your corrupt purge and you become an omega Huntress, it feels so amazing.
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Killers figure if you don't have time to do totems while you're gen rushing, might as well bring NOED. That's why I blindside them with Counterforce.
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Spine Chill. Increased action speed and you never get snuck up on.
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I thought they fixed this.
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@Chilli_man2400 said:
Run hoarder on him and use chains on short loops or when a survivor is running straight. When someone picks up the configuration try to down them with hoarder to get infinite chain hunt.
How does that give you infinite chain hunt?
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We all knew this was going to happen when they added the rollback. Survivors have near invulnerability at pallets, so they can be greedy for the stun to their heart's content. I'm not looking forward to the screams getting removed either, because then I won't even know when I've been cheated out of a hit.
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I get mad when survivors use all meta perks, because they don't really need them. Killers I'm fine with. What I do get mad about across the board is when people win with those perks and puff their chests and act like it was all skill, when I can count the moments in the match where a perk bailed them out rather than their own game sense.
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The thing I can't stand is that nobody gets it. MMR hasn't magically made the game harder for killers. It's been this way all along. If you fail to get even 1 kill with your Clown or Legion when you were 4k'ing before, what does that tell you? Either you were going against weak survivors before, or if you are in fact a god at those killers then they simply don't have the tools to beat efficient teams. That's what you have to take away from this.
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@LordSturm said:
Stand on the lock of the hatch and they can't use it.
It shouldn't be that specific anyway, but I'm pretty sure I did.
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We need big balance changes, or frequent balance changes with minor but positive changes. The devs take way too long to change 1 perk or other thing that people have been asking for for 2+ years. The biggest thing for me is the loop RNG setups. You cannot have things like a jungle gym window facing killer shack window on Father Campbell's Chapel. You just can't. The fact that things like that are still in the game honestly still surprises me.
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@GannTM said:
Can you please split this in paragraphs?
This post isn't even the worst offender of this, to be fair.
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The devs just need to stop playing games with the DC penalty and keep it permanently in. "Oh, but a few people were crashing." Then they shouldn't be playing the game until it's fixed if it's that common of an occurrence for them. I've said from the beginning, they needed to differentiate between people pressing "leave match" and people actually losing Internet, but nooooo, let's make it ambiguous and complicated for everyone.
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We absolutely should know after the game. There's no reason not to.
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As many killers as possible, I hope. I could care less for the survivors' blighted skins.
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@TacitusKilgore said:
Considering they got the likeness for pinhead, pinhead looks like Doug Bradley.
The pinhead actor.
He looks nothing like Doug Bradley. What we got was an unintimidating baby faced character with strange proportions. I refuse to believe this is his likeness.
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Easily. You can land his possessed chain on someone 3 times in a chase, and not even get a hit on them. It's stupid that a survivor can only be stuck with 3 chains max at a time.
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No periods.
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@Xayrlen said:
Yet another post claiming their "right" for easy 4k 🙄
If you think you lost by letting one person escape, then you are wrong. It has been said many times that every killer is balanced around 2k, but in order to escape with the key gens needed to be done as well as some people to be killed. If you failed to catch those people - that's your loss and not a problem with keys or rng.
It is very much a problem with keys and RNG. Bringing a key significantly increases your chances of escaping, because instead of doing 5 gens y'all can just do 4 and wait for someone to die, then find hatch real quick and press the "I win" button. You almost make it sound as simple as "You're the killer, so if you didn't kill the survivors, that's your fault." No factors taken into account.
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@ThiccBudhha said:
If they did show it, it needs to be after the game. The queue times are sus enough as is.
That's all we ask for, but they can't even give us that.
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@fogdonkey said:
Because a Mori ends the game for an unlucky survivor after maybe just 30 seconds?
You mean a survivor who gets farmed, doesn't have DS or BT, and gets picked up immediately with no flashlight save or anything? Yeah, that can happen without moris as well. The killer just hooks them a third time instead of seeing the pretty animation.
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@DetailedDetriment said:
Moris were just a number change, whereas keys are going to be a full rework.
Not if they just get removed.
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@WexlerWendigo said:
You know that the data shows that keys are hardly ever used?
Old mori’s were extremely more common.
Probably because survivors know they'll get tunneled out if they bring a key. And we all know why the killer reacts that way.
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I could care less about the box's skill checks or lack of them. What bothers me is that it's so safe for the survivors in every way. They can see it from infinite range away before the chain hunts are even active, simply picking it up stops everyone's chain hunts, and when Pinhead teleports to it while they solve it the chain hunts get reset anyway.
I want the chain hunts to continue until the box is solved. I also want Pinhead's teleport to be an interrupt move. When he teleports to a survivor solving the box, the chain hunts should continue for everyone, and the box should teleport somewhere else so that other people can solve it while the initial survivor is getting chased.
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They just take no skill at all. It's not even old mori level of cheapness. "You don't need to do 5 gens, just do 4." Why not 3? Why not 2? Why not 1? And oh yeah, hatch can open even no NO GENS have been done. All hatch and keys are is free escapes. They both need to go. "But we need hatch or the game gets taken hostage." Then don't let them. Reveal the survivors auras or something if they refuse to do anything. Problem solved. Too bad such an easy solution will never become reality.
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People complain because what's not to complain about with this game?
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Gen rushers, DS abusers, and key users.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2488498#Comment_2488498
since when were they supposed to be a limited time item?
Now that you mention it, I've only heard it from Tru3. I thought they were originally part of some kind of limited time event, like firecrackers in Chinese New Year. If that's not the case though, my bad. I wasn't playing the game when they were first introduced so I don't know for sure. But I don't think Tru3 would just make that up.
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Twins have been ruined at this point. So many drawbacks for so little reward.