danielmaster87
danielmaster87
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No, it's been decided that survivors should just be rewarded with invincibility for playing greedy with pallets.
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@Jasix said:
Except people do talk about it - and the Mods have explained as recently as 2 days ago. Try searching for threads instead of regurgitating the same inane thing over and over maybe?
If I have to search for threads, then it must not be as common as you think it is.
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@Grandpa_Crack_Pipe said:
"If no one else is gonna talk about it"
Dude, everyone wants to talk about it.
Then why don't they?
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Because survivors need mindlessly easy counters to each and every killer, according to the devs.
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@Mew said:
i mean, they ARE eventually gonna change keys (since they’ve said it). but we all know how slow BHVR can be to implement changes lol
They shouldn't even be in the game. They were limited time items that got their stay extended to permanent.
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It's just a game of chance, I swear. Because believe it not, killers do get grabs against me, even though the game never give me any as killer.
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Are y'all just gonna go through every combination of 2 killers for this?
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@Zet395 said:
https://forum.deadbydaylight.com/en/discussion/comment/2487734#Comment_2487734
I definitely wouldn't call it OP, but I do think some Killers suffer more from it than others. Mainly stealth Killers.
I think before we start addressing perks that counter certain killers more than others, we need to do the same with items. Toolboxes can't sabotage Trapper's traps anymore, but yet flashlights can burn Wraith and destroy Hag's traps?
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Underrated perk. Except when some killers say it's "OP" or something.
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Iron Will belongs in the small pp survivor build. Robs killers of an entire sense.
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@Aven_Fallen said:
"You would think it would be the opposite. A killer-only chapter just came out, and everybody's testing out the new killer, so why aren't the killer queues short and the survivor ones long?"
Erm.. No? If a Killer-only Chapter comes out (or in general, whenever a new Killer comes out), more people want to play Killer, resulting in longer Queues for Killers. This is normal, if on one side more people than necessary (which would be 4:1) queue up, their waiting times are longer.
Well some people don't play killer at all. We know this. So I would assume there would be an equal amount of people who just want to try playing against him.
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@MadLordJack said:
I spent over a year being unable to play to survivor due to ques that averaged 20 minutes and occasionally exceeded 40. 5+ is now the norm and I am in heaven.
Same. That's why I'm so used to playing mostly killer now.
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I still think he's a hybrid of Freddy and Deathslinger.
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@TacitusKilgore said:
https://forum.deadbydaylight.com/en/discussion/comment/2484633#Comment_2484633
If the MMR is that easy to manipulate, it shouldn't exist in the first place. Its VERY scary that BHVR is this afraid of their own system.
I was in a match with you tonight. I just wanna say you're a great survivor.
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Can't even tell that either of those pictures have fov increases. The killer fov is such a joke in this game.
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That's if they want to be high MMR. No casual player would change up how they played/what perks they run unless they are competitive and want to win and are therefore not casual anymore. And because it's similarly matched MMR games, the killer's only gonna be as chill or as sweaty as the survivors are.
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They need to take half the survivors' aura read and give it to killers. Neither the killer nor survivors should be able to see the box aura cross-map, but both should be able to see the aura or they'd never find it. So what I would do is let the killer see the box's aura within a short range and let the survivors see its aura from a slightly further range than the killer.
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@CornHub said:
https://forum.deadbydaylight.com/en/discussion/comment/2484183#Comment_2484183
Why shouldn't it be a thing?
Because the killer got a successful down on someone, stuck in an animation but can't choose to bait it like when picking up off the ground, and he gets punished.
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Because it shouldn't be a thing.
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They should definitely let people see the MMR of everyone.
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@Phasmamain said:
They have already said keys are being changed later in the year on the 5th anniversary stream
They said a great deal would happen in the 5th anniversary stream, and it hasn't happened yet.
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You used to be able to get those skill checks last second and be fine. Not sure when or why they changed it.
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My problem is with the i-frames. Nothing else gives i-frames so why does this perk?
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@wxnickxw said:
Nope all three and only three and I got merciless. Still no unlock.
Sometimes the game lies and says it's merciless when it's really a 1-pip or ruthless when it's really a black pip.
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It's more technically demanding than it sounds, I assume, but I'd also like this fixed. And no, this is not a "nerf" to Pinhead. It's ironing out his problems, on both sides not just one.
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Why do y'all keep calling it a "health chapter"? You make it seem like it can only be in a single a time block. No, what they need to do is have 1 less chapter a year maybe, and then focus more on fixing the game over the course of that year. It doesn't have to be in-between chapters like "health chapter" makes it sound. It should be an ongoing thing, with no definite beginning and end hopefully. If I'm being honest, I think the devs can, and we deserve, the same effort content-wise AND optimization/bug fixes at the same time, but hey you can't get everything.
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@Mat_Sella said:
and by fixed you mean, fixed by there being an additional input, not by nerfing Pinhead.
Yes.
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/278045/slow-vaulting-has-way-too-much-priority
This is so comical. You made a post saying the changes were terrible and pinhead sucks, but then when you actually face him and realize his strength in slowdown by forcing slow vaults, it needs to go? I hope the devs ignore this awful place lmao
I'm allowed to play both sides and have opinions from both points of view. Nurse may be tough to beat, but that doesn't mean her bugs go away. I play both sides.
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I'm on PS4 and it's not happening to me, so either it's a PC thing or it's selective somehow like the last few stuttery updates.
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Now I've heard everything.
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I'm pretty sure Midwich, or at least its lighting, looks a lot better. The pallet texture change is also nice.
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They should have just gone with Hellraiser 1 Pinhead.
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@FreakPrince said:
Rebind the action buttons in the options. It’s not that difficult.
I've become way too familiar to the default controls at this point.
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@Raihje said:
Pinhead is simultaneously a worse version of doctor and twins lol.
His chasing power doesn't do anything in a chase - he stands still while summoning a chain that doesn't prevent you from doing anything other than a fast vault - but you can still vault. So it's a neutral or even negative in chase. Especially since they're made of paper and break as soon as they touch a survivor in any kind of chase/loop and they can hold m1 before they even land and break all 3. Compared to Shock Therapy where sure it slows you down a bit but you get a big cone in front of you through all obstacles that flat out prevents any interaction.
His Lament Configuration isn't Victor, it's not injuring or preventing them from doing anything really. Someone can hold it hostage all game just like they already do with Victor and even better, they don't give killer instinct on them or their team-mates and can still do gens and other stuff aside from an annoying chain every few seconds you just let go/dodge and hop back on.
I think at the very least everyone should see the aura of Lament Configuration at all times, even Pinhead. If you wanna hold the box hostage all game, you're painting a target. This would also kinda be incentive for not having the same survivor pick it up every time, and likely they'd be solving it while you're carrying a survivor to the hook or stunned by a pallet/flashlight anyway.
Everyone seeing the aura makes the puzzle box a genuine threat and priority as it should be, wherever it randomly spawns after it's either been solved or a chain hunt has started - also incentive for survivors to spread out on their gens which is optimal play to begin with, but will also mean someone's bound to be closer to the box than Pinhead himself and can solve it. You might think it's super OP but it's ultimately just a super weak BBQ on a single survivor at a time. Compared to Victor where teams will literally not care about being incapacitated and giving killer instinct on themselves and allies nearby the entire game lol.
I think survivors being able to see the box cross-map is busted. The add-on where they have to be close to it to see its aura should be basekit. His teleport should also function differently. What's the point in teleporting to someone if it's gonna pause everyone's chain hunts regardless? He should teleport to interrupt them, not when the damage has already been done.
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@DoomedMind said:
https://forum.deadbydaylight.com/en/discussion/comment/2476075#Comment_2476075
Oh I can guarantee you that it would be op, just look at Nurse players, they often put the double recharge add-ons, so one add-on that would do that job better than these two add-ons, and you can take a range add-on ? Nah man, it would be hell on earth for survivors.
After the successful hit cooldown and the fatigue she has to wait for before she can blink again, she basically gets both her charges back immediately anyway. That's why I say this theoretical add-on wouldn't be that strong, because it would barely do anything.
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@BastardKing said:
https://forum.deadbydaylight.com/en/discussion/277167/the-pinhead-changes-are-terrible
For the holding the box thing, the issue is there are going to be trolls who hold the box and don't let anyone else solve it to cause problems. It should pause it for 10 seconds for all other survivors, then resume. If it is not solved in 20 seconds, it should leave their hands and teleport somewhere else.
I think BHVR's biggest flaws as designers is being unwilling to make small changes more frequently. A lot of killers don't need overhauls or reworks. Just change some numbers in small ways, and make it clear that you are experimenting with the numbers. TEST if Freddy needed less pallets too, or if less pools was enough. Reduce them one at a time. Reduce Legion's CD by .2 seconds for a few months, see if it makes them more viable. Increase Wraith's speed while cloaked from 122% to 130%, then 135%, then 140%. That kind of thing.
Yes they should definitely do that. Looking back, they were on a roll with Trickster in terms of testing things. Changing him upon release, then after that, then when Nemesis released. And they were messing with multiple aspects of him too: his Main Event, his initial throw speed, his hit indication, his add-ons. Sadly even after all that we have a killer that's barely acceptable and can't beat good teams. If they at least try to put in similar time into changing Pinhead, he's gonna be alright, potentially even a new high tier killer.
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@GoshJosh said:
Yep: as is, Pinhead will be the #1 worst killer in the game. At least among the 115% MS killers.
I think he'll be better than Trickster simply because he's 115%. Both killers get forced into scenarios where they can't use their abilities, and 115% is definitely more favorable than 110% at those loops.
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Keys again. Sorry, can't do anything for you. The devs made achievements tied to keys, which were originally supposed to be limited time items, but they're not going anywhere. I've tried to convince people keys are killing this game, they won't listen.
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The real question is what bugs don't the Twins have?
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Since the 3-second reload was introduced, it's become more problematic, since you can dodge all his bottles perfectly and then he's throwing more at you pretty much immediately. But it's mostly fine. It's so hard to hit bottles directly on the survivors, especially when they know to dodge them. The amount of time you could spend trying to hit survivors with the bottles is almost the same amount of time you'd spend just hitting them twice.
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Oh, you LA Noire character, you. "Can I see the evidence on that?!"
jk. This guy's got nothing to back it up.
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Yes, BBQ, which is literally just information and has a hook prerequisite btw, is so oppressive!
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You're doomed with either one. Ruin goes down in 30 seconds, Pop you get cheated out of. I use Pop instead of Ruin because at least Pop still has a chance of working, as opposed to Ruin which gets cleansed and then you're a 3-perk killer.
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I assume we'll still see them, because it's one of those killers like Trickster in that some people call them D tier, and for some reason others call them S tier.
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@[Deleted User] said:
Just take the L🤣
It's not that deep. It's a video game. You're not entitled to victory.
"It's just a video game." Like, are you not invested at all in what you're playing?
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@Katie_met said:
https://forum.deadbydaylight.com/en/discussion/comment/2475426#Comment_2475426
I don't see anyone post about this. Imagine if nurse had an addon like alchemist's ring. There would be complete outrage.
It probably wouldn't be that strong on Nurse because she has the fatigue after a successful hit anyway.
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@Katie_met said:
Would rather see alchemist's ring changed instead of blighted crow
Is Alchemist's Ring really that strong to you considering it's a purple?
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@Trwth said:
It’s dumb that Pinhead can break his own chains. However, the developer update DID mention that if Pinhead breaks his own chains, a new one will spawn, theoretically making the chains last a little longer if executed correctly. Did I read it wrong or have we just forgotten?
I still don't like the concept. To me it's just like Clown's yellow bottles speeding up the survivors, or Nemesis's tentacle giving the survivors a sprint burst just from an infection.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2472231#Comment_2472231
yes these are very anti-fun mechanics for killer. zero fun allowed.
survivors do not just want counter-play, they want an instant win button and breaking chains instantly is an instant win button against Pinhead's power. I mean survivors are 4:1 ratio to killers, so if survivor say this is good mechanic, that mechanic stays. Honestly I think that when Pinhead goes live, every single Pinhead is just going to use Engineer fang(an iri add-on that injures survivor instantly) and impaling wire(a purple add-on that spawns more chains) to play him, otherwise his power is worthless until they buff his chain charges which they won't do because he will probably be "good" statistically from those two add-ons.
Yes. Killers have been nerfed in their entirety before because of 1 or 2 (I don't even want to say) problematic add-ons. Say a killer has their 2 strongest add-ons, but they only use one during a standard match. That's manageable for the survivors. It's the spam of their best add-ons that people have issues with, because they're not unbeatable with those add-ons, but it's very tough. You're not gonna see All-seeing Blood/Silent Bell Wraiths, double iridescent Trapper, or Compound Thirty-three/Alchemist's Ring Blight every match, but if that's like half your matches, like some people are claiming it is, then you can see where they're coming from. But even then that's still not enough to warrant "nerf this killa" as much as it does nerfing 1 or 2 of those problematic add-ons. I like to run browns and yellows on killers, so I'm not always dependent on add-ons. Anyway, old Hillbilly, old Nurse, Freddy recently, they all got nerfs to their base kit that they didn't deserve AND had their add-ons gutted. That's what's ruining the game for killer.
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"Must be perks", "Must be camp", "Must be tunnel". Now it's gonna be "Must be MMR". I can't have possibly lost because of anything I did, right? It's always some cheap thing the killer did!