danielmaster87
danielmaster87
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It is ready for MMR. See only Nurse and Spirit at high MMR? Other killers can be buffed to their level as a result. Sweating too much? You'll probably lose and go down in MMR so you don't have to sweat as hard. There's no downside to this system!
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@theplaggg said:
https://forum.deadbydaylight.com/en/discussion/comment/2471686#Comment_2471686
Which killer can destroy their own slowdown power? I'm not talking about Pinhead standing still to use it.
Trapper would be the only one and he does really bad already.
I'm talking about what you said about killers being punished for using their own power. Nurse's fatigue, Hillbilly's overheat, Clown's yellow bottles speeding survivors up, Legion's fatigue, Blight's fatigue, Victor being kickable even after a successful down, Trickster's knives going away on their own. It's like the devs can't make a killer without giving them a built-in counter for the survivors to benefit off of.
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Trapper is already the game's machete man. Or "pain flail", sorry. Except he also has traps.
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@theplaggg said:
I don't get why Pinhead can destroy his own chains. Why is the killer punished for using his power? That's such a flawed design
The same can be said about almost every killer in the game.
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@[Deleted User] said:
He isn't out yet of course but one thing I will say: was the 6 second change really necessary? Who cares if someone sits in the power for the whole match if they really wanted to? Just seems pointless and anti-fun.
Because the devs apparently said "his ability is supposed to be used quickly mid-chase" yet doing so is usually gonna make you miss.
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@Emeal said:
Hey, maybe we should wait and see how Pinhead performs and then judge accordingly in a month or two?
Why bother?
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Yes, they just want to smurf against bad killers or bad survivors. I've seen them playing against people way below their level, and that's all I see from them which leads me to believe they're cherry picking the matches. It's like they're playing a different game entirely.
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And these are from the rift pass side of the rift, right?
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My only problem is that the stairs to go up are so few and far between.
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If you go down in MMR, via losing, you won't get these teams.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2469089#Comment_2469089
You are giving yourself longer queue by constantly dodging lobbies and requeuing.
Blaming your losses on SWF just shows that you aren't as good as you think you are.
When it comes to losing to SWF, it's not simply a lack of skill. The game's just not balanced around it.
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@miketheratguy said:
Wraith got buffed a month or so back. He's now incredibly cheap, gets easy hits, suffers no cooldown on any of his powers, and takes almost no skill whatsoever to use. People started figuring that out and now they use and abuse him constantly. Ask a killer main though and you'll hear that it's the survivors' fault, they just need to play better and are salty that they can't "bully him" anymore. "He's fine, he's C-tier".
Because he slows down when he starts uncloaking, he can't deal with windows, he can be flashlight burned. He's not Nurse or Spirit. That's why he's overrated.
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@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/2468995#Comment_2468995
You must be such a hit at parties
And you must have loved the forums being filled with Springtrap/Pinhead arguments for 2 weeks.
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You're gonna kill the one thing that could lead to this game getting balanced.
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I don't know what y'all get from this conversation. Killers kill survivors, not each other. I'm tired of seeing this same question twice a month.
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You're gonna have smurfs no matter what. This system simply helps the people who aren't smurfing be put in the right place.
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@BrodieDBD said:
Once again, we absolutely destroy a killer all match but he still ends up getting a 4k all because of 1 perk... and I'm sure you can guess which perk I'm talking about....
Why'd y'all let that happen?
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2468292#Comment_2468292
There's no way they don't know the issues the top %'s face.
They don't know what the top %s face. That's why they nerfed Freddy's pallets and made Pop 45 seconds.
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The instadown Blight add-on is extremely hard to get to work. So it's not as OP as you think, and neither is a lot of the other stuff you mentioned.
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@WexlerWendigo said:
https://forum.deadbydaylight.com/en/discussion/comment/2468296#Comment_2468296
In 95% of the games, absolutely
So you think someone playing Doctor or Pig should be able to 4k easily against a team that does all the gens in 4 minutes?
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@MegMain98 said:
https://forum.deadbydaylight.com/en/discussion/comment/2467422#Comment_2467422
It has nothing to do with having good hearing because there is no sound to hear. There is no footstep sounds to possibly hear but as I have heard, they are working on a fix.
She’s still playable but it’s frustrating when you have no audio cues to work with :/
That's why I don't think audio perks/bugs should be a thing, or they should be limited. Quick and Quiet is fine, Off The Record is fine. They're limited. But having no sound for free just because you're injured? Iron Will was a mistake.
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@IlliterateGenocide said:
hope they keep the bug in honestly.
I never thought I'd see people actually advocating for bugs.
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Why is there even a bp limit again?
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They were so good, but people had to protest them just because it was the devs' idea. It's the cool thing to do in this community, whether it's warranted or not. That, or they wanted their ez 360s back with the deceptive leaning forward animation as they run.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/2468283#Comment_2468283
Yes, I got the meme. I just didn't know if you meant it sarcastically towards my comment, or if you were making a point about the simplicity of my comment.
I disagree with your solution, to just play a different game. And you made it sound like there's absolutely nothing to rage about in this game.
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@ShinobuSK said:
I suggest playing killer or different game for a while. Helps me a lot with DBD frustration
Like Civilization, right?
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@WexlerWendigo said:
Someone having a breakdown because they realised they shouldn’t be playing at red ranks.
Oh because losing in this game is always a matter of not enough skill, right?
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/2468255#Comment_2468255
I Don't know if you are being sarcastic?
I don't know that game. But if one is getting stressed from a game, then I would recommend they give it a try over stressing themselves out.
It's a well known meme in this community. It's something that one of the developers said in response to someone saying that the killer role was too stressful.
https://youtu.be/03GUuXbtPe4
It basically boils down to, "Not having fun with our game? Too bad. We're not gonna fix it, so you might as well play a different game." That is never the right mindset.
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@GoodBoyKaru said:
https://media3.giphy.com/media/6uGhT1O4sxpi8/giphy.gif
Sorry I'm trying to figure out who asked.
I mean, go ahead and play like 99% of red ranks do. You're not exactly doing something novel here
If slugging for the 4k, or tunneling/camping whilst there's loads of counters to those playstyles in the game, is "toxic" then sure. But you're kind of reaching.
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@Clevite said:
Sounds like someone is having fun.
Maybe play a different game if you're gonna rage playing this one.
Just play Civilization, right Cote?
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Every time I've done a "lot of heals from a single medkit" build, it's been a Plague, Leatherface, or Legion.
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It's gotta be killer. Phantom grabs, short lunge, fps drops when doing simple things like powering up with Oni, scratch marks disappearing instantly, etc.
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Yes. I hate how you've got to have precise perfect aim FOR MELEE as well as range in this game, or your hit won't ever connect. Survivors moves slightly to one side? Auto aim. Survivor spins? Aim dress. A survivor runs into your body? Can't see em.
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You can't cancel spam, like you can with flashlights, so how are they toxic? They're literally a handicap most of the time because the person's dead on hook anyway, and the animation is longer than just hooking someone, and you don't get Pop or BBQ from it. I find it surprising that anyone complains about them.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2465700#Comment_2465700
You don't have to. I rarely tunnel and I play Legion and Pig. If you accidentally find someone again, then you can slug them.
Then you've spent time to down someone and no hook for it, then you have to chase someone else who's probably healthy, and the guy on the ground gets healed back to full. You can't win.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2465606#Comment_2465606
No counter? Don't tunnel. Simple.
But you have to most times, and other times it's accidental or literally not tunneling because you just hooked someone else.
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@TGB said:
https://forum.deadbydaylight.com/en/discussion/comment/2465679#Comment_2465679
Yes, 100%. I've said this many times, didn't know it was a popular opinion.
It's unpopular. Survivors will fight tooth and nail to not have anything OP taken away, even if it wreaks havoc on the game balance. Sadly, I don't think we'll ever see this deactivation condition for DS.
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The issue is that the devs keep releasing killers with easy counters or downsides to using their power, and it's been this way since the beginning basically. Here's all the ones I can come up with:
Trapper: disarmable traps.
Wraith: lightburn.
Hillbilly: overheat.
Nurse: blink charge cooldown, fatigue after using power.
Hag: flashlights destroy traps, traps don't activate for crouched survivors.
Leatherface: overheat.
Freddy: clocks, missing skill checks, waking up normally, slows down when placing snares.
Pig: headtrap RNG.
Clown: yellow bottles can speed up THE SURVIVORS.
Spirit: can't see survivors in her ability.
Legion: fatigue after using power, power goes away after 1 miss.
Plague: cleansing fountains.
Ghost Face: can be revealed.
Demogorgon: portals can be destroyed.
Deathslinger: chain can be broken.
Pyramid Head: torment cured by uncaging someone, trail doesn't affect crouched survivors.
Blight: fatigue after using power.
Twins: Victor can be kicked or taken hostage.
Trickster: knives DECAY automatically.
Nemesis: T-virus cures, killable zombies, sprint burst just from infection.
(I'm gonna cheat here) Pinhead: chains can be broken instantly by the environment and HIMSELF, cooldown on power, puzzle box cures everyone, teleport only available AFTER puzzle box has already been solved.
Like, am I missing something here? Why are the devs playing so safe with the killers' designs? Why do most of these weaknesses and downsides even exist? You might be able to justify some of them MAYBE, but you can't justify the majority.
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No, I don't like actively denying myself or my team an advantage.
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It's still easily abusable as expected. Sure, you can't do a gen or heal or do a totem. But you can flashlight save, body block, jump in a locker, open an exit, etc. If they'd only made it to where the killer hooking someone else deactivated DS, like we all asked for, this perk wouldn't be a problem.
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Stressful match.
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He's strong and fun, but he's not consistent.
Some things he slides on, some things he doesn't. And sometimes, on the exact same obstacle, either can happen.
Sometimes you can hit people with the end of your cane, sometimes it gets aim dressed (which his basic attack also does a lot). Sometimes you can hit people with the base of your case, and sometimes it just slides past them with no hit.
Sometimes he hits invisible hitboxes or the overly large hitboxes of relatively small things.
Sometimes he gets a no-audio bug if you hit a wall with your attack. Sometimes you get a double syringe animation bug. Sometimes it makes you do a spinning in-place rush attack that looks like- and has the hitbox of- a basic attack.
Survivors can counter your rush attack by moving left and right, or by hiding in a corner where you can't turn that hard to hit them.
Let's just say he's got a lot of fixes to go through before he's actually at the strength level he could be. He's Nurse all over again.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2464867#Comment_2464867
There's a matchmaking system in place, it just sucks. When MMR is implemented, I think we'll see a lot more balancing because the development team has been working with a vastly inferior system to balance everything so they're pretty much balancing everything semi-blind.
I agree with all of that. I'm just afraid they're gonna put the MMR system in and not supplement it with any significant balance changes. Then people will say it doesn't work and they'll either leave or get the devs to permanently get rid of it.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2464822#Comment_2464822
Whatever skill level the survivors are is the same skill level the killers are. So if survivors are bad in mid levels, then killers are also bad in mid levels. You are comparing an equal skill level and basing balancing on those.
They're usually not the same skill level. Mismatches constantly occur because there's no MMR system in this game. So I do want to balance around equal skill, but right now you never know what you're gonna get so you have to play it safe and play meta perks.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/2464850#Comment_2464850
You know that Pop is already meta for a reason right?
Making a 25% regression apply to other random generators around the map would make it a MUST HAVE.
Pop's overrated. Anything that requires you to kick a gen is, because when you chase someone off and you have to kick the gen, you give them a massive head start. And often times you might kick a gen with Pop that's at 15% progress not knowing there was another one being worked on at 60% progress, and then you lose that one. But the most important thing that makes it not so good is the 45-second timer, because apparently 60 seconds was "OP" or something. "You went on a 20-second chase before kicking a gen? You get robbed of your perk now."
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You mean as long as they're in deep wound? If that's the case it sounds find. I'm tired of people doing gens and going for hooks saves in my face even they've got deep wound. Of course, that might mean Legion has to have a longer recovery on his power so he can't just deny hook saves by deep wounding everyone around the hook. The mending itself wastes a lot of time.
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@DelsKibara said:
Probably would yeah.
Imagine stacking Pop with 3 other generators.
That would be gamechangingly broken.
I almost want to say 3 Pops wouldn't be that strong. You still have the long cooldown of Oppression, and to get decent value out of it you'd have to hit exactly 3 gens that are 25+% which is unlikely. Plus, the killer has to be constantly downing people to use Pop, which good survivors simply won't allow to happen.
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Oni is godlike on PC and sucks on console, because of the difference in control you have over his ability's rush attack. You can tell because survivors on PC don't even bother dodging it, and console ones always try to.
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@TacitusKilgore said:
i don't think i've thought very hard about any window only loops in at least 1000 hours. You get used to them, the only reason one should complain about them is if they suck at the game.
So you don't have any problems with god windows like the ones next to the basements on Haddonfield and Father Campbell's Chapel?
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@TheBetterPlayer said:
Dead Dawg was BHVR's breakable wall experiment, so they just threw them wherever they could, shack included. I think the reason they haven't added any more is because on old maps, they would have to massively change the layout because Dead Dawg's shack tile is significantly bigger because of the breakable wall (the shack is wider and longer than standard shacks) so they would have to recode the tile on an old map, shifting things around. And for new release maps, none of the ones since Dead Dawg have had a shack.
Personally I'm glad they didn't make it a thing, because I feel like it just makes shack another mindless "kick to neuter" tile rather than one that is genuinely fun and interesting to play.
But it's like the only example of a breakable wall done right. You take a strong structure and make it fair instead of it just being a pre-dropped pallet like the one on Ironworks.