danielmaster87
danielmaster87
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Comments
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@TacitusKilgore said:
Main blight. Its like the cure to all of your ailments in life.
No, because he slides and bumps on invisible things.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2464054#Comment_2464054
The game isn't balanced toward red rank SWF death squads. The game is balanced more toward mid ranks, because 95% of players are in mid ranks, only 5% are in red ranks. In mid ranks, killers dominate.
But that's not them doing anything special, is it? It's the survivors being bad that causes them to dominate.
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Pallet hit rollback is the worst idea they've ever had. Survivors have been saved an unthinkable amount of times by it when they literally greed for the pallet stun and drop it too late.
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Even gen defense spam can't save killers against an actual competent team. If anything, a ton of killer stuff needs to be buffed or reverted. We should start with Pop being 60 seconds again.
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Because Tombstone add-ons are overpowered and jumping in lockers is the only "counter" to them.
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He's perfect right now.
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It's not a bug. It's a feature, baby! Here to stay! We can't have killers getting hits through pallets. That would make survivors less OP!
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It doesn't matter how many gens you have if they're each the same speed they are now. Way too fast.
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I'm too stressed out to.
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I'm so tired of this.
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@ThanksForDaily said:
Killers mostly DCing at the end game when the doors are open. I don't know why they do that. Just wait 10-20 seconds.
The survivors take 3 minutes to leave.
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You're right. You just can't trust your senses in this game. You're blind and deaf. Scratch marks are consistently unreliable and Iron Will existing as a perk is a joke. And sound bubbles, for example, block your entire view of the survivors sometimes. And because the killer fov is so poor we can't see people who are crouching in front of us. The reason people only use gen defense perks instead of chase perks is because chase is like the weakest part of killer for all the reasons above.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2462121#Comment_2462121
The problem is, as a killer, you can make 0 mistakes and still not get a single kill. This game requires survivors to make mistakes and for killers to capitalize on them. Good teams won't make mistakes and there is nothing you can do.
The exception to this of course is if you are playing nurse or spirit.
You're preaching to the choir.
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Reflect on your mistakes and improve. If you can't do that, simply chalk it up to the game being stupid.
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@IlliterateGenocide said:
Gens speeds arent 2 fast. these cases where gens get done that fast are cause people have very specific gen rushing builds. its not that common.
Don't care how common it is. The problem is the fact that it's even possible to do gens this quick. "Oh, but most teams who do a gen in 30 seconds lose anyway." But what happens when they don't? What happens when they actually take advantage of the game starting with 20% of their objective being done already?
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This is a competitive game for those who want to be competitive, even though the game isn't balanced for it. And for the non-competitive casuals, they can enjoy the game as well, regardless of it being balanced or not.
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I just don't get the inconsistency with the two chainsaw killers. One stops once he's downed someone with his chainsaw, the other one keeps going.
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@Phasmamain said:
If the killer could see it it wouldn’t really be too good tbh
Except that they still can't kick the gen for the duration, even when they really need to, without getting blinded and stunned. It's guaranteed time waste whether you fall for it or not.
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@[Deleted User] said:
I think it's fairer if it isn't. I mean, it's not that good.
You're joking.
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Wraith. You play hit and run with him, hopefully with Ruin and Sloppy, and you'll be able to do well. All you need to go for is a hit or make the survivors drop the pallet, and then detach and go for someone else. Eventually you'll start downing as well as all that, and that keeps them guessing. If you're chasing with him like a regular killer, you're playing him wrong.
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You need them to play this game.
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Ghost Rider!
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That's one of the worst I've seen.
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Most of being a good looper is just about knowledge. Know the tile, know how to run it, know when to go around another time or drop the pallet early, know to link loops together to make them stronger. I wish I could refer you to a video that talks about all of this, but I don't know any. If you ever get killed early on and you think your teammates are high level, spectate them and see how they run loops. Or better yet, go to YouTube and find videos of people simply playing survivor, and hopefully they'll be high level and show you the optimal way to go around shack, TLs, jungle gyms, etc.
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Nurse, Myers, and Legion.
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Balanced Landing. Suddenly every hill or harvester becomes a free getaway.
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I too see no reason for killers not to be able to see survivors' individual hook states. This is a quality of life change that should have happened long ago.
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@TacitusKilgore said:
If you equip pop, all killers have time to kick gens. It more than makes up for the time you'll take to walk over and kick the gen, its a great perk.
It's just barely worth it though.
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@ProfoundEnding said:
https://forum.deadbydaylight.com/en/discussion/comment/2453228#Comment_2453228
Yeah but you can still get rid of it as long as there's shots left.
That's not what I'm talking about. The blue on the survivors make them look infected when they're not, which is gonna cause killers to tentacle them thinking it's gonna injure/down them, and it doesn't because they're not really infected.
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@[Deleted User] said:
"a bit more fleshed out" makes me feel uncomfortable in the context of hellraiser lol
Maybe that was intentional.
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This is silly. There's nothing wrong with the RE chapter. What I'm wondering is if they'll ever give us a 2nd chapter of the same franchise. RE would be a perfect target of that.
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@Gamedozer7 said:
So I need to grab someone for a challenge and ran the add on that made the bell silent and the BROWN add on that makes you have no TR or red stain for 6 seconds after uncloaking and I just destroyed everyone no one knew how to react or where I was coming from or if I was. This combo seems a little strong to have a common in it
It's a model add-on to me. Common but good. We have way too many that are bad but common or bad but high rarity, and I don't know which is worse.
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@PoweroSymbols3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2453235#Comment_2453235
I've played this game for a while, but what exactly is a "jungle gym"
It's one of those tiles that is a roughly square loop that has a window and a pallet. There's multiple variations of them.
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I think this has been asked before. How "misty" can the match actually get?
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I think it is. Huge building with a god loop on top and pallet loops around it, which leads into jungle gyms which leads into shack. There's maybe 1 corner of the map with a little bit of dead zone, but that's about it.
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@ProfoundEnding said:
I hated how the blood didn't dissappear when you healed yourself though. I didn't buy my favorite outfit for it to be covered in blood 80% of the match.
That's the same thing with the T-Virus. They're covered in blue but they're not infected.
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I don't think it's a matter of a killer being skilled enough or smart enough to outplay a 360er. It really comes down to if the game wants to aim dress you, give you a short hit, or luck.
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Sometimes you just can't win as killer, even after you've given it your bloody all. The combination of survivor skill level, map RNG, perks, items, and gen speed can just be too much in the survivors' favor.
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I'm of the mind that changing any perk into a hex is just gonna make it way weaker because it can literally be destroyed.
I like that Overwhelming rework though.
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Pre-nerf Freddy wasn't the unbeatable force people made him out to be. Blight was definitely still stronger than him at the time. Literally all Freddy was was an M1 killer with some basic anti-loop and a bit of passive slowdown. The reason so many lost to him before is because they did the same thing against him as they did against Nurse or Spirit. "OP killah. Me DC." or they would just forget how to play because "Man, this is a top killer! Aww, why'd that hit?! This killer has no counterplay!" and they never learned or improved. You could even wake up to deny him all his powers. Sure, the gen teleport was strong, but by war of attrition it doesn't matter if he's teleporting to gens to stop them if you actually split up on them.
He was never top 3. The nerf made him even lower tier because of bad add-on reworks and reduced snare/pallet count. Now he almost never sees play.
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Keep playing. If you're not gonna win, you can at least get bp.
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It's what I like to call "magic disappearing scratch marks". Survivor continues running, but the scratch marks stop or are barely there after just 1 second.
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Meyers.
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Yes, Tombstone Piece is broken af. I was gonna say All-seeing Blood but then you reminded me.
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It's gonna help everybody. Not just the high ranks and not just the low ranks. If you win a lot, you go up in MMR. If you lose a lot, you go down in MMR. That'll put you in your correct placement. It's that simple.
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@Bluebird said:
https://forum.deadbydaylight.com/en/discussion/comment/2448315#Comment_2448315
I don't think Ethan is a possibility since we never canonically see his face. I could see Rosemary being added, though.
https://forum.deadbydaylight.com/en/discussion/comment/2448340#Comment_2448340
How would it be too much of a stretch, exactly?
A claw taking the place of a tentacle.
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It's too much of a stretch.
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They would have to fundamentally change the game's balance, else we'd have very very short games.
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It's for players who want the game to be balanced. There's too much whataboutism with the current rank system, and this MMR system will give us better data. Once that's in, the devs can begin balancing around it. Then all players, competitive and casual, will reap the benefits of a more balanced game with similarly skilled opponents/teammates.
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You hit the nail on the head.