danielmaster87
danielmaster87
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2196262#Comment_2196262
I'm not sure if Adepts count, but it does count as an escape, so possibly.
Personally I think a DC should count as a 1-hook Sacrifice, not a 3-hook. It would be no different to them committing suicide on their first hook that way, and there's always the possibility that you hook them twice before they DC, getting you the three stages of sacrifice that way.
Okay. Why? Why is a DC counting as a 3-hook not fair?
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No, I don't. And I think it's sad we're forced to try and do that anyway because 3 or 4 survivors will wear the exact same outfit. And if you say, "Just lobby dodge." that kind of proves it's a problem, doesn't it?
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They won't even tell us if we were facing SWF post-game. All it would take is a little indicator. But instead of that smart idea, we just have to assume it was SWF, never knowing for sure.
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I can't imagine having fun against a good Nurse because she would just blink, and hit you, and then blink again and down you, rinse and repeat 12 times.
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All the time, including today.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/2193507#Comment_2193507
What? Who the heck uses a macro for Dead Hard? It’s one key press, lol.
And keys are faster to press than clunky console buttons, so there's another double standard perk for you.
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I can't play without it because it gives so much info and I feel much safer. But it's not OP or anything.
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I've been asking for this for a while. Why do the gens have to be done for the killer to open the exit gates? Just make it to where NOED won't activate if the killer opens the door so they can't cheese the mechanic like that. Other than that specific scenario, there is no valid justification for why the killer can't have an anti-hostage mechanic like the survivors do.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2193563#Comment_2193563
No. I'm talking about a killer I can see and learn to anticipate vs. one where I hope they aren't just standing still.
Her standing still mindgame is stupid and should be removed.
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They need to fix phantom hits with her puke. It happens all the time on console. The survivor literally waves their hands around and makes noises, but somehow the game says they didn't get hit by any of it, even when it went right through them.
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Sluzzy. I'm trying to stop people from turning your name into a stereotype, and you posting stuff like this, from the title alone, is not helping your case. You need to stop calling everything you don't like OP.
I mean, these perks, aside from MAYBE Tinkerer, only work out well for killers BECAUSE they're skilled. If y'all keep getting a gen almost done and then letting it run down over and over, that's your fault. If 2 or 3 people get pushed off the gen, make sure at least 1 comes back to finish it while the killer is chasing the other person.
Hatch is the only free win of this game, and you'd know that if you played killer more.
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Mostly be more efficient with your movement. Don't waste a bunch of time looking around and changing directions. Pick a destination and go to it. And then don't run loops too tight else you'll hit them walls, and don't run them too wide else you'll never catch up to the survivors.
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@thrawn3054 said:
Because Nurse actually feels like she earns her wins?
No, she's broken. She does NOT take that much learning or skill. A mouse and keyboard definitely helps. Sure, a bad Nurse will perform way worse than a bad Spirit, but a good Nurse outperforms a good Spirit by miles. You're talking about a killer whose power is moving fast, vs a killer whose power is noclipping, and saying "moving fast is stronger". Like... what?
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2193510#Comment_2193510
Freddy was never op. I am playing as him for years, i never thought he is op. He has fair counterplay and he can be defeat by survivors.
Yes, he was nerfed so easily when he surely didn't deserve it, but the actual problem killer of the game, Nurse, the devs won't do anything about. Her killer power is the cheapest thing in this game, so only a full-on rework will be enough to really fix Nurse.
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@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/2193507#Comment_2193507
I've been using DH for years now. DH has never been an easy to use perk.
Survivors become exhausted on the ground because the perk is flat out broken. The devs have confirmed this.
Your anger should be directed at map design, not DH. I fully admit that playing against DH on a map full of strong loops is painful. But not every map is like that.
Even at a mindgameable pallet where you're going down anyway, DH extends your life by a good 5-10 seconds. There is no loop in the game where it straight up does nothing for you. Strong loops might even be manageable, but not when combined with perks like these.
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People who play her usually have Stridor on, which makes your breathing louder, so if she comes close to you she will probably hear you. And don't underestimate a killer player's sight. If they see you sticking out a little bit or see a little bit of movement, they will find you. Against Spirit, you can run Iron Will, double back while she's phasing, crouch to sound quieter and stop your footsteps, move unpredictably, drop pallets early, drop pallets from the wrong side, fast vault then slow vault, etc. There is so much counterplay, and I would play her yourself to see what I mean.
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@Jakojo said:
Yeah man just look at the shards.
No one does that, just like looking at Meyers' hands to see it he has Tombstone or not.
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I've almost never seen it be used.
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@TeabaggingGhostface said:
All you need to play spirit with are good headphones
Wrong.
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@Angelicus23 said:
Because while nurse requires hard skill and gets punished for mistakes after using the power, spirit is the complete opposite plus survivors cant see the spirit coming
You can clearly see and hear the Spirit coming. And Nurse does not take as much skill as y'all pretend she does. You can get her down in like a day.
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@NomiNomad said:
Both killers have very little counterplay. The difference is, Nurse is stupid buggy, at least requires a modicum of practice, and typically in the servers I play in I don't see them very often. Nurse needs changes, (I would prefer they fix her, first) but there is no way to balance Nurse other than completely changing her. She is designed to break the game, because it was a different game when she was introduced.
Spirit on the other hand, can win a match just as easily as Nurse with a fourth of the effort. Her power is designed to have no counterplay, other than guesswork. The Spirit has to do very little to get done with her power, and even less with her "mindgames." She literally doesn't give the survivors any kind of chance to counter. They just have to guess.
Just because one bullshit thing exists doesn't mean people can't complain about other bullshit things.
Spirit has a crazy amount if counterplay if players will just try to do it. Spirit can't even see exactly what you're doing while she's phasing, so she can't know "Oh, I'll just counter that the next time they try it" since they didn't see the whole thing. Nurse on the other hand can see you the whole time she's blinking, unless you block los, which she can just blink through and see you anyway. No amount of doubling back or fake outs are gonna mean anything against a good Nurse, which is not the case with Spirit because she literally blinds herself while in her power, making chases more of a guessing game for her than the survivors, and she's pretty much deaf without using one of her precious perk slots for Stridor. The only thing wrong with Spirit is standing still mindgames.
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@Northener1907 said:
Nurse is rewarding hard gameplay. Spirit is easy 4k.so Spirit needs nerf first.
Oh but because Freddy was "easy" and OP and needed nerfing, that's way different from Nurse being "hard" and OP. How about we just nerf OP things in general? Why does the amount of "skill" required to do well with a killer matter if, once you do reach that level, the killer is completely game breaking?
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@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/2191256#Comment_2191256
Even with i frames, DH is still a challenging perk to use well. Nothing wrong with it.
Everything is wrong with it. It's a free loop extension when used for distance, it favors PC players who use macros or have a superior connection (allowing some players to react perfectly to killer hits but leaves others exhausted on the ground), and it's a third health state. If all 4 survivors have it, there's almost no way you can win that match. And if it's so weak as people claim, why do a majority of high level players still run it?
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/2191273#Comment_2191273
How is that different from survivors doing pull hexes to prevent noed, even if the killer doesn´t have it?
Should we show dragon grip on a gen, too? Or devour hope as soon as it gets his first token?
BT is an anti-tunnel-perk. Its designed to discourage tunneling, yes, even if the survior doesnt have it, just like noed is there to make survivors do totems even if the killer doesnt have it.
Yes, a lot of survivors ignore totems, but often they are punished by it. And the same is true for bt and killers.
So DBD should stay a big casino where everything is a game of chance and luck, and everyone leaves either feeling they've hit jackpot or they've wasted their time?
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@justtrynaplay said:
https://forum.deadbydaylight.com/en/discussion/comment/2191281#Comment_2191281
https://us.v-cdn.net/6030815/uploads/UC4EZME0B0CL/b7d000ac-cfdb-4a2b-8229-a980ec73cc7b.png
I can’t believe that is the first reply to a positive post
There's nothing positive about rank reset bugs.
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@Jasix said:
https://forum.deadbydaylight.com/en/discussion/comment/2191281#Comment_2191281
Yeah because solo players never got garbage teammates before this...oh wait.
It's worse now.
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They need to fix it immediately because I'm tired of getting garbage teammates even though I wait 5+ minutes to join a solo lobby anyway.
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Yes, this is DS all over again. Killers losing because they respected a perk that wasn't even there.
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Because keys are stupid so killers should bring their best against them.
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@supersonic853 said:
Im confused this guy have a youtube or something i missed?
Twitch.
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@BlueFang said:
Who is Sluzzy?
A forum member who makes radical opinions I guess, even though that's subjective. What worries me is that anyone that people disagree with, they call them Sluzzy. So don't feed into that problem.
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@Mister_Holdout said:
Dead Hard is the only broken exhaustion perk right now.
And even if DH wasn't broken, it still wouldn't need a nerf.
Yes it would. i frames are stupid.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2190503#Comment_2190503
I can understand keys being considered a problem, but if you have an issue with the hatch itself, you should not be playing DBD, it's not good for you.
No, hatch has ruined DBD. Like I said, in any other game where it's 1 side vs another and a random thing appears on the map that gives the other side a free win for you playing well, it's a joke. The game would be laughed out of the whole gaming market, and that's a fact.
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It's why everyone has started using Ruin AND Pop.
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I do slide off a lot of rocks still, like on Ormond.
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Windows, Alert, Resilience.
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They already do decrease them. If you're as good as you think you are, you're gonna go up higher in ranks where there's the least amount of tunnelers and campers. At red ranks, killers only win by tunneling and camping if the survivors deliberately let them.
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Keys are a symptom of the real problem: hatch. It's a get out of jail free card for survivors that would be made a laughing stock in any other game.
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I guess I can't complain. We're lucky to get a Resident Evil crossover in the first place.
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I've said I wish it was kind of more open source like Gmod. I don't want it to be like Minecraft where we have to use an old patch in order to use mods. Selecting which loops can spawn, 2 killers, create your own maps, etc sounds really fun.
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Yesterday I got Fractured Cowshed 3 times out of 4 matches.
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Justifying Tombstone add-ons is playing devil's advocate. "It takes so long to get ready." "You can tell he has it because his hand is like this." "You can tell based on how long he took to stalk." "Just break los." None of these matter. Instantly moriing someone out of the game is stupidly overpowered to the point where nothing can justify it. It is old moris on crack, pretty much as powerful as original original moris where you didn't have to hook anyone, just down them. But with these add-ons, you don't have to down anyone, you don't have to injure them, you just have to walk up and press a button.
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I hate those kinds of smug survivors. I am proud of myself for looping a killer yes, but I'm not like "I'm a god among men, and you just suck." I know I'm good at the game, but recognize that being "good" is not that complex. You run a tile a certain way, especially against a 110 killer, and they can't possibly get you unless you make the mistake. That's why those survivors need to play both sides and learn some mutual respect.
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@Grandpa_Crack_Pipe said:
BBQ really is a "Why wouldn't I run it"? perk.
There's a lot of perks that're pretty much just made irrelevant next to other perks that do their job better/ do their job better and more. Hopefully we'll get 'em bumped up to the same level of power eventually.
Which doesn't make it like overpowered by any means. It's just that you should use it. It's like Spine Chill for me. Not overpowered but I can't play survivor without it.
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Useless perk. Bamboozle that can be destroyed.
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Nurse ignores looping. Trapper and Hag can cut chases short and circumvent looping. Deathslinger just needs line of sight to shoot and reel survivors in. Spirit and Blight can beat survivors to loops.
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I thought Nurse was gonna be super boring. Tense to play against, boring to watch, but fun to play as. Trickster feels super boring to play, mostly because you need a bad team to win with him, and he's also annoying to play against.
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Bruh.
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The problem is not with the speed of the stun, it has to do with the area of the stun. You back up to avoid the pallet stun and somehow get hit anyway.
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@malloymk said:
But who would choose lesser FOV? Literally every killer would just increase FOV to it's max. So at that point, what's the point of a slider? What advantages are being given to survivors to compensate for the killer buff?
Also, mark me down as someone that would love the FOV to be increased. I also just have no qualms about saying I want it increased so killer will be more enjoyable and yes, easier.
Because there is such a thing as too much fov. It's why I stopped using Shadowborn on Huntress and Deathslinger, because the fov made it seem like survivors were a certain distance from me, but then I lunged and missed, so that was the perk screwing me over.