danielmaster87
danielmaster87
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Maybe never. We all know this game is survivor sided.
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@ClamorVentus said:
You do realize the catastrophe you would cause if you nerf SWF, queues will be longer for killers and BHVR would go broke.
Queues for killer are instant, so fine with me.
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It's the first part of solving this game's problems. We're gonna get accurate information on how same-skill killer and survivors do against each other, and balance around that. It's not complicated, and it can only do good, not harm.
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@miketheratguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2124007#Comment_2124007
What do you refer to when you say that you and your friends play customs?
If we manage to get 5 or 6 people, we play customs. That entails using pretty much any build and any items/add-ons. Unfortunately, most of my friends never want to play customs or will stop playing it as soon as I join them.
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We really just need something to get people interested in playing custom games. Me and about 3 of my friends like playing customs. Everyone else is too busy getting bp and challenges done.
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Probably an exaggeration but I know what you mean. You can literally look up down left or right as killer, so even the survivors ######### up the flashlight timing or angle, they still get it. And they can blind you in the short time it takes you to vault a window, which is ridiculous. Survivor sided game.
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Sentence structure, please! But you are right. It's crazy survivor sided.
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/244084/dont-get-excited-with-the-coldwind-reworks
breakable walls (at least the ones that matter, the others you can just ignore) are predropped pallets, run brutal strength if you have that big of a problem with it or break the wall preemptively
in fact the orignal removal of the god loops was only temporary for when htey added the breakable walls, the devs literally said this when they were developing breakable walls
https://us.v-cdn.net/6030815/uploads/WYB8TWRZYJL0/image.png
From the dev update where they said they were adding them
Well I don't know if you this but their ideas are stupid. Killers had a good thing going not having to deal with god loops, and now they're back. Why are they in this game, seriously? They're too strong for your basic killers like Trapper and Legion, but are inconsequential to Nurse and Spirit. These loops are bad game design, because they require game knowledge but not skill, and they waste a guaranteed amount of the killer's time, once again, in a game where killers are pressed for time. Breakable walls done right are like the walls at Dead Dawg Saloon's killer shack and TL. It gives the killer an advantage for breaking what is normally a strong loop for survivors. It wastes time yes, but those loops are significantly crippled and aren't much once those walls are broke. Is that unfair to the survivors? I don't think so. The killer deserves to get something for doing actions that spend their precious time, not fixing a broken map that should have been fixed anyway.
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@jester20k said:
Everyone says they didn't really change the maps much just the graphics. Heard it from several streamers.
Read my post.
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@landromat said:
You simply do not belong to red ranks. You probably boosted your rank with spirit and now suffer because of that
That's one hell of an accusation.
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They won't show it because we all know SWF results are gonna blow solo's out of the water, and then they'll have to admit that SWF is overpowered.
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They can do anything really. The obvious stuff would be Mr. X, Nemesis, or another major enemy. They could also do smaller enemies like the dogs, or the cricket monsters, or the lizard monsters. They could also use the opportunity to make a RE4 chainsaw guy skin for Leatherface.
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@lob said:
https://forum.deadbydaylight.com/en/discussion/comment/2121298#Comment_2121298
but we already have demons in the game oni is a demon in japanese folklore and demogorgon a technically a demon
But the survivors, the 'good guys', don't have to partake in satanic rituals to beat the killers. And Japanese demons are in no way the same as the western demons. There's fantasy evil like with Myers and Freddy, which is all fun and in moderation, but HSH Survive made a big mistake making levitating corpses and evil chants a central game mechanic. That borders on real satanism.
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It's funny because I don't think I've yet to benefit from this pallet bug. But yes, survivors are op, because they are doing well even with this game breaking bug.
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We've got a good thing going here. I don't need that satanic ritual game to mess up this game.
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I like everything about him except his match performance.
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Even chill SWF can beat good killers, simply because they weren't playing Nurse or using strong add-ons on whatever killer they were using. It's as easy as "he's chasing me, rush gens" "he's camping me, rush gens" "99 both gates and hook bomb with BT and body blocks". Doesn't matter what horrible mistakes they made that game or how much more efficient they could have been; it's enough to beat killer.
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It goes both ways. The aim dressing and poor sensitivity on console is outrageous. Good luck if you decide to play Wraith, Hillbilly, Nurse, Legion, Plague, Huntress, Demogorgon, Deathslinger... Heck, everybody.
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@brokedownpalace said:
It's ok to not be good with a particular killer. There's like 20 more of them.
But I should be able to be good with her, and I fail at that not because of a lack of skill but because the console port is an impediment on killers.
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@TicTac said:
Huntress is harder on console. But lets be honest: if you need iridescent head on her to even the playing field you are not good.
Its nothing special to get destroyed against a good team and you will have a hard time to do some shots on console, but when you do only basic shots (Pallet/window, charge the hatchet at one point and wait til the survivor moves to this position ) you should win with one-shots easily.
I dont believe that you got only the 1% which let you struggle with iridescent head.
I did! Every single survivor team I go against at night, which are usually SWF, all know how to perfectly counter Huntress. Never vault a window unsafely, always the perfect mix of crouching and running at the few loops you can throw over, always being predictable in moving left and right and then moving unpredictably as soon as you let go. Plus gEn RuSh iSn'T rEaL apparently.
You have to understand also: I'm not a wind-up add-on user. Those add-ons are unbelievably crutch, moreso than iridescent head, because they eliminate one of her few weaknesses: the mindgame at loops. If you didn't preemptive the hatchet, that's fine because babushka just let's you react in time anyway. The way I play Huntress is the way she's supposed to be played, instead of abusing 1 or 2 broken add-ons.
And just because I'm not the best with Huntress doesn't mean I'm a garbage player or a garbage killer. It's 1 of many killers I play. But even so, I feel like I'm playing a nerfed version of her simply because I'm on console.
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@Mineguy said:
Dude I'm playing huntress on switch and win almost every game. It's not that hard to aim.
I guess the fps gods are watching over you.
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@jester20k said:
Killers that get the shaft on console:
Huntress, blight, probably trickster (haven't played yet waiting for buffs), nurse, and to a lesser extent deathslinger, Billy, bubba. Basically anything with aim. It fing sucks.
Exactly.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2118855#Comment_2118855
Not like what the test showed anyways it rendered the game non functional basically. I am okay with MMR but only if it's done right.
The test was the best day solo survivors ever experienced. "What's this? I have actual good teammates who don't want to throw the game?" So yes, we do want it to be like the test, because that was the right way.
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They play that way because the game forces them to.
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This is why we need MMR!
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Lobby dodge away. Nobody should have to play a frustrating and unfair match, and that's exactly what SWF is gonna give you.
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They should restore the sounds to their former glory. But what we're seeing now is the devs plaster fixing the issue with perks and add-ons. Spirit isn't the only killer who needs Stridor. Nurse has add-ons that make survivors louder. Freddy now has useless add-ons that make survivors lousy. How about actually fixing your game's sound problems? Too much to ask?
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You shouldn't. You shouldn't even play killer. That will send a message to the devs that the game should not be balanced around killers getting 5-6 hooks in a game, and then 3 people escaping.
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I get what you mean but I think if the devs do 3 chapters a year instead of 4, they can spend more time balancing the current killers.
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@EvilJoshy said:
I really feel RE does not fit into dbd. The trickster chapter must have REALLY sucked if they are teasing it so soon after release.
We don't get to decide what fits into DBD. The devs do. Therefore, RE and the Trickster do fit.
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We want a fair chance, which you only get right now with the top 3 killers or pink and purple add-ons.
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@Tsulan said:
I love when survivors vanish mid chase. That's exciting!
Running 10 times around the same pallet isn't.
That's not exciting to me because the misleading scratch marks and bad sounds conspired to make me lose the survivor, instead of it just being me who lost them.
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The issue with Wraith is that he slows down to a snail's pace while uncloaking. We're back to stone age DBD where Wraith has to stand still while uncloaking, and then survivors will say he's OP anyway.
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There's sound bugs on every map. This game prides itself on having sound bugs.
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@jakesotto said:
https://forum.deadbydaylight.com/en/discussion/243626/is-there-a-sound-bug-with-hawkin-s
I dont know if this is related but I've noticed lately huntresses hatchets are sometimes silent either when being wound up or thrown which makes it very hard to play against her
Leatherface also has a silent chainsaw rev sometimes.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2113719#Comment_2113719
they need to loop the killer for 5 gens
I understand what you are trying to say, but I should point out that this assumes that the Pig is able to get her first down + hook, the Survivor is taken off the hook, and then the Pig finds that person again all before the first gen is finished. A decent bit has to go wrong for the Survivors and/or right for the Pig to make such a scenario happen assuming competent players.
Change "5 gens" to "the remainder of the gens" whether it's 3 or 4 or whatever. Happy?
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@gendoss said:
Don't camp.
Now it's not even gonna be camping that gets you punished with BT. Now it's gonna be "Oops. I unintentionally stood 32 meters within the hook instead of 33. Guess they get a free health state." because most of the time they'll run at you with BT and DS, and you'll be the one punished for their stupid play.
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You don't. If the survivor gets off that hook, they're escaping guaranteed.
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Balance the game so that killers can get good results without NOED, and then they won't be inclined to use it. There's the solution.
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Every Twins match as of now, this is me: "Looks like I'm gonna have to slug." Or "Welp, I lost because I didn't slug." So yes, it's very true what you're saying. Twins are already very easy to beat even when they try slugging. Just keep yourselves healed and don't push gens while injured, and you'll be fine. 1 miss with Victor can cost you the whole game, and some people abuse survivor turn rate so much that you're missing multiple times. So now what was starting to be my favorite killer is gonna get nerfed for no reason basically. I think the nerfs to Freddy, Demogorgon, and especially The Twins show the devs' complete disconnect with how high level DBD goes.
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@Chilli_man2400 said:
It wasn’t just because of data Freddy was literally to easy to play and his forever addons were so boring and cheap.
But people say Nurse is fine because she's just as strong but takes more practice. But if she's just as strong and boring, why doesn't she get nerfed? It's double standards.
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@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/2113592#Comment_2113592
it's difficult to do gens while the killer has no map pressure?
Not what I said. I said in order for that tunneled, head trapped person to even have a chance of escaping, they need to loop the killer for 5 gens and the other survivors need to know to rush gens, and find and call out the hatch to the trapped person, then all escape so that the trapped person gets hatch. There's no way that's happening in solo, and even with SWF that's a toughie. So Pig, in her own way, can guarantee a kill or 2 just like Leatherface, regardless of the tradeoff of the 2 or 3 other survivors escaping.
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When the Pig plays like this, she can guarantee a kill, in the same way Leatherface can. The team basically has to rush the gens while the chased person loops the killer for 5 gens, and then maybe escapes through hatch. And that's difficult to do even with 4-man SWF.
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@DoritoHead said:
Correct me if I'm wrong, but can't you get in a chase if you're undetectable as killer? The timer only pauses in a chase, correct?
This is a bait post, and a poorly done one at that.
(or my memory is just trash)
It's not bait.
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80-85
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@Firellius said:
No one said Freddy was fine, he was the highest output killer with the lower input. He consistently retained the highest kill rate across the board, including red ranks which should be reserved for killers that are notably harder to play, like Spirit, Nurse, Pyramid Head, Hillbilly or Oni. The fact that one of the easiest killers was also the best was a problem. And in terms of the clocks: They were never worth it. You never sat out your entire waking time contributing to objectives without being caught and slapped once by Freddy, especially due to his map pressure, which meant that clocks never actually did what they were supposed to. I started this game trying to wake up whenever I could, towards the end, I'd get annoyed with other survivors trying to wake me up because it was such a massive waste of time for no gain. Now at least the clocks guarantee SOME value.
Huntress was fine-ish (Hitboxes ahoy), -except- for the Iri Head + Belt combo which made her a one-shot machine with little to no downtime. Now Iri Head has been changed so that its drawback is immutable, to offset its unbelievably powerful boost. She got a different add-on instead that plays with Iri head to mitigate its drawback somewhat if you want to change up your style, and that's fine. Not every add-on needs to be instawin.
Freddy is what we call a noob crusher. Noobs can't beat him, but then again, they wouldn't beat any other killer. I feel that people weren't understanding his simple counterplay, like with Spirit. If he teleports, let go of the gen. If he places snares, run away from the loop or if you can't, drop the pallet early. Whenever he places a bunch of snares at 1 loop, he's losing the other snares he's placed around the map because of the cap, which will be even lower now. The slowdown add-ons, annoying as they were to see, didn't actually add up to much, similar to Thanatophobia and Dying Light. These noobs were also probably running cross map to get their clock, which you shouldn't do. You should use it if you're in the area. I didn't like that Freddy ignored Borrowed. It's an advantage that he has that few killers have, and he gets it passively instead of having to go into a stealth mode and camp the hook. Speaking of passive things, his slowdown add-ons weren't overpowered as I said, but I didn't like the direction those add-ons were in, because he'd basically get slowdown on survivors who he was not even chasing or pressuring just by being Freddy. And I did think he needed some slowdown on his placing of the snares, but not going down to Nurse speed. That was just a stupid nerf. Simply make him go 110% when he's placing them.
Freddy was not some unbeatable killer, and we know this because SWF bullies him, especially compared to Nurse and Spirit. And solos, when they see Freddy or one of the top killers, they either rage quit easily or they freak out and act like they forgot how to play. It is the survivor's errors that allow Freddy to beat them as easily as and as consistently as people are saying.
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@GeneralV said:
I agree with pretty much everything you've said about Freddy. I don't exactly think that he was "fine", but that is just me being salty that I cannot play as Old Freddy.
As for his "new add-ons", they are literally useless. I've tested them and it was the same thing as playing without add-ons. One of the worst changes I've ever seen.
As for the other changes, I don't even know what to say. Lucky Break OP, Demogorgon nerfed, Victor Decisive Striking himself, Coldwind problems were not fixed, Breakable Walls... It is sad, to be honest.
That's something I didn't mention but am also mad about. So not only does Victor still get kicked after a successful down on someone, but he's vulnerable for 5 whole seconds now. He did not need that. What he needed was a change so that he didn't override Dead Hard, and also more accurate kick timing for the survivors, because it seems like they would be halfway through the kick animation and then it would get cancelled. This time increase on his vulnerability I feel is just a plaster fix so that it's less likely we'll see that janky-looking cancelled animation. I recently started having fun with Twins too, but if these changes go live they're gonna be as bad and have as many drawbacks as Trickster.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2104279#Comment_2104279
Dead by Daylight
Daylight map 🤔
Get it?
Yes, and I don't really care. This argument is form over function.
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@Mr_K said:
Devs are just low-key saying the game is dying.
No.
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No.