danielmaster87
danielmaster87
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Comments
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Just buy him with shards.
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I do agree that her instadown hatchets need to go, or at least be limited to 1 hatchet no matter what (so no iri head + infantry belt shenanigans).
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Ruin and Surge are good because you don't have to stop to kick a gen to get regression. If a survivor is on a gen and you have Pop, you have to give them a head start and Pop the gen, or you chase them off and risk losing out on your Pop. Same thing with Dragon's Grip and Overcharge.
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It's harder to be as precise with your shots on console, especially since on most loops you can only see the survivor's head popping up, so you have to aim to hit that tiny target while also controlling the movement of your character.
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@UnentitledBunnyMan said:
Does deathslinger has auto aim on console like on GTA5? Or u have to use your controller to actually aim? I never used controller to play FPS except GTA5 and I can't imagine how to aim without autoaim
Deathslinger does not have auto aim. You will have to manually aim like in Call of Duty.
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@NoOneKnowsNova said:
It harder, but not hard. If you've got any experience with first person shooters he feels natural while if you don't he may be hard to learn.
I think first person shooters have better control sensitivity than this game has, so I don't think it's that simple.
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Eventually, assuming you're playing well yourself, you will rank up. As long as you're doing generators, looping the killer, healing and unhooking teammates, you should get enough points to rank up. The higher rank you are, the less bad your teammates will be on average.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2049366#Comment_2049366
That's true. I always felt super slow.
Especially having to hold L3 to run, which is also the control stick you use to move. Oof.
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In the beginning, my friends and I were hesitant to turn crossplay on because of PC players having so much better controls, fps, server connection, etc. But now we've simply forgotten about that. We usually don't care if they're on another platform or not, unless we want to angry message them but can't because they're not on PS4.
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I guess it would be the killer's speed. Before I played this game, I was playing a lot of Friday the 13th and some of the Jasons on their go VERY slowly. And there is some problems with this game, that have come to light only recently, of survivors just holding forward for a guaranteed 30 seconds wasted. But I am able to catch the survivors often, and in reasonable time, if I run the loops well as a 115% killer.
Same thing happens in Friday the 13th, where you hold forward to gain easy distance on the killer, except you have stamina in that game. So I also love not having to stress about stamina consumption in this game when playing as survivor.
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@NoOneKnowsNova said:
Hopefully obsession becomes base into the game now to make tunneling occur less then it will in the following days to come.
That's what I suggest as well. Right now that would be terrible because the killer has to assume, as usual, that everybody has OP DS. The newer version will be run way less because it's not abusable, which will cause there to be no obsession and the killer decides to tunnel because of that.
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They're a double edged sword. Instantly destroyed when you're playing killer because they spawned in an obvious spot, never destroyed as when you're playing as survivor because the killer got the god spawn and/or the hex gets the silent bug.
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Maybe some better fashion design.
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I don't know why they thought a third health state as a perk was a good idea.
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This argument is fruitless. A "worthwhile" mori? What people are basing their judgement on, when saying what mori is the best, is so subjective and varied that there might as well not even be a competition.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2046281#Comment_2046281
It’s not necessary when most killer powers already cut chases short
Do they now?
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It has to do with how fun it is to go against them, and whether or not my actions actually effect the outcome of the match. Same with playing as killer. I don't feel like I can do anything against Nurse except hide.
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The devs every time this gets brought up: https://youtu.be/lhckuhUxcgA
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@Superyoshiegg said:
https://forum.deadbydaylight.com/en/discussion/comment/2048155#Comment_2048155
Iron Will does not remove your blood trails, scratch marks, footstep noises and breathing, all of which can still be used to track you.
On top of that, Stridor trumps Iron Will anyway, so even then it's not guaranteed to remove your groaning.
Iron Will is not a counter to the Spirit, especially so if she's running Stridor.
https://forum.deadbydaylight.com/en/discussion/comment/2048169#Comment_2048169
You say this as if Stridor is useless if the Survivors aren't running Iron Will, which is not the case.
It kind of is useless if not detrimental. When survivors don't have Iron Will and you have Stridor, they sound overly loud which confuses you on where they are and how close they are.
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@HectorBrando said:
Are they really 3-4 minute games? because people tend to miss-gauge how long trials last, especially Killers, they are usually longer than what you feel.
If they are really that short and you are having a lot of them either you must be the unluckiest person in the comunity (genrush squads are not THAT common, I may get 1 every 20 games), you are playing with an extremely busted build (you cant expect to win easily using something lke Monstrous+Beast of Prey+Mad Grit+Distressing) or you are not very good, climbed the ranks by stomping Solo queue potatos and now you have to face the veterans and must relearn the game.
I think what they're trying to say is that the gens get done in 3-4 minutes, which shouldn't be possible but it is. The rest of the game is the survivors being greedy and trying to get all 4 out via hook bombing and hook trading, because the killer's only way of getting a kill at that point is face camping, which brings the match to about 6-8 minutes.
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@Aven_Fallen said:
And then she brings Stridor (like most Spirits do) and you are dead. Yay.
No. She had to use a perk slot to counter your perk, and now you can still crouch tech her, slow vault windows, double back, etc.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2047858#Comment_2047858
Well i am playing as Surv sometimes and when i see Spirit i am killing myself, game is not fun with them. Nurse is also strong but she has counterplay, so i dont hate Nurse so much. But Spirit need nerf so hard.
So Spirit doesn't have counterplay but Nurse does? I think you've got that backwards.
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No, just put on Iron Will and she's countered. People don't realize how unfair it is to have zero sound in this game.
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@YOURFRIEND said:
Smart survivors just drop their items somewhere if they know they're going against franklin's. It's really not a terribly effective perk vs. people that know what they're doing or on comms.
Sometimes you lose your item and the killer simply won't let you pick it back up. So you don't always get a chance to drop your item.
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@Exerath1992 said:
https://forum.deadbydaylight.com/en/discussion/comment/2046692#Comment_2046692
Listen, your what-about-isms don't change the fact that if you tunnel them, you deserve the stun, locker or not. In the new system, if you give them a chance to do objectives, you're not tunnelling and it deactivates. Sure, if you ARE tunnelling and they make it to a locker, you get an extra 3~ seconds to the stun, but then that's the risk you took by tunelling
But DS also works against people who don't tunnel. That is the issue with the perk right now. You hook person 1, chase and hook person 2, come back to person 1 and get DS'd when you literally just hooked a different person. It punishes killers for playing well and getting multiple downs quickly. And sometimes person 1, after getting off the hook, runs cross map to unhook person 2, and they DS you even though you just hooked someone else, meanwhile person 2's DS is also still active. It gives too much benefit for doing stupid and risky plays, let alone simply existing as a survivor.
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@pigsaag said:
you know what. let them enter into a locker. they will waste time trying me to eat the ds. but i am human and i can think. so yeah, let them waste time
And then jump out when you leave and work on a gen and finish it because you didn't wait it out. And if you wait it out, free gen time for everyone else. Or you could take a 5-second stun and lose all of the momentum that you had. It's a lose-lose-lose scenario.
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@Exerath1992 said:
https://forum.deadbydaylight.com/en/discussion/comment/2046430#Comment_2046430
Oh... With current DS it depends on what info I have and how well I'm doing. If I'm doing poorly or know of a more urgent/vulnerable target, I go for it. Otherwise I eat the DS so it doesn't hit me later
And I've made this counterargument many times before: sometimes taking the DS early is what puts you in a bad late game position in the first place. Once you take a DS, all your momentum is gone. You chased someone and got nothing for it, meanwhile there's 2-3 people on gens. That's why I think taking a DS, at any point, is bad advice. And also think about it logically. You're taking a 5-second stun. Why would you subject yourself to that when you can... not?
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I just need him to not ignore Dead Hard. It's one of the dumbest interactions in this whole game.
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Starstruck isn't in yet.
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@EvanSnowWolf said:
"Killers have a thing I don't like so it needs to go." - Survivor Mains
Hahaha! If only you knew how much killer I play.
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Either this or they need to make more hooks. This is kind of like flashlight saves where it seems like survivors always get them against you, but it's actually really hard to pull off.
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@Yords said:
...did you lose your lunchbox to franklins?
Tehe.
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@Nathan13 said:
I don't see keys even being nerfed so I wouldn't worry about that.
They did announce that keys will be nerfed, but since they're so vague and procrastinating with that stuff, yeah probably never.
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@Dizzy1096 said:
https://forum.deadbydaylight.com/en/discussion/comment/2046067#Comment_2046067
It makes no sense full stop. The killers job is to chase, down and hook survivors. The difficulty is in the chase part. Now they want to make it hard to hook them too? then they wonder why nobody plays killers. Just let the killers have their reward.
Their justification in destroying hooks after sacrifice is that "killers can just use the same hook over and over". What's wrong with that?! It creates way more problems than it supposedly solves! It makes hook sabotaging way stronger, it means survivors can get downed in dead zones and can't be hooked, it makes it hard to even get a hook.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2045315#Comment_2045315
You have to actually earn Tombstone Myers and even then you can just jump into lockers every time and never get insta killed. You're also stuck with a basic m1 killer who can't do very much. NOED can be used with Deathslinger who can shoot you.
But that's the problem in the counterplay. The alternative to getting insta-moried is being insta-downed? What kind of options are those?! I swear this game is so survivor sided, but people just glaze over the few OP things killer has like they're not legitimate problems.
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@UnentitledBunnyMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2045331#Comment_2045331
Imagine press E to win. Playing as killer even pressing W is taking more skill than playing as survivor cz rubbing against object will always slow the killer while survivor can hide his face in the wall but still run @ full speed
That's another thing they need to address. It feels like every killer is 110 when you're chasing a survivor, even around a single rock, because they can cut corners better with their smaller model. So we can either go around loops inefficiently or risk getting caught on an outrageously oversized obstacle hitbox.
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@Exerath1992 said:
https://forum.deadbydaylight.com/en/discussion/comment/2046040#Comment_2046040
Obviously let them go and defend your 3 gen. If you run into them after they touch a gen, self care or run out of time, you're good, but if you can defend your 3 gen then prioritize that
You're not understanding. We're talking about current DS, not the upcoming nerfed version.
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There's way too few hooks as it is. The devs don't understand that hooks being a certain distance apart is not enough to base hook spawns on, because it doesn't take into account walls or different floors. Just look at the swamp maps. Destroy 1 hook, and you won't have another for miles.
They should just get rid of the hooks getting destroyed on a sacrifice mechanic. It makes no sense and isn't necessary at all. Please do your best to convince me otherwise.
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I might just change it to make you get into bloodlust faster.
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@GoshJosh said:
You should probably have stronger priorities in life than playing DbD, if you can't count to 60. That or eat a stun and get it over with.
Those are both game-losing options for the killer. You make it sound so simple, like killers can just afford to take a stun for no reason or wait 60 seconds doing nothing.
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@Exerath1992 said:
Meh, if you're chasing them and they haven't touched a gen or healed, jumping in the locker adds a few seconds to the interaction, but they were being tunneled so I think its fair. I wouldn't want to take away their ability to hide right after being unhooked so the killer can be distracted by someone else. (I'm a killer main, not being self serving here)
But imagine you're in a 3-gen or something. The gen that the locker DS person is next to is close to being done. What do you do? Just let them go so they can finish it when you leave? Or do you take the DS which is a game-throwing move at that point? It's a lose-lose scenario that's needed fixing for years.
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@Mat_Sella said:
no chase perks, m1 killer.
If Ghostface properly stalked the person in this video the chase would have ended immediately. What are you trying to prove here? that ghostface's without a brain suck? indeed they do.
You're the one playing dumb. Stalking them wouldn't make this loop shorter, and by the time Ghost Face catches up, they probably wouldn't be exposed anymore. Perks shouldn't be required to fix bad loop design either. It shouldn't take Bamboozle or PWYF x3 to catch someone at a loop.
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@baddieclaudette said:
Normally a good killer will just drop the chase and look for someone else, The only "problem" is that the survivor has distance on the killer, and are vaulting the window very early to maintain distance. Breakable walls literally give the killers other options when their in a chase. There are no infinites or extremely strong windows anymore.
But as you can see, there's no breakable walls to shorten this loop. 🙄
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Pretty much every other match where I went off-meta as killer.
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@swager21 said:
https://forum.deadbydaylight.com/en/discussion/comment/2045312#Comment_2045312
theres just so many posts complaining about something that i cant take them seriously anymore
So you're gonna point your finger at the people complaining about the thing, instead of the thing itself.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2045362#Comment_2045362
Actually his hand opens up when he is in T3 if he has a tombstone
Doesn't matter if he's right up on you when he pops it, which he should in most cases. And that's a pretty minute detail that can easily go unnoticed.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2045315#Comment_2045315
Tbf he is like 100% move speed and takes ages to charge it up
Not a big issue when you're matched with garbage randoms that feed him, and also the fact that it's impossible to tell whether he has it or not until the first mori happens. "You can just tell by how long he's been stalking." How do I know that? How could I possibly know how much stalk he's gotten on me or my teammates, or whether he has stalk increase add-ons? He's such a polarizing killer, because at base he sucks, but his add-ons make him broken as hell.
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@Kirkylad said:
https://forum.deadbydaylight.com/en/discussion/comment/2045286#Comment_2045286
The nerf is much needed but I doubt it's the ds nerf that's holding the update back, it's more likely bugs from the new chapter that they're trying to fix before release.
A convenient excuse, I'm sure. Also, what happened to those surprise nerfs? Guess the devs really did go back on their word. Instaheal nerf gets announced, everyone and their mother is using them before they get nerfed. You couldn't find a match as killer without an instaheal being present. The same chance was not given to killers for the mori nerf. It was insta-nerfed with no chance to capitalize. And keys weren't nerfed along with moris. Now, they're doing it again. DS nerf gets announced weeks or months in advance, ensuring that everyone uses it to the fullest until the nerf comes. It's a double standard that killers never benefit from. You will see, when NOED or Iri hatchets get a nerf announcement, the changes will go live the day after.
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I'm more mad that survivors gen rush and then act like "this was all skill". Yeah, so skillful having to hold a button down for 100 seconds and you auto win. Meanwhile the "skilless" "baby" killer is running around the whole map juggling 4 of you, and gets chewed out for running regression perks or proxy camping. You can't make this stuff up. It's survivors equating broken mechanics with their personal skill.
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Every time I've used Rancor, I've never seen the obsession after the last gen pops. Wasted perk slot.