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danielmaster87

danielmaster87

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danielmaster87
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  • The killer que times I've gotten on PS4 tonight have been unacceptable. I know it's just 2 minutes or something, but when you used to have 30 seconds until lobby joins...

  • I wanted first form Cell from DBZ, but it's anime, so end of argument right?

  • The only non-BM purpose is because they hate the overly loud cries of pain.

  • DS is the only anti-tunnel perk we will ever need.

  • As to the intended purpose, my guess is that less people will need reporting because they'll literally be unable to say those things.

  • @Xanderino said:

    It's not even about the number anymore, they added a lot of pallets, and many of them are either decently safe or outright god pallets. Devs claimed many times this game is all about mind games, but what the hell can I mindgame when I'm basically forced to break the majority of them. Damn I agree it was a killer sided map. For sure it was. But it went from being a quite killer sided map that needed survivor buffs to being almost Haddonfield level of desperation. I honestly think they need to get rid of some pallets, a few of the god pallets, and make the more of them mindgameable, because right now, unless I happen to have brutal strength, this feels outright unfair.

    It was not a killer sided map before, but yeah this map is now pallet break simulator, even more than Haddonfield is.

  • I'm guessing it's gonna be a licensed killer. Maybe Pinhead or Candyman. But I don't care either way; licensed or original killers are always cool.

  • @Johnny_XMan said:

    I think if you are slugging at 5 gens while having a Ruin/Undying combo, that just shows how insecure you are in your skill. That's just my opinion.

    That perk combo isn't foolproof, especially after the Undying nerf.

  • @JPA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1949837#Comment_1949837

    Ha, I love it how people seem to think that you get nice messages when you beat survivors with a 12 hook, no camping, no tunnelling, perfect game. Nope, you still get insulted pretty often, and/or get the validity of your win questioned.

    Even if you lose, whilst playing by the survivor rulebook, with a low tier killer, you can still get insulted.

    Avoiding salt, or not hurting survivors feelings, is absolutely no reason to not slug.

    Yeah I mean it makes you want to camp and tunnel if you're gonna get accused of it no matter what.

  • This is disheartening to say the least, but at least the changes are coming at some point.

  • These long lunges are not intended features, they're bugs. And your teammates DCing has nothing to do with strength of the killer role. It's literally your teammate screwing the rest of you. But remember this about killers, their perks and add-ons: they're supposed to do something for the killer. Machete Man is not strong enough to beat survivors. OP killer powers, perks or add-ons would be things that do too much for their rarity. Most killer add-ons are hot garbage.

  • Spirit is the epitome of a balanced killer, just like Hillbilly was before his nerf. While she is in the top 2 killers (Nurse and Spirit), she's not better than Nurse.

    And let me put it this way for the Nurse vs Spirit argument:

    Nurse is better than Spirit assuming that a competent Nurse player has her. Her simple yet insanely strong ability to teleport, even through walls, makes her the best killer in the game. It's just that she's so hard to learn. That's why people say "I beat Nurse all the time!" Yeah, baby Nurses and intermediate Nurses, not veteran/PC Nurses otherwise you'd complain about her all the time. Spin and double back all you want, because a good Nurse doesn't care about any of that and will hit you anyway.

    Spirit has a more complex power but it is mostly about moving fast and hearing where survivors are. If they have Iron Will, you're screwed. If they know how to play around with the sounds, you're screwed. She's not as skilless and uncounterable as people make her sound. The standing still mindgame needs to be fixed, because it is actually no-skill just like the old window vault faking.

    So Nurse is the stronger killer, but Spirit is more accessible aka easier to pick up. A good Spirit player is better than a bad Nurse, but a good Nurse is better than any Spirit player.

    But bottom line: Spirit is one of those few killers that actually has control in the chase, which survivors don't like. Nurse has control as well, but Spirit can somewhat be looped whereas Nurse cannot be looped at all. Spirit is balanced.

  • I had a relatively positive experience with her the other day. I did well with her in the beginning but kinda fell off after that due to 1 or 2 half-decent survivors being present. It ended up being a 1k or 2k even though I feel I deserved more for how bad they as a team had been playing. And there wasn't even a Dead Hard in that match. Makes me want to use NOED. But I walked away thinking "Yeah. I can work with this." Nurse wasn't the unplayable garbage I thought her to be.

    Despite that, I can't disagree with anything you've said. I constantly would blink forward 2 inches even though I held down the blink for a least a second or two. I blinked to the basement by accident which was stupid. I swung pretty much anytime a survivor was near me. When they were inside me I could hit them at least, but her lunge is laughably short. You have to sniff the survivor's hair just to hit them. Then there's the constant waiting on the charges to come back.

    See, this is why Nurse's nerf was not the one we needed. Her basekit was fine and her add-ons made her broken. But like we saw with Hillbilly, the devs just had to mess with the basekit. So now she's a killer who is nigh impossible to learn, and people who've already learned her win very easily and very consistently, at least on PC.

  • There was this one game in pre-remaster Azarov's Resting Place, where the match result was decided before the match had begun. I was playing Huntress and I was facing a very sweaty, very toxic 4-man SWF. I didn't go for a 3-gen because that's boring, but I was mostly on one side the whole time and didn't think I had split the map that bad. But they were constantly making me miss my throws, hiding behind loops that Huntress can't throw over, looping me around those small loops several times because Huntress is 110%, not even dropping the pallet so they can do it all over again, constant flashlight clicking, every time I downed someone they had a flashlight ready because all 4 of them had one and there were no walls near to face into. I can't remember how many hooks I had gotten but the game did not feel close at all. They did 1 gen on the side I was hovering around, then immediately did the last 2 gens within seconds of each other, meaning they'd been toying with me so much that they had someone 99 both of those gens. I end up somehow getting someone on death hook and killing them, then face camping for a second kill.

    It's games like that which make me never want to go easy on the survivors, because you don't know what you're dealing with until it's too late.

  • The new ones do look better. The normal run is pretty much the same old run, the injured run is fine unless your urge to make a "running to the bathroom" joke overcomes you, and the falling to the ground is way better because you don't have that massive delay where you're unable to move until the animation feels like being finished. Going from dying to injured also looks smoother. And then there's the hilarious crawling into hatch animation. Literally the only questionable animation is when you do a 180, and even that is more of a problem with how it feels, because the slight momentum halt takes some getting used to but it is definitely realistic.

  • Definitely Nurse. She can literally teleport, through walls as well, and you have to hope that your misdirection via line of sight blockers works on her. Just look at how she measures up to Trapper or Clown. It's blatant that she's a head above the rest.

  • He's actually a slugging killer. Otherwise you're wasting his ability.

  • It's an exploit that needs to be fixed for sure. Imagine if you leave the hook and the downed person had Unbreakable.

  • @darktrix said:

    https://forum.deadbydaylight.com/en/discussion/227119/worst-ultra-rare-and-rare-items-and-adds

    Brand New Part is actually the best add on for toolkit now since they nerfed toolkits into the ground. That's how they operate, make everything suck.

    Toolboxes needed that rework actually. They were lasting for soooo long. You could use them to speed up gen after gen after gen. Now they do about the same amount of progress, but over a shorter amount of time. So basically, not a nerf.

  • @RaSavage42 said:

    Pig is A tier killer

    Ruin nerf wasn't needed

    Spirit is hard to learn... She's more like nurse

    Pig is one of the few killers like Leatherface that can just choose to guarantee 1 kill whenever they want, by tunneling the person with a head trap. I don't think that makes her A though.

    Ruin nerf was a give and take. I liked the slowdown of the original but I detested those red skill checks. The new one is almost more annoying because you let gens at 50% go back to 0 and lose the whole game.

    And then Spirit, she's not as hard to play as Nurse. You just need Stridor and some headphones.

  • @Kellie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1948337#Comment_1948337

    It's only survivor sided when they have key's and there's more than 2 survivors left. Other than that is pretty killer sided.

    But if I'm survivor and no gens got done, I still get a chance to escape as long as I happen to be the last one left. And that escape causes the killer to get a black pip instead of a pip. Seems pretty survivor sided to me.

  • Hatch is survivor sided and overpowered.

  • @kyogul said:

    Thread's been made many times, don't know how many to say like 3.0, 4.0, whichever. Let's restrict it to the game of DBD only please and refrain from talking about specific players/streamers/people or indirectly throwing stones at anyone

    I'll go first:

    • DH is more problematic and uncounterable than current DS
    • Whispers is a better tracking perk than BBQ

    DH is uncounterable. And Whispers and BBQ are about the same strength.

  • @Mert_MK said:

    Can't take this serious, even more so considering this is coming from the same guy who considers 360's cheating and that it requires zero skill to pull off. I bet that's the only reason he's absolutely fine with the current movement since he'd just get spun to oblivion like a legit rank 20 before lmfao.

    What a clown.

    That's not what this argument is about, but yes 360s are an exploit. They deny easily obtainable hits just from spinning, because of aim dressing and horrendous animations which I'm glad are gone now. I'm rank 1 so guess again. And they say "let the survivor spin in front of you, then hit them" but, shocker, they can do it multiple times in a row. Waiting that out wastes like 3-5 seconds when you should have hit them within 1 second. We shouldn't have to AIM at point blank range. If we wanted to do that, we'd play CoD or Deathslinger. We must get rid of all skilless things in this game, and DS is a mighty good start.

  • @[Deleted User] said:

    Lol, what's next, nerf botany knowledge or we'll make it because survivors heal too fast and it also kinda give them extra health state?

    Remove all exhaustion perks? All of them can extend chases massively. Be glad balanced and lithe are not meta. I feel like I'm the only balanced player left and I have no idea why. Tho I'm glad, no killer expects me to have balanced and it saved my ass more times than all other perks combined. Believe me, if you get full balanced squad on farm with combine harvester you would be making this about balanced and not dead heart. Survivors have their chase perks, killers have their chase perks. Live with it,

    But nobody runs Botany. Everybody runs DH. And unlike Balanced, Dead Hard can be used consistently without needing places to drop from.

  • @Dragonshensi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1946261#Comment_1946261

    I play Trapper usually. I always trap the heck out of windows and pallets so.

    I always trap the windows of the main house too, without being spotted. Then survivors never go in that building for some strange reason.

  • @Dragonshensi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1946232#Comment_1946232

    Anytime I play that map as killer(haddonfeild) I usually dominate.

    Those potato survivors you get must be something else. Even not that good survivors know how to abuse the heck out of that map.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/227563/dead-hard-needs-a-nerf-or-a-rework-from-the-ground-up

    I think what should really happen is that No Mither & Dead Hard get merged together, and David gets given a new perk.

    If players want their DH, they remain broken the entire match.

    That's so good. I like it.

  • @Kolossoni said:

    As a survivor main who has Dead Hard unlocked, I never actually use it cuz it feels very clunky whenever I use it.

    My main perks are: Spine Chill, Iron Will, Self Care, Borrowed Time.

    When I play killer, it does feel weird though.

    It's almost like a must: Decisive Strike, Dead Hard, Sprint Burst, etc. Every survivor runs them.

    I think a slight tweak would be nice so that other niche perks get to shine a little more.

    Dead Hard used to be an auto-include for me as well, but then I kept getting exhaustion on the ground for half a second due to being on console.

  • They're selfish and entitled, that's why. Rather than letting the match play out, they guarantee that their team lose because things aren't going their way.

  • Old The Game being killer sided is still one of the biggest joke arguments in this game. Even assuming you did get good door and pallet RNG as killer, gen rush still applies, map splitting destroyed you, and the god pallets were all still there. And now there's more god pallets. It's the new Haddonfield now.

  • Anyone who says Nurse is balanced never faces good Nurses. That all I've got to say.

  • @Phasmamain said:

    We’ve disabled auto haven and crotus prenn but this is fine!

    I was wondering why those maps were banned but then I saw The 4.5.0 Experience video, or something like that. Now it all makes sense.

  • If this happens to me, which it thankfully hasn't yet, I'll literally quit until the next update.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1945044#Comment_1945044

    It doesn’t look like that at all though. Maybe in your head? But the way you are acting here towards OP tells a lot about you.

    Yeah these haters are just entitled survivors that want their cheating old 360s back and want to dev bash because it makes them look cool! They just keep parroting "it looks like they need to go to the bathroom!" because they're immature and unimaginative!

  • @simbanono said:

    https://forum.deadbydaylight.com/en/discussion/comment/1945041#Comment_1945041

    Well atleast in the old animations you were actually acting injured and not like your trying to find your way to the bathroom at lightning speed.

    Anyone can say that anyone looks like they need to go to the bathroom while they're running. That doesn't prove anything. The new animations are definitely an improvement!

  • I agree with you wholeheartedly! People are out of their minds hating on these animations! I bet they just want their EZ zero-skill 360s to come back! People don't hate the animations! They hate the fact that they have to give the devs props this time, and they don't like it! So instead, they're gonna bash every little thing the devs do, even if it's actually a positive for the game! That's how I see it!

  • I was opposed to it before, but seeing it in action looks too fun. Let's do it. One thing I'm afraid of though is the strength of STBFL.

  • People will argue to the death that old The Game was the most killer sided map. I don't see it. There's hardly any weak pallets and now there are like 5 additional god pallets. I've played less than 5 matches on it as killer, and I can tell it's easily the new Haddonfield.

  • Shrinking the survivor pov is good. Now they can't see the killer at a loop where the killer can't see them.

  • Not for this patch! Going against him now is an EZ WIN! Hitboxes are so out whack, he'll miss twice as many shots as normal!

  • @_HN_ said:

    Just because a static screenshot of what looks like an offspin of the (very uneven) Resident Evil series looks kinda like the new animation of DbD doesnt suddenly and magically means that animation is perfect!

    What kind of twisted mental gymnastic is that?!

    Well I think I made that point clear but I'll say it again. We are complaining about an animation that is the same animation belonging to one of the most celebrated videogame franchises of all time, in which players have zero complaints about the injured animation. People are being blinded by nostalgia and hating on the new animations just because they don't like change. "It's looks like they have to go to the bathroom!" What a bunch of 4-year olds!

  • @Kellie said:

    Literally every gaming community has a toxic side. Why do you guys get so worked up over it.

    Because the devs literally encourage it, because those types of people are willing to spend money on this game. That's why this community is more toxic than CoD.

  • @PanicSquid said:

    https://forum.deadbydaylight.com/en/discussion/comment/1943772#Comment_1943772

    Not exactly, they have said that they don't want to take away player autonomy. You have a choice if you want to play toxic or not. You are blaming the devs for choices made by the players, the devs just don't intervene.

    As for the mechanics of the game, they exist to make it actually a game.

    There are 7 gens because if a killer could just camp 1 or 2 gens to win, the game would be pointless.

    Windows and pallets exist to give the chases some sort of excitement, some way that they prey can escape or hinder the hunter.

    The hatch was added to stop the last survivor from just hiding until the killer DC's from boredom. Because the last survivor was never going to do the gens.

    I don't think the devs prioritize one side over the other, things that unbalance the game have been added, others have been removed. I look forward to the DS nerf, I also look forward to changes to Freddy.

    "Freddy's getting changed because he's OP. I don't know why he's OP, he just is." -A dev

  • @MadLordJack said:

    Most of this doesn't really make sense, but the gist of why the game is so toxic and how the Devs are involved comes down to the fact that they thought it would be thematic.

    I'm not kidding, that is how they justify things like hardcore tunneling, facecamping, t-bagging, etc. They want us to be frustrated.

    So they don't know that people play video games for fun.

  • @_HN_ said:

    The toxicity has nothing to do with all that. It just comes from the fact that the game kinda encourage people to mainly play one role in this asymetrical game, and thus tend to totally forget the idea that the other side is also human, and is doing what it needs to win the game.

    It's particularly present on the survivor side where they think pulling all the tricks in the book is fine, but when the killer does it to is very bad and toxic.

    One way to reduce that toxicity would be let people play more of both sides rather than focus on a single one.

    Bringing back the quick swap from killer to survivor (and vice versa) that was present in the loby before starting to queue would be a good start, having it there is a constant reminder that you can just go play the other side of the game.

    Another way to do that would be to have an indicator of the queue times for both sides and give incentives to people for playing the underrepresented side (like more bp and XP). Not only it will smooth out the queue time, but it will also bring people out of their lil corner and experience the other side more often.

    We need the quick switch killer/survivor button back. It made the main lobby feel so smooth and accessible. I definitely noticed when it wasn't there anymore.

  • @Beelzeboop said:

    It was clear from the start that the Devs favored survivors. After all, they're the good guys, right? So they deserved to have a good chance of escaping, even if their teammates were absolute potatoes. But how?

    Well, first, give them a bunch of second chance perks. It would be boring if the killer won without putting much effort in, wouldn't it? And let's make the survivors' objective faster and easier than the killer's, since they're already going to have to stop working in order to be chased.

    Oh, and give them some extra generators so that the killer can't just stand at one and block it, or just patrol two generators. That seems reasonable, doesn't it?

    Second, let's put in vault spaces that survivors can jump through quickly, but killers have to slowly climb through. Lets put these in strategic places so that survivors can literally be chased around in circles for five minutes while their teammates repair generators, risking their own hide to help their friends. After all, it's a team game, right?

    Oh, and add in shipping pallets, so that the survivors can stun the killer and create temporary vault spaces that survivors can slide over even faster than vaulting a regular space. This looks a little bit over-powered, so lets allow killers to break them. If they lock their camera to the ground and stand still for three seconds.

    Now, third, those generator sounds are pretty loud, so lets give the survivors an early warning whenever a killer comes within a short distance, say 32 meters, or 105 feet. Lets also give the killers a red spotlight coming from their eyes, so that survivors can see where they're coming from and what's in their FoV.

    Fourth, speaking of FoV, lets put the survivors in third person, so that they can see the killer even easier, and put the killer in first person, so they really have to work to find the survivors.

    Fifth, lets make it so that the killer, when they do down a survivor, they have to transport them to a hook in order to really benefit from it. Lets give the survivors a chance to jump out of the killers arms and stun them, so that they can get away. After all, it's not their fault that they lost what was essentially two consecutive chases!

    And while we're at it, let's let survivors sabotage hooks, making them unusable. Also, to make sure that the killer doesn't stay in the same spot for too long and be boring, lets make it so that hooks break after one sacrifice. And lets let the survivors get hooked twice before they're guaranteed to be sacrificed.

    Sixth, in the event that your teammates somehow all get killed or sacrificed, let's put in a trapdoor for them to escape. Don't worry, even if the killer tries to close it, your actions take priority, so you can escape even if the killer technically started closing it before you even got there. And even if they do close it, you can just use a key!

    Okay, now for the killer. You know, the power role.

    First, lets give them weapons. They are, after all, monsters and serial killers. So, regardless of their weapons, they injure survivors on the first hit and knock them down on the second. Also, after the every hit, the survivor gets a massive speed boost, and the killer has to stop to clean clean their weapon.

    Second, lets give the killer the power to grab survivors out of certain animations, and out of lockers too. But, to give survivors a chance against this, their actions once again have priority, so they can cancel the killers grab. After all, maybe they didn't hear the killer coming.

    Third, lets give the killers all unique powers that change the entire playstyle of character. And give a couple of them hard counters. In the form of items and generally situational perks. Fun.

    Fourth, how about some one-time use offerings that allow the killer to kill survivors themselves? That would be so cool! It's not like it'll annoy survivors due to being severely overpowered, and we'll nerf it without any warning, annoying all the killers!

    Yeah that's it. Oh, wait, bugs that we'll never fix unless they make the killer stronger.

    Now, most if not all of these things individually are cool and fine, but altogether it overwhelmingly favors survivors.

    So not many people wanted to play killer.

    So wait times for survivors were extremely long.

    So survivors would be extra annoyed when the killers use bullshit tactics in order to "guarantee" win.

    And even when survivors win, "Hey, I just beat Micheal Myers! I'm so cool!"

    So they make fun of the killer, who feels like they never had a fair chance in the first place.

    This isn't even mentioning the lack of intervention from the Devs, the sheer grind of the game, the nearly pay-to-win mentality, or the perk system being used as a band-aid solution for virtually any and every problem.

    Note: If you look at the opinions of people outside of the community, upon gaining an understanding of how the game functions, even if they've never interacted with the community, they generally think that the game is survivor sided.

    I was trying to make a reasonable argument, so please try to consider this argument despite my obvious bias.

    The stuff I agree most with is hatch existing, and hooks being destroyed after a sacrifice. Neither mechanic belongs in this game, they don't make any sense, they make the killer's life harder for no good reason, etc.

  • @Squirrel_Thicc said:

    Thank you for trying to dictate MY opinion.

    I am not a dictator. I am a persuador.

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