danielmaster87
danielmaster87
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They both operate off of being healthy, and don't work while you're injured, so getting value off of 1 allows you to get value off of the other. But Dramaturgy in particular is really strong. Time it perfectly, and you'll get the killer to swing and miss. Otherwise, you get a speed boost regardless, and maybe a decent item.
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@[Deleted User] said:
There are certain tactics that killers can use that disproportionately affect solo queue, which makes up the majority of survivors on average. Things like tunneling, camping, etc., are balanced with perks and macro-level play, and despite that not working for 8 years….here we are. A killer can turn their brain off and tunnel solo queue players to stack up wins. It works until it doesn't. They either run into 4 competent solo players in the same lobby (the rarest thing in DbD), or they get a team that can effectively communicate the counters. They probably don't know how to win any other way, so they feel powerless.
The second component of this is the management of expectations, or lack-thereof. You're never given a ranking or told what a normal win rate is as a killer. Players are simply told that killers are the "power" role. There's no baseline comparison to form with your win rate vs others. And even if there were, it would never satisfy players who play killer to feel like they're in control, i.e. Killers if we're going off of Bartle's player types (Chess Merchants would be a prime example of this).
You CAN'T just turn your brain off. It's impossible as killer, because there's too much to juggle. I mean, you can, but then you just lose. And tunneling does work against SWF, just to a lesser extent because they can body block when you were gonna down the person, and force bad chases with coordinated yo-yoing and hook counting.
I would like to see the MMR rating for everyone. In fact, everyone should be for it. The reason it's hidden is to deceive players and to force confused, angry conversation. Or it could be that, like their hiding of Prestige in lobby, they're trying to protect people's feelings. Either way it's an insidiously bad practice.
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Because it always feels like you're losing, from start to end. When you lose enough, you can almost feel the flow of the match, and notice trends in what leads to your loss. It's like, "Oh, that first chase was 45 seconds instead of 15. I'm probably losing now." Or, "I used Pain Res when I didn't need to, and now I'm wasting a use of Pop. 1 mistake and I lose." So it's not like we want the game handed to us, rather we just want something. Killer should never be scared of chasing at a certain spot and have to RETREAT from the survivor to go find something more productive to do, but it happens constantly at shack, jungle gyms, house of pain, and broken main buildings like in Badham or Garden Of Joy. Take a chase there vs a survivor who knows how to run it, you'll lose the whole game. And that's the problem: 1 survivor knows how to loop, killer could lose the whole game. The game functions off of the assumption that survivors do gens inefficient, don't use strong perks, and don't loop well. I have queued up with SWF who know what they're doing and, unless something crazy happens, it's a cakewalk basically every time. Funnily enough, they'll still say "Chucky's OP because of his stealth." and crap like that. Just goes to show that no matter the skill level, but especially at low level, survivors are gonna complain about killers being too strong, even when they're given everything they need and more to win against them.
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How much are you playing?!
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I'd love to see his add-ons do anything of worth.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3862117#Comment_3862117
yeah? it is not making his power anymore reliable to land. that is what anti-loop is. it's buffing reliability for killer land hits. i am looking at buffing his map presence and his 4vs1 gameplay.
We're wasting our time. These guys are opposed to killer buffs on principle. They'd argue against buffing Burger King Myers because "it would make him too strong." If people are having fun playing a killer, because they're winning, then it must be a bad thing.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861802#Comment_3861802
Unpredictable my ass.
The majority of Deathslingers back then would just zoom spam constantly until they had either forced Survivors into a position where they would get hit no matter what or until Deathslinger got close enough to hit them with M1 because Survivors would lose distance everytime they attempted to dodge whenever he faked his aim. Rinse and repeat 90% of the time.
You could not go a day without someone on the forum complaining about it.
In fact, if people can't play Deathslinger without insta-scope, then that's a skill issue.
This is another thing y'all don't understand. "Spam." The killer cannot just take tons of misses or fake outs, no matter how quicky they recover, and not be punished for it. If they're still winning after that point, it's on you. And you seem to want the survivor to be in a favorable, max value position no matter what. If they stop dodging, the Deathslinger can shoot, and if he's shooting they can counter by dodging. It's interesting that way, because like unnerfed Spirit, it's all about whoever can make the best read/mindgame, like you see in fighting games. We call those skillful in those games, yes? So why doesn't that apply here? Why is a killer not allowed that same potential, assuming the survivors have equal counterplay, which they do?
What you have now is unequal counterplay. If the killer zooms in, they lose time before they shoot which allows the survivors to dodge, even if the shot was spot-on. Then, if you miss your shot, you go on a lengthy cooldown, and then your reload slow, at least without add-ons. Add-ons shouldn't be there to bandaid fix bad design, especially when they don't even truly solve the issue. Green Tin Can and Warden's Keys are all I run, but I still feel punished, more than I should on misses, for how difficult it is to land a shot. The buffs the devs gave him on his "movement speed while aiming" add-ons are not enough. It doesn't solve what I've brought up in the slightest. This isn't even diving into the inconsistently small shot hitbox, which alone justifies this killer's buff.
I have to wonder, what's with the pushback to a Deathslinger buff, even one similar to what I've suggested? Are y'all afraid that Deathslinger will suddenly be Nurse/Blight tier? I doubt it, because again, he didn't see play in tourney or high MMR at his strongest, and had a low kill rate. If you're gonna argue that that version of him wasn't fair, "Because the killer could down me," every killer in this game has had that potential. He just has a (slightly) more direct approach, unlike Unknown who relies on tricky bounce shots, or Singularity who relies on los in scanning, or Skull Merchant who has to scan you three times. What's the harm in buffing a weaker killer for a short time anyway? We all know the devs won't make it permanent if people like you levy enough complaints. And those shall be quantity over quality, as usual. That's the real skill issue here.
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Completely. As you enter RPD through the big front door, there's a door and another door a feet down on your left, and the same on your right. The two walls that are between those sets of doors are check spots where no matter which way the killer comes, you get a guaranteed like 20-second head start on them. Then you throw in a few god pallets, some which almost feel like they shouldn't be there. Like the god pallet at the top of main stairs that forces your camera/character into the ground, it seems, if you're breaking it from the stairs side. Or the pallet at the back side that's mere inches away from the door leading out to the back stairs, essentially forcing you to get stunned even if you try to move to the side, because there's not enough room to step back. Or that god awful designed window by the hole in the wall which guarantees a fast vault, or a safe medium vault, no matter how you run it, and which becomes a million times stronger if the pallet spawns alongside it instead of at the other wall of the room.
I genuinely don't understand how survivors lose on this map, in either iteration. It's happened to me plenty of times, don't get me wrong, but it never had anything to do with my performance. The average player just doesn't understand the gold mine of resources they have in this map, or in any map for that matter.
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@sickdeathfiend said:
I honestly dont know why anyone bothers trying to player survivor anymore.
Because it's easy. I can see the frustration from getting bad solo queue teammates, or being unlucky enough to be the tunneled one nearly every time, but otherwise what is there to complain about as survivor? If I get on a certain time of day, I'm getting good teammates a little more consistently. Maybe people just need to find that right time slot. And if the killer's running strong perks or using strong strategies, aren't there survivor perks that just negate that?
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@CrypticGirl said:
If you're going to play chill, you need to be comfortable losing sometimes (if not all the time). This goes for both sides.
Bingo. I see so many survivors claiming "We're casual. We just want to have fun with friends." But they're also insistent that they should be escaping all the time, even when the killer's strategizing (camping, tunneling, etc) and they're not being efficient or strategizing (gen rushing, last-second hook trades, forcing unfavorable chases).
If you are a casual, you are for the most part forsaking the competitive mindset/playstyle. But the people who play this game are unwilling to do that, and still want to be called casuals. I've never understood it.
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@SAWII said:
You can play as chill as you like OP, but you can’t make other people play a certain way.
So killers are fine to camp, tunnel, and slug, right?
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@PetTheDoggo said:
Most players play sweaty, nothing new.
Today I had Blight that was surprised, when I wrote to him "gg, gl", poor guy couldn't wrap his head around me wanting him to have a good luck. I wonder how long it was since he has seen some nice message.
If you actually try to have fun game, it can be done. But you can't get it by only not playing meta perks as call it chill, not like killer can see it.
When I go for roleplays, killers often play along. But you have to actively do some silly action in front of the killer, which can backfire…Most players do not play sweaty. Otherwise we wouldn't see complaints about Wraith, BBQ, and Windows all the time. Those things aren't issues for high level players, at all.
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He needs his old terror radius and instascope back. People didn't like his old TR because combined with Monitor, it was smaller. God forbid killers strategize and combo between killer properties and perks.
They also didn't like his instascope because you "couldn't react to it." They miss the point. It's not about reacting; it's about being unpredictable. You dodge, dodge, then don't dodge, and that's when he takes his shot and misses because you mixed it up. This is the same idea for counterplay against Nurse, Huntress, and Spirit, but we saw how that worked out for Spirit. Notice how even when Deathslinger had instascope, his kill rate was low and was never seen in tournament, unlike the previously mentioned killers.
I do like the OP's suggestions above. They reflect having lots of experience on the killer, and having the killer's viability in mind. But I think unless he gets the instascope back, he's gonna stay extremely clunky, unviable, and not fun to play.
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Because not everyone wants to be hit in the face with snowballs or sandbagged by snowmen over and over.
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I could do with a DBD shirt or something myself. I just haven't had the motivation to look for one, or rather I haven't seen any advertisements for such a thing.
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@DancewithmeKate said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860755#Comment_3860755
If they do that by killer-side, this killer will be even worse to play against. No killer should be rewarded by bad ping.
This is the problem with this game's community. If something is killer-favoring, it gets changed. If it's survivor-favoring, we leave it as is "because you just can't have survivors not having fun!" But you CAN have the killer not having fun. I see how it is.
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There's countless killer add-ons like this, where their design is just terrible for what your game plan could ever possibly be. Like, this add-on gives 70 seconds of Mangled and Hemorrhage, given you actually meet the ridiculous requirements (getting a claw trap on someone is pretty difficult). But 70 seconds is the length of a hook state. If they just save the person at the last second, you get zero of that effect against their next heal.
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Your killer is getting massive value from the perks BECAUSE your teammates are dropping like flies. High level players just don't have issues with hexes 90% of the time, so it's probably just that people aren't pulling their own weight, or aren't aware of basic game knowledge. Like, someone goes down, they start walking around. The game's about to be a 2v1 with 1 gen left at 50%, and they start healing. That kind of nonsense. I don't know your looping ability or game sense, but if you see a killer's got hexes, and you're cleansing them without being caught, you're doing your part.
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@Equinox_One said:
Uh, what?
Either you should start immediately playing the lottery or you're massively exaggerating. Or you're talking exclusively about endgame which, yes, is slug heavy because that's often the only way left for the killer to win.
I've played maybe 50 odd games on survivor this event and I've had a single killer who wanted to slug everyone, outside of endgame, and they lost.
That said:
There's playing to win and there's playing to waste everyone's time and be a griefer. If it's happening outside of endgame then yes, that killer is a butt.
I just don't get it. How can you understand the logic that a killer's only way of winning in that endgame scenario is slugging, but him trying to win by doing so earlier in the game is a bad thing? It's not like survivors can't counter it. If they couldn't, slugging would be in 100% of games.
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@sizzlingmario4 said:
No. There were a few mistakes in 6.1.0 including buffing Overcharge/Eruption to what they were back then and making DS 3 seconds but for the most part it was a good and much needed update.
Almost all of the perks that were nerfed in that update needed some kind of change, even if not all of the changes were the right ones. On an overall scale it was not a failure in any way, it was one of the best updates the game has ever had and most of the issues that did come with it (ie. Overbrine meta) did eventually get resolved.
Because clearly 3-second DS wasn't still meta and wasn't still singlehandedly ruining killer matches. No, gens regressing slightly faster, because the survivors let them? That's the real overpowered thing. 🙄
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I just kinda stopped reading after the exaggeration of Overcharge and the complaints about tunneling.
The only way in which that patch was a failure is that it wasn't upheld. It brought amazing changes for the game. But basically every killer buff except for the very miniscule kick/attack cooldown speed buffs have been reverted. In essence, killers got crumbs, and survivors got crumbs taken away. Dead Hard, OTR, and all that still being meta kind of speaks for itself.
Pretty much the only reason the patch gets hated so much is because killers got lots of buffs and survivors got lots of nerfs. But like I said, it's all been reversed pretty much. So it's very petty that, to this day, people call it the patch that killed the game/made it killer sided. Notice how the survivors who knew how to play were barely affected, and didn't complain.
There's a certain kind of tension that two people create towards one another, where they misinterpreted one comment or multiple comments, or heard secondhand that the person said something about them, and that kind of sits in their minds, feeds confirmation bias, feeds paranoia, until finally they have an almost religious-level belief in the idea that this person hates them, or should be a target of reciprocal hate. I think a majority of players have done the same thing in this game, except instead of a person they've set their sights on the killer role, people who play the role effectively, and anything that makes that role/those players stronger. If you look at the facts, and the bigger picture, killers really aren't that powerful, and haven't had much in the way of buffs. The power difference between them and survivors, when both sides play effectively, and the difference in power between each's buffs as well, are worlds apart.
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If they're THAT lacking in resources, then raise it by a hair. I personally haven't had any easy killer matches on them. It's all about survivor caliber.
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More good options for killer. Some killers like current Freddy, you're just not gonna get anything vs good survivors, no matter your skill or build or whatnot. But even with the better killers, they still need perks to supplement their power, and it seems like the bar for strong killer perks just gets lower and lower each patch. Tru3 put out a video on the last week which perfectly charts what's happened, if you'll hear me/him out.
Basically, the good old killer perks like peak Pop, peak Ruin, peak Pain Res, etc, used to be the standard top killer perks. They got nerfed, and what replaced them was the weaker of the stronger level perk options, like Eruption, Surge, STBFL, different hexes, etc. Then those got nerfed too. So now the third best set of killer perks, which used to be not really used because they were considered too weak at the time, now they're the top perks. But those get complained about, they get nerfed, to where now the original set of top perks is back as the meta, not because they're strong obviously, but because they're the least weak of the better options. And so you see the cycle of how the killer meta has changed.
I'm not saying that survivor perks aren't nerfed in this same fashion sometimes, but they are fewer and far between. Guess what's still meta? DS, Dead Hard, Unbreakable, Prove Thyself, Adrenaline. The killer meta hasn't changed much either, because of my above explanation, but getting hit by any one of these survivor perks can potentially lose you the whole game. Killer perks have no such impact. You're not really losing the whole match as survivor because the killer used Pop, Pain Res, or Coup once. I mean, it happens, but in that case your team caliber was just way too low, nothing to do with the killer's tools.
But we could go either way. New gen defence perks/buffs, or faster ways to down. That means buffs to killers' chase powers, or at least stop nerfing the good ones that are left. At some point, the killer's got to be able to down survivors without them having to make the first mistake, because that's wrong wrong with most killers' chase game nowadays. M1 killer at somewhere like shack? Might as well forget it, because that's a guaranteed 45+ second chase. OR the devs could innovate and create a completely new way for killer to have power, something we haven't seen yet.
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@Rick1998 said:
i find incresing the cooldown such a boring change . I like killers who can always acess their powers . Huntress, nurse , singularity etc are some of my favorites. Waiting 14 seconds everytime is just boring
And the moment it becomes a discussion on the cooldown of a power, it's like where do we draw the line? 5-second cooldown? 10-second? 15? 20? 30?
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@Monkeypox said:
Nothing. He got changed before where they removed his manual scamper he didn't need anything. It's just bhvr pampering baby survivors yet again. Look at skull merchant and freddy for example.
Ironic, considering the manual scamper removal was part of that pampering. Notice how Wesker still has his pallet slide which is the exact same concept. People's logic on killer nerfs is never consistent.
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A revert on all his other nerfs, returning him to peak strength. How are people gonna complain he had no counterplay when sliding under a pallet/over a window + the speed add-on from doing so was still barely a 50/50 at a weak pallet? They don't realize how much weakness a killer has just by being 110%. He has zero map pressure at all, and he never did have it. But please, tell me how he was as strong/stronger than Nurse/Blight/Spirit. 🥴
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@GeneralV said:
Well, my fellow 2018 DBD player, my best memories from when I started playing are, naturally, Freddy.
Nothing in DBD was as fun as playing Old Freddy, and nothing will ever come close. He was my killer, my reason for playing. I loved that character, and I still love him.
Our characters' heads would tilt, and it's like, "Aw crap. Run."
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I won by downing everyone with M1 as Hillbilly because they would dodge every time I tried to chainsaw. Got a hate message after, saying, "Man, you're just a M1 Billy." Like that's some kind of knock against my skill or something. Super funny.
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@jokere98 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860705#Comment_3860705
i'm 99% sure they'll nerf the box playstyle. Again. Somehow. I don't know how😑
The playstyle that still hinges on you getting really quick chases, against the box holder in particular, and the moment you don't you just lose.
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@Monkeypox said:
I bet those are nerfs because everyone hates them.
I don't hate them. In fact, I hardly ever see them.
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I like both licensed and unlicenced chapters. There hasn't been too much or too little of either. The only way I don't like licensed chapters is when they take a famous horror character, and make them super bullyable by survivors.
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I play Marvel Rivals.
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@DancewithmeKate said:
We should blame BHVR for this. Most maps are too bad for survivors or they are just boring.
Autohaven, McMillan and Eyrie are balanced maps with old DbD style loops. Noone want to go maps like Alien, D&D, Knight maps.
No, I think survivors are going to these specific maps, not because they're the least weak of the bunch, but because they have overwhelming advantage their. I'd find that super boring, just going to a really easy map all the time.
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I went against him too, I'm pretty sure. He just got lucky, that's all. A superior team would've never lost to him.
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@CursedPerson said:
'''What on earth happened to us as Survivor players, the same ones who lived through 3Gen meta? Survivors used to believe in learning tiles and counterplay, using synergy, and TRYING. Where did that go? '''
~80% of the tiles on the maps are now 50/50s there is no learning tiles. you make very little distance now after hits if theres been an uptick complaining about wraith its cuz maps offer very little safety nowadays which make wraiths power even stronger as they can use their power to hit around most of the pallets very easily
It's popular these days to overplay how "bad" tiles have become. Just because every tile doesn't have 2 long sides, like some tiles that still exist in Coldwind and Eyrie, doesn't mean you can't run them. If the killer gets you there with Bloodlust, big deal. Them getting to Bloodlust just to get you every time is so much a time positive for you, it's not even funny. And that's the underlying message, what I'm reading between the lines: We should be able to 1v1 the killer for 3-5 gens at any given tile set-up.
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@Equinox_One said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860591#Comment_3860591
Yes. Because Nurse is just overpowered.
Skull Merchant was a full on meme. It was the quitting equivalent of mass hysteria. People quit because people quitting against SM was just the done thing. And that's why people describe it as a bad precedent - a killer that needed a few tweaks at best got viciously nerfed to deliberately stop people playing her, in exchange for some vague rework in 2028 or whenever they get around to it.
Take that into consideration. This wasn't a nerf to balance her. This was a nerf to stop people playing her.
About the only thing that needed a change was her dormant drones as these could be oppressive in chase due to how hard they were to spot.
Skull Merchant really was a case in mass hysteria, and self-fulfilling prophecy. "We're just gonna rage quit against Skull Merchant, because she beats people and gets them to rage quit all the time." And her issue was that her tracker marks never ever went away, like it Trickster's knife counter never went away on you.
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The bar has been set low. Real low. One of the first things you said, and how it's not getting listened to, is exactly what's wrong with the game. How are people even arguing that 90% of killers on the roster are problematic? They're M1 or pseudo-M1, like Legion. How can you not beat these killers? Even Skull Merchant was M1, because she couldn't down anyone without an M1. Took a little more strategy, a little more teamwork, and all of sudden survivors act like the world is coming to an end.
With the killer matches I experience every time I get on, of getting as fast downs as possible and the game still ends at 1 gen or multiple people getting out, the game's a joke. It's not a matter of how often you lose; It's why you lost. Do you lose because the survivors loop really well? Or because they hold the gen button down for an arbitrary amount of time, maybe get a forced DS in when the killer isn't tunneling, and walk out the exits like they don't have a care in the world? I could do that every single match if I had a good survivor team. Solo matchmaking is the only thing that prevents it.
What we've seen, now more than ever before, is people asking that the skill, strategy, and teamwork be taken out of the game. If the killer's tunneling, either rush the gens to punish, or one of you body block the person. Don't just crumble as an entire team from the killer doing one good play. It's even more efficient to split up on gens, so stop 3-stacking on a gen every time. If you have trouble with 3-gens, put Deja Vu on and split the map (you can do that even without Deja Vu). Use the perks that counter the stuff you're always weakest to. All this stuff, the killers already know to do on their side. Instead of you doing it too, you're refusing to get better, and are just asking that the killers not be allowed to use their brains or skill.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860098#Comment_3860098
Less things for killer mains on the forums to bring in as an excuse on how the survivors "deserved it."
That wouldn't have happened.
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@tjt85 said:
I'm a huge advocate of the Self-Care, Botany, Resilience combo. It's only 4 seconds slower than self healing with a med-kit and basically gives you an infinite med-kit that the Killer can't ever knock out of your hands.
3 perks as opposed to 1 item. What can go wrong?
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@Devil_hit11 said:
i figured as much. they'll continue to monitor the situation just like they continue to monitor deathslinger.
Yeah, as in leaving him in a super weak state for 2-3 years.
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The other instaheal perks, or Inner Strength.
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You'd think stuff like this would be play tested.
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I don't like those questions either. Extremely confusing.
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@BorisDDAA said:
Because as long as you can bring every kind of setup in the casual mode queue to make the other side miserable it will happen. Also your opponent/s will probably be indeed casuals so it's a stomp.
But what's the solution to that? Ban perks? I don't even like this discussion.
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@Minibeasty said:
What bothers me the most is the sbmm it's just not working as it should.
More often than not I'm getting stomped by someone far beyond my skill-level, or I'm matched against some/someone who just installed the game.
It's the main reason I'm not playing as much as I used to.
Yeah, nobody likes forced mismatches, especially ones where you lose and it's beyond your control. You're just never getting the benefit of your role's strength, even though you go against it all the time.
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@Sngfun said:
Dude this is one of the chillest live service game there are.
This game's community is like tf2's, you will never face toxicity 90% of the time
I disagree. There are lots of angry messages on PC and console, no matter what happened in the match. And there are major thought police in community discussions, to where you only hear 1 perspective.
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@Iron_Cutlass said:
If you went down near a Pallet or Window it was possible to pick the Survivor up before the Killer could reasonably reach them and pick them up or they were forced into an unfavorable situation that they would also lose. Thus an anti-slugging perk was turned into an anti-Killer perk with the change, so it was nerfed in response, similar to what happened with Buckle Up.
This.
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It's terribly survivor sided. Too big, too many strong pallets, that underground area is bound to waste tons of time when a survivor you really need to get runs there, dumb breakable wall and near-god window at main, and there's way too many spots where you can just see the killer coming from miles away and get a 20-second lead on him every time.
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I think this is fair to say, especially considering killers just do their equivalent without being asked or begged. If they get DS'd too many times, they'll tunnel less. I got sick of taking forever to catch survivors, so I put STBFL/Rapid Brutality on, and even Batteries Included sometimes. Those perks don't really solve that, but they help.
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@TwinsMain2004 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858175#Comment_3858175
I think he killed otz and hens every time they were in his lobby as survivors so take that as you will
But i'll say this
When he doesn't understand how to play a killer or use a perk he'll just say it's awful or it's bad
But i do think most of his takes are fine and worthy of consideration
He could go for less unnecessary flick shots as Deathslinger, and thus miss less shots. But other than that he's solid on basically every killer, especially Pinhead.