danielmaster87
danielmaster87
About
- Username
- danielmaster87
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
I usually don't tune in to win streaks. Like he says, I think they're stupid and don't prove anything. 1 good team will just take away your streak. You could theoretically be unable to get a 1-win streak, as long as the game kept feeding you strong teams. That's possible because of the game's survivor sidedness.
-
@AlexXHunter44 said:
Not a fan of Tru3. In my opinion while he's obviously a good player, he really doesn't understand the game or different killers very well based on some opinions I've heard him give.
Much rather watch Hens or Otz or really any other content creator who actually knows what they are talking about.
Tru3 both understands the game and is a good player. It's just that the playerbase doesn't understand the concept of ad populum, nor do they think critically about most things. I know he plays most killers in a similar way, with the same/similar build, but that's kind of what you do if you want to win. You're not playing any killer in a vastly different way than all the others. It's the same fundamentals.
Otz and Hens clearly have the play time and game knowledge to know what they're talking about, probably more than Tru3 even, and yet they'll say the exact opposite of what you expect. I always called Otz's tier lists bad (which I say about 99% of tier lists), in part because he placed Hag so high. This last tier list of his is the most spot-on it's ever been, in part because he admits Hag has fallen off, which I realized about 2-3 years ahead of him. I don't really watch Hens, except in his collabs with Otz, but his commentary over that Skull Merchant match vs the "best survivor team in world!" has got to be the most misleading, confirmation bias piece of content that's ever been released about this game, and I'll leave it at that.
-
@Saiph said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858974#Comment_3858974
when escape rates were higher […] survivor queue times were ridiculously long
Source? I don't know who invented that claim and why it remains so popular, but survivor queues were not particularly longer in 2021, and killrate was 50% back then.
This is something you can easily verify yourself, search for "2021 dbd VODs" on Youtube, then pick random ones. The vast majority of queues seem to take less than 15s, arguably faster than today.
They were longer in 2021 because that's when MMR got put in. The game was actually about accurate matchmaking, even though you'd be waiting for a minute or two before joining a lobby, instead of random forced mismatches. I remember all the survivors actually praising the inaccurate MMR systems the devs were testing that one time, saying "Ohhhh mahn! Dis is da best MMR system evah!" because it was giving them good teammates, and putting them against literal day 1 killers you'd see in DBD YouTube content.
Now, you did have survivor queues at the top top level, especially with sweaty SWFs, who were waiting for many minutes before getting a match, but I feel that in solving the queue times for that section of the playerbase, 1) the devs ended up creating mismatches because they'd just put a less experienced killer in their lobby, and the killer would obviously get destroyed 90% of the time, and 2) the devs didn't understand the reason why killers weren't up at that MMR in the first place. The very few killers who were up there were the top of the top, and I imagine even they got sick of sweating like their lives depended on it, just to win or even draw their matches, every match.
It's my belief that they eventually got fed up with the abuse, and most of them left the game. After that, those super strong survivors were forced to take on the next "highest" level of unprepared killers, and they got fed up and left. Repeat, repeat, repeat. So now the average killer who's crazy enough to stay with the role is actually pretty elite, so that when they face mediocre survivors, they crush them, creating the illusion of imbalance towards the killer side. But a good SWF or even a competent solo team will still beat those killers. SWF has not had a nerf throughout any of this. But killers and survivors have. It's the combination of mismatches and still-unnerfed SWF that's killing this game. Those will cause the queue times to rise the most.
-
@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858819#Comment_3858819
most of the "killer mains" you are referring to were in favor of improving matchmaking system to prevent such things from happening. Rest of community just said no because they want instant queues rather than accurate ones
Yeah, because we want to win against good survivors, not just rely on them playing bad. That shows the game isn't balanced. We'll take super tough killer matches, which is what a fixed MMR system would give us, in exchange for the data from those matches being used to balance properly. That's what the devs did at one time. But for some reason it's fashionable these days to hide MMR to confuse people and inflate egos, so that everyone thinks they're top level as they're complaining about Wraith and Chucky, and BBQ, being OP and stuff like that. You can't even begin to have discussions on the game with most of these people, just because of that level of orchestrated confusion and forced benefit of the doubt.
-
@doobiedo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858787#Comment_3858787
Well you're winning the majority of your matches so stop complaining.
I hate to be this guy, but it's not how little you lose that counts. It's the way in which you lose. You did just as fast chases, used just as much strategy, and made as few mistakes as when you won, but because the survivors were fast on gens, they just get 3 out by default. It's got nothing to do with skill.
-
@DragonMasterDarren said:
This has been something that has been on my mind for a while, for as much as I enjoy playing Dead By Daylight, there are some things in this game that just annoy me, whether it's bugs, intended features that shouldn't be in the game, balancing decisions that make zero sense, or just stuff that generally seems to exist for the sole purpose of making the game significantly less fun for me, so I thought I'd list some of the bits of this game that I just ######### despise
First thing, Blight's Daily, and just playing Blight in general. Ever since the change to how Blight's power works I've just grown to increasingly hate playing him, whereas before he had the problem of sliding off of everything, he now has the problem of bumping into every single tiny little ######### thing on every single map, which is honestly infinitely worse then his previous issue, at least with the sliding I could maybe bump into something else and reposition, now I come to a dead stop for no reason because there was a tiny bush on my left I didn't notice, killing all my momentum and giving the survivor time to run away, and going through doorways with his power genuinely feels impossible even if you barrel through it straight on, AND THEN there's the problems that he has always had. His power basically gets turned off on maps like Rotten Field, Lerys, Hawkins, and Midwich, his power can't do anything at small loops, and while I will admit that this is purely because I am complete trash with this killer, but his power just doesn't feel like its worth using at most loops. Then there are just the random moments I've had where I feel less like I'm losing because I'm bad and more like I'm losing because this killer is broken, I have accidentally flicked BEHIND ME while Rushing despite that supposedly being impossible, I have had survivors effortlessly avoid a Rush hit even when a M1 would have hit them no contest, and, fun fact about the winter event, getting hit by a snowball ######### COUNTS AS A BUMP AND STOPS YOU IN PLACE, and then there's his Daily, why is it 4 downs instead of 4 hits, I already hate playing this killer as is, why are you making it harder then most other killers for no reason BHVR? Some consistency would be nice y'know.
Second thing, Map Offerings, I am completely done with dealing with or tolerating these, no amount of braindead "Just use a Sac Ward Bro" posts will ever make me think otherwise, get rid of this entire category of offerings or make them ban the realm instead. People simply do not use these because they like the realm or for a meme build like Jumpscare Myers, it is always either a Badham, Garden of Joy, or Autohaven offering that almost guarantees the match will be absolutely miserable, I will not burn a Sac Ward just to deal with a bullshit offering that shouldn't be in the game in the first place, band-aid solutions that just eat up more space in the bloodweb that I would much rather be either a addon or BP Offering are not how actual problems should be addressed, I oh yeah speaking of Autohaven
Third thing, ######### Autohaven Wreckers. I am genuinely convinced that something with this realm is either bugged or otherwise broken, all 5 of these maps are absolute ######### to play on, Azarovs has always been garbage due to the absurdly safe middle area and gen spread guaranteeing a 3 gen that any killer trying to win will never leave for any reason whatsoever, but the other 4 are also #########, Wretched Shop is usually tolerable but Gas Haven's main building is really, really dull to deal with, and Wrecker's Yard and Blood Lodge legitimately feel like The Game sometimes with the number of pallets they spawn, hell this entire realm feels like it's spawning more pallets then it's supposed, and they're all good pallets too that are difficult to mind-game, and this stupid number of pallets then connect to good loops 80% of the time, and then for some reason there's just absolutely nothing in random places of the map, so the survivor either dies immediately or is basically invincible with the amount of ######### they have to work with. These maps are too small and too compact with too much stuff, they need to either be bigger or spawn less crap because I swear to God I am ######### sick and tired of playing on them.
Fourth thing, Shelter Woods, the stink of release SM hangs on this map because something about the main building just irks me, I really don't like the window placements on the two tents, they just make it feel so much safer then it really is, and it feels like most of the safety and resources on Shelter Woods are concentrated around the edges rather then spread evenly, like the main building has one pallet that most killers can play, then there's absolutely nothing except a rock loop that sometimes has a pallet, and then all the windows and shack are around the edges, this map just feels really weird.
And finally, SoloQ stupidity and selfishness, we all knew this was coming, but I swear to everything holy some of you people that I run into on EU servers in the afternoons need to seriously go to a doctor to check if you have brain damage, I have seen some of the most inexplicable, dumb, and outright mentally stunted behaviour I have ever seen playing this game, I have watched people throw the game 10 seconds into a match, I've seen people throw the game at the very end just because a teammate left them on hook just a little bit too long, I have watched entire groups wither and crumble to dust through nothing but the infinite force that is human stupidity, I have actually had to sit and watch my entire team crumble around me because one guy with a chip on his shoulder thought it would be hilarious to throw down every single pallet on the map at the very beginning of the game for no other reason then spite. I know this is a problem I inflict upon myself because I can very easily find people to play with and just make the decision not to, but Jesus Merciful Peter Christ can you people stop being dumb for 2 minutes and just play the game normally? Or, better yet, find a different game to play, because it's pretty clear DBD is either not for you or you're not having fun with it anymore, stop taking it out on your teammates and move the ######### on.
Rant Over, what's your most hated part of DBD, or just something about DBD that urks you in general?
G'nightProps for talking about Blight. He's not a perfect unstoppable killer. He has his annoyances.
The Autohaven maps are criminally underlooked as survivor maps as well. I never have easy matches on those.
The Shelter Woods tent windows are really stupidly designed. I think they're god windows, at least 1 of them. If survivors had the Blood Pact combo, or Hope, or even Dark Theory, I don't think you can physically catch someone who knows how to run that window.
Solo queue I feel will never be improved until either MMR gets perfected or until the bad actors leave this game. That's why I always recommend just balancing for high level, so much so that many of the casuals leave the game. Because many of them don't bring a single thing to the table, and in fact drag the game down. They get put in your solo matches, you're screwed, because they don't know what they're doing, and when they come on the forums to complain, they'll act like they do. Like you said, the entire team will crumble from like 1 person getting hooked 1 time. They never touch gens after that, and just heal or hide, because they can't hold their own in chase at all. You feel as if every match of every other match, you're forced to be the MVP. So with teammates like that, you might think survivor is just weak. But no, because the moment you go have a decent team, the match is super free and you all get out while the killer has like 3-4 hooks. As killer, if you go against good survivors, they're gonna make you work for everything you try to do. And many times, you physically can't beat them because the game is constructed for them to always beat you in the time race. The matchmaking system hides the imbalance of the game.
My most hated part of DBD is the general gameplay loop of killer. With defending gens, take it or leave it because it'll make little difference. The loops are the thing that kill killers. You have to catch the survivors way off guard or out-positioned, or you might not get them, period. Loops like shack, jungle gyms, some other gyms and even some 4 walls and TLs, force you as killer to make like 3 back to back reads, or else the chase resets. You can use red glow mindgames or hope that the survivor makes a mistake, but why should killers have to do that just to possibly get 1 hit at a loop? It wouldn't be such a big deal if survivors actually had to use pallets, but oftentimes they'll just Entity Blocker the window, or get hit, and then save the pallet so that they can loop you 45 seconds more later on. Killer powers can shorten chases, sure, but it feels like every single killer's power has clear and easy counterplay. If killers like Wraith, Huntress, Clown, Demogorgon, Artist, Wesker, Xenomorph, Chucky "can just get you at any loop," why don't we see them next to Nurse and Blight in the tier lists, or see them in tourney? Because it's not true. The survivors can bait or dodge your power. They'd have to be locked into an animation or in a hallway with no room to dodge in order to be a "guaranteed hit." That's the greatest annoyance of all, that people think killer is so free. They don't see any of this because they intentionally or unintentionally smurf, never getting good survivors.
-
It's too dang long.
-
I wouldn't look too much into Twitter posts either way.
-
In an ideal game, the devs would just give base Unbreakable. But killer is nowhere near, has never been near, and likely never will be near, the level of strength that is required for such a change to be considered balanced. You would instantly make the game unplayable except to an elite few.
-
You might have misworded it, but in case you were talking about something else: the devs aren't okay with 4-minute bleedouts, but they are okay with survivors hiding for 10-20 minutes. Seems like a pretty biased addressing of the problem to me.
-
He was never fun to play. I haven't really played him since the first week he came out. Everyone has been overrating his strength since the beginning.
-
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857001#Comment_3857001
Nostromo has a lot of dead zones. In fact at least one corner of the map is a giant dead zone. Toba is balanced though
Toba is so not balanced. There are filler pallets everywhere.
-
I think it's crazy survivor sided. It's deceptively big, and almost every pallet is a god pallet.
-
@Na1ts1rhc said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857376#Comment_3857376
That singularity build was broken because the emp wore off before a survivor could finish their action making it pointless to emp in the first place.
Ah, I see. That is a problem.
-
@Pulsar said:
The difference is that one deserved it and one did not.
One had MASSIVE community outcry, the likes of which we have never seen, and the other just released.
Either way, BHVR needs to move faster when changing things.
I'm not convinced the outcry was in good faith. And doesn't your last sentence contradict what you just said? They did change fast, and the add-on was nerfed as a result.
-
If you're casual, the game ought to be putting you with casuals. This is a failure of the MMR system.
-
@Deathslinger1of2 said:
Can we change some of them? Does anyone actually use the Reel-Speed Add-ons? These in particular change so little and are so boring. I also find the Mending Add-ons boring. It doesn’t really affect the Redeemer in an interesting way and Mending Simulator is no fun for survivor.
Can we make some interesting ones to change up his play style? I had a couple of ideas, likely Ultra-Rare Add-ons. Just throwing these out there, recommend tweaks that would balance appropriately, like longer stun duration or reload time. I want to hear your own Add-on ideas as well, please comment them! Here are some just off the top of my head, keep in mind I haven’t thought of balance stuff yet;
- Increase the Redeemer’s range, maybe at the cost of negotiating the spear arcing like Huntress’ hatchets
- Spear with no chain, instantly hurts. Takes twice as long to reload or more
- Two shots before needing to reload. Takes twice as long to reload. Can reload one shot for the normal reload speed if there is still one in the chamber
- A survivor that breaks free has their aura revealed for 4 seconds
- Adds Crosshair
- Hemorrhage upon breaking free
You lost me at "mending simulator." What are we supposed to do to fix killer if everything that inconveniences survivors is exaggerated as a simulator?
-
@CrypticGirl said:
They exist. Not every chest is going to be a winter one, but they're out there. Each mistle toe offering spawns an extra chest as well, so that should increase your chance of finding one.
I think every chest should be a winter one. Doesn't it just give them same stuff you'd find in a normal chest? If not, maybe they should make it that way.
-
I think you're losing more momentum than you're gaining by defending a hex, especially if you're unsuccessful. If the killer has free time to do that, or is defending their hex as they've already got the ball rolling (3+ stacks of Devour), he would have won regardless of Thrill, and probably regardless of any hexes. The survivors need to be pressuring the killer in order to win, and it sounds like most teams just crumble when the game situation prompts them to do so, because most survivors are bad at the role (they don't do gens, hide vs heal, etc). It begs the question: Is the perk overpowered, or does the player caliber make it overpowered?
I never understood the Singularity so-called synergy with the perk. He puts a camera down, right. But then you just EMP it. EMPs are everywhere all the time. If you're not doing that, it sounds like the killer's using his brain and strategy, and you're not. The rest of the killers mentioned will be even weaker than he is at defending totems, and that's saying something.
You are right about the function that Undying serves on contrast to Thrill. But in what world would moving your hex to a hidden, better spot be worse than it taking slightly longer to cleanse? I think Undying is better at this point. But both are weak. You're spending an additional perk, which can be destroyed, to protect a perk which can be destroyed either way. If you just get down to the meat of what these perks are and how they play out, they're not impressive or overpowered at all. They're noob stomp stuff; you never see em in tourney/high level.
-
@jmwjmw27 said:
Of course you are going to lose a totem you don't ever make an effort to defend. This thread is stupid.
He spawned opposite map of shack, where his hex was in a commonly known totem location. Despite playing as twins and having more than enough time (30 something seconds, forgive me for not knowing the exact number) to make it to the totem to check on it, he didn't. He definitely still had an opportunity to defend it with thrill, he chose not to, that's not an issue with the perk.
Because then you give your hex's location away. The survivors will see you going to it, and assuming nobody was there, they'd still notice, "Why did the killer go where nobody is? That must be where their hex is." It's a lose/lose defending hexes, even with the killers who are "good" at it.
You stopped the totem cleanse. Then what? All you've done is push someone off a hex, as opposed to a gen, and the other 3 are unaccounted for. It's worse than just defending gens.
-
@BroRespectTheBoop said:
"Tru3 lost Thrill 1 minute into the game losing half his build." - Okay cool? And I lost 3 perks 30 seconds into the game by running finesse, light footed and lucky break against a Plague.
Against the 1 killer who counters those things. Survivors can counter any hex used by any killer.
-
@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856001#Comment_3856001
You're going to look for wholesomeness with TCM? Good luck with that.
Yeah, the game where half the survivors are running around with stunning builds that hold you in place, unable to do anything, for like 15 seconds.
-
I think them moving on their own was a bad idea. They're constantly sandbagging you or getting in your way as either role.
-
Forget the "greedy" argument, because it goes both ways. Survivors can be greedy for an escape they didn't earn, because that's what hatch is.
The problems are hatch and being stuck on the ground. I've argued for removing the hatch, but I don't really know anymore. It's definitely good to have around if you get bad teammates and are forced to use it, because you know y'all are never getting 5 gens done. The cost we pay for keeping it, of course, is that certain people will escape who didn't deserve to. The devs should just add a "speed up the bleed-out timer" button, so that people can exit these matches faster. I don't think letting people instantly DC with no consequence is the solution.
-
I'd consider that refusing to participate in normal gameplay. You can throw snowballs and mess with snowmen, but your teammates are trying to win, so don't do it at the expense of doing the rest of the normal game. That's one of the biggest problems survivor has always had, which is teammates who don't do generators. Usually people who fall back on, "It's my game, so I can do what I want" are griefers.
-
@AlexXHunter44 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856220#Comment_3856220
Or Pyramid Head who can hit you through walls. Or Unknown who can blast you through walls. Or Dracula who can hit you through pallets and windows. Or Legion and Blight who are fast enough to cut you off before you even reach the loop. Or Nurse as you mentioned. Or Huntress who can hit you through a window up close or 30 feet away.
Should I keep going? She's a low B or high C tier killer with easy counterplay. There's no reason to even consider nerfing anything about her. If anything she needs more buffs in terms of QOL and bug fixes.
Yeah, I'm surprised people are complaining about her at all. She's just not as strong as most other killers.
-
The whole scourge hook mechanic is just bad design. Ideally, it's made the way it is so that the killer has to go to 1 specific hook, as opposed to another one which might be better positioned in case he wants to come back. But being limited to only 4 and having their spawns be random instead of equally spaced means that the killer straight-up doesn't get to use their perk some matches, which can literally cost them the game.
And people are calling that good design: "Sometimes, the killer shouldn't get to use their perk that they equipped. Otherwise, it's mindless/skilless." But imagine that applied to a survivor perk. Imagine, because of some random RNG thing, you should have been able to use DS or Dead Hard because you met the conditions, but got locked out from doing so. It would be a riot. I know it's hard to draw these comparisons but, well, there isn't anything quite like bad hook RNG in the game.
The simplest response to this argument I've heard is, "Well, if we made a scourge hook perk work for every hook, then it wouldn't be a scourge hook, would it?" It's a moot point. If that aspect of the perk(s) must go, so be it. You can't use lore or original design limitations to say, "You're not allowed to balance this perk in this way." A wise man recently said, "If something exists in your game, you have to ask the question: 'How does this improve the game?'."
-
@tjt85 said:
Glad to hear it.
I hate Fandom wikis with a passion, mostly because they direct traffic away from all of the actually useful wikis with their better SEO ranking.
Them being considered better at anything is a joke. The site is one big cesspool of ads and stuff that slows down your PC/device.
-
@Wandering_Entity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854619#Comment_3854619
Awakened Awareness is not based off terror radius, it's just flat 20 meters away from the killer distance.
Good to know.
-
It's not a crime to sweat. Other players will be trying to win, even if you're not. The blinding bullying is different though, but you can't outlaw that either I guess.
-
@OrangeBear said:
It wasn't a nerf out of nowhere.
They doubled the duration from 30 to 60.
Then later they removed the 1st kick requirement so it's just always just the last generator you kick.
In a hotfix of that patch they reduced the duration to 45 seconds 🤷So let's say I do my first gen kick of the match. Will I get Machine Learning's effects when that gen pops, assuming I didn't kick any other gen after that one?
My problem with the perk was that you had to kick a gen twice for it to apply, which was literally contrary to the perk's description. But I don't care enough to follow all its changes.
-
@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854872#Comment_3854872
I remember when Predator got buffed, players were complaining that it would "end stealth playstyles as a whole" yet Ive only seen it twice and both times it was only used by Nurse. Most players are not going to use it, there are just better options for Aura Reading.
Kind of like they overreact to anything that buffs killer.
-
@MrMori said:
I don't mind him having a 14 second cooldown instead of 12 seconds. But the dash speed nerf absolutely guts him. Think of any time you've ever been hit right before managing to round a corner to dodge his power. It's pretty common, right? Every single one of those hits would be a miss now, and that's just sad. Leave his dash speed alone.
Reminds me of Wraith's nerfs, which nobody asked for either.
-
Because this is no longer a serious game. It's criminal, but this game is now silly by design, to appeal to a wider, less invested crowd, and I guess to give the devs a few cheap laughs. Even without all this cosmetic and aesthetic stuff, the game plays out like a Scooby-Doo episode.
-
There's no real point in playing other killers. They physically can't get good survivors, and are still playing on hard mode otherwise. That's why the smartest and least stubborn of us switch to those 3.
When y'all frame killers sweating as something that's somehow bad, it gives off major "clueless casual" vibes, just a heads-up.
-
I don't think they're gonna be reverted. This killer was dead on arrival, and has still been nerfed like 3 times. It's clear Chucky was a rug pull cash grab that will not (or at least ought not) see play. Like Freddy or Skull Merchant, he's a chump's killer. You may as well be playing to lose, or hope to come across players weak enough to lose to him.
-
@SidneysBane1996 said:
Coldwind was so badly Survivor-skewed that BHVR overreacted and made it even worse. Now it's kinda nonsense for everyone and a free win for several Killers. It's like Haddonfield that way.
Still sucks to stealth in though.
Absolutely not. Neither the Coldwind maps nor Haddonfield are free wins for killers. They'll still have to sweat. Survivors just aren't smart with the stuff they're given. If you have a stronger pallet, why would you run to the weaker one? If the gens are spread out, why would you 3-gen yourself? So on the maps that don't have a ridiculous amount of strong stuff for survivors to use, they act like, "We have nothing to use here."
-
@Lixadonna said:
The Devs have a penchant to twist every single aspect of the game to favor Killer instead say ratio the balance.
Even the most biased survivor players would call that a ridiculous claim. Survivors don't see a nerf to their stuff every single patch, but killers do.
@yocieg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854741#Comment_3854741
There’s always a comment like this on every single post whenever a survivor main has input on the survivor experience, it’s tired really. I play both but mostly survivor, and I’m all in favor for the game leaning as killer sided since it is an ASYMMETRICAL horror game and it’s 1v4. Lets not ignore the elephant in the room, coldwind seldom has any safe pallets, the argument KiLLeRs cAnT hAvE aNyThInG is silly when they quite literally are on the winning side just as the statistics show they are. Dev’s want the ratio to be 60/40 for it to be balanced right? I have no issue with that.
If you want people to write you off, using the devs' terrible stats is the quickest way to do so.
-
@versacefeng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854741#Comment_3854741
Outdoor maps that are killer sided just happened to favor the killer to the point to where they're miserable to play on. Vecna's map, Haddonfield, and all Coldwind maps, spawn gens that are grouped together, sparse in useful tiles and pallets as a whole, and are mostly way too small, especially for the Dungeon and Haddonfield.
There's nothing wrong with killer sided maps as long as there's one thing for survivors to work with. If the map is small, lacking half-decent pallets, and have generators that are kissing you can't expect people to not complain.
But when the killers have to deal with every other map in the game, which are survivor sided, they're just supposed to get good.
-
@[Deleted User] said:
I still think Coldwind maps are survivor sided with exception to Rotten Fields.
But Rotten Fields is just Wreckers' Yard minus the ridiculous amount of strong filler pallets. You can just split the map because then everything's too far apart for the killer.
-
If they're so unsafe, then how do survivors still run them? I won't deny the crazy RNG with these maps' generations. Sometimes it spawns 2 jungle gyms, and sometimes it doesn't spawn any. But killers are not taking a breath of fresh air and saying, "This is an easy 4k." every time they see these maps. There's still far too much stuff for survivors to run to for it to be considered killer sided.
-
Prepare to be more disappointed. If I know this game, these changes are here to stay. They haven't even reverted ye old Freddy or Wraith nerfs.
-
For killers though... hehehe... stay tuned.
-
Do you? All I've been hearing is complaints about Thrill. Not even gonna go into how simple it is to counter.
Y'all will call anything a simulator that makes the game not a free win. Gen simulator. Mending simulator. Totem simulator. It's so see-through.
-
@Perfect_Dank said:
As a killer main, I generally dispise overpowered perks. Literally cant even bring myself to run pentimento. I like to synergize with unlikely/unpopular stuff.
I didn't like jagged compass until I experimented with it just a little bit. Now my new favorite combo of crap (just discovered today) is hangman's trick/jagged compass/mad grit/gift of pain.
Might switch out gift of pain for something else. I find myself purposely not going for scourge hooks early on, in order to create more scourge hooks with jagged compass.
This build gets nuts after you've gotten like 4 extra scourge hooks
Edit: maybe just aggitation as a replace for GoP?
Well, if you ever find yourself losing, you'll know who to blame.
-
🤦♀️🙄 Whatever. At least we got a compromise.
-
I think it's a matchmaking issue for survivor, and a balance issue for killer. Killer stresses you out because it's the perpetual feeling of losing control, especially in matches where you get an unbeatable survivor team (who are becoming less and less rare). Survivor is stressful because it's so darn easy, but your teammates just cannot stop throwing the game. They can't simply loop well, do the gens, and get out. No, they have to make a free match as difficult and monotonous as possible. Oftentimes, this wouldn't be a problem if the game gave you a killer who was equally bad, but he's almost always actually trying (unlike your teammates). The moment you get good teammates, the match is a cakewalk where the killer gets like 4 hooks.
For me, solo teammates during the day aren't that bad. But when evening rolls around and there's an influx of casuals and "I DC at the first sign of trouble" type players. I think it's generally the opposite for killer, where those survivors you get during the day are way stronger than at night. But at this point, I'm not even sure of that. Survivor is just so unbelievably simple, even those teams who really shouldn't win... do win. It's why I'm taking a break. Why would I play, as either role, when the game predetermines the result?
-
@[Deleted User] said:
Is it still 18+
Even at the photosensitiviry warning it has a section where it mentions 'parents' somewhere near the bottom implying underage kids play this game.
It's not. The amount of kid-like mentality stuff and themes that are in this game, and the way it gets treated by the community and devs, even the moris until just the last year or 2, it's all extremely tame for an M game.
This is coming from someone who doesn't mind the upcoming FNAF chapter.
-
@HLuccaSkywalker said:
I'm so tired of the BS perks that killers constantly have to worry about whether or not they're even being used. Back before this trend started, if you downed someone on a pallet, you just had to glance around and listen a bit to see if anyone is nearby, and maybe somebody would be hiding further with sprint burst to surprise you once in a blue moon. Now, you have to worry about Light-Footed, Background Player, Dramaturgy, etc. Not to mention if the downed survivor has a power struggle build, then it's an automatic lose-lose and you get nothing. Either you pick up right away and they get rescued, or you wait even a few seconds and they can save themself for free. And slugging also does nothing because they most likely have a way to pick themself up if they're running power struggle, and even if they don't someone else will come do it in three seconds.
Then there's the silent flashbangs around corners (I'm aware it's a bug, that doesn't make it less BS.) so survivors can escape chase for free by pressing one button at the right time or save a carried survivor without having to try at all. Doing 40% of a gen and then getting in a locker for 2 seconds doesn't count as a side quest worthy of getting a powerful effect.
Now looking at killer perks, there are quite a few that kind of just break the game. For one, new Thrill of The Hunt is completely absurd. I recently played survivor against it and one of my teammates finished a generator solo before I finished the totem. Only for that to be the wrong totem. Cool, I spent almost a full minute cleansing nothing.
I also am not a big fan of Coup de Grace even though it usually flies under the radar. I think people ignore the fact that one quick down can change the outcome of an entire game, and Coup makes that much easier. There's also no way to tell a killer has it until they use it, and at that point it's a little late, because they already got that potentially crucial early hit. There's too many perks like this on both sides that have way too much power and are easy to underestimate. Thankfully MFT got nerfed quite a while ago, but it wasn't exactly unique.
Now we have All-Shaking Thunder which STACKS WITH COUP in case you didn't know, and provides basically the same effect as Coup does. Some windows were already useless (like the one that can spawn on Ormond right above the bar window, where if you're injured when you reach the top window you just die unless you have balanced landing or a good chunk of distance since you can't vault the bottom one fast enough, and the Garden of Joy main building window that just drops you in a dead zone) and now those kinds of windows are even more useless because now if the killer just has a specific perk it doesn't matter if you have distance there since they can just get a massive lunge instantly and catch up with no issue.
So you complain about OP survivor stuff, some of which isn't even common (although Power Struggle was made for SWF to abuse), but then call Thrill and All-Shaking Thunder OP? Don't you see how that's kind of counter to your own logic?
It's obvious how silent, through-walls flashbangs and SWF Power Struggle plays have no counterplay. But Thrill does have counterplay. You break the totems, or if the killer keeps interrupting/guarding them, don't do them. You'll gen rush them before they're even able to use those perks. And enough with the "waste totem cleansing" talk. If you do a dull totem against Thrill, it would still be worth something, because it was an uninterrupted cleanse and the next totems with he cleansed faster (thus harder to protect).
And Thunder, I've never even heard be called OP before now. You're talking about windows which, unless you had Balanced, you shouldn't have been using in the first place because they're likely to give the killer a free hit. There's some maps where a killer almost can't use that perk, but even on the ones where they can, you can see them use it once and then be ready for it next time. Don't use those fall zones, or if you have to and the killer follows, you play safe at loops to counter the extended lunge.
-
I guess not. I guess are arguments were enough to convince them for once. But they had to appease casual survivors somehow, so that's where the Chucky nerf and stuff like that come in. And I doubt that if the outrage continues over Thrill, the devs won't just give in. It happened with Freddy, Spirit, Wraith, the "gen kick meta," Pain Res, etc. If they just complain long enough, BHVR will come to their rescue and nerf the thing they're complaining about (instead of them getting better), which they'll still lose to afterwards btw.
