danielmaster87
danielmaster87
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800703#Comment_3800703
Yeah, but she does not have such a high Killrate because she is too strong. She has such a high Killrate because people dont want to play against her.
And that people dont want to play against her is a good reason to change her. (And also a way better and more important reason than the killrate)
Well, survivors could just, at any time, decide to not to play against a certain killer, and they'd just get nerfed. Arbitrarily, with no argument on why the killer is supposedly strong, nothing. They did this with Freddy and Spirit. Now, Skull Merchant for like the 2nd or 3rd time. It's not a good idea to feed into that. And it's very 1-sided. Killers don't like being pressured to tunnel or camp, but they still do it because it's all they've got. Survivors can also use strategies to beat certain killers, but they instead just give up until the killer gets nerfed. That's not an ever-improving playerbase. That's a very noobish and immature playerbase who refuse to improve, who are an anomaly in the gaming space, because they're the only ones who get to act this way and still get catered to. It's embarrassing.
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Probably. Why not, right? Make two killers half-decent, make 2 more less than decent in exchange. That's the pattern of DBD.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799550#Comment_3799550
After 2 straight years of nerfing everything from tile spawn logic, making maps smaller, making vaults unloopable (harvester), adding huge dead zones, and "reworking" maps to include all of these things, I have no reason to think the devs will suddenly pull a 180 and make loops prevalent or good..
Because you're assuming they're bad and they're not. There's plenty of loops the killer can't do anything at, like shack, jungle gyms, long Macmillan/Coldwind loops, main building loops, god pallets, etc. I don't know what you're on about with the harvesters; those now force the killer to lunge across to reach the hay bale. It was a nerf for killers, not survivors. And I guarantee you, looking at the big picture, killer has received way more impactful nerfs. Survivors getting free BT/Haste/anti-camp vs killer having a limit on gen kicking. Who lost that trade?
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@Ayodam said:
Huntress has one of the highest kill rates in the game (top five) and is consistently one of the top three most played killers. She’s relatively straight forward and the only counter play survivors have is tall walls. Given her insane hatchet hitboxes, that’s not even a guaranteed counter. She can catch you with a clip.
Skull Merchant and Pig also have high kill rates, and they're both 3x nerfed M1 trash. Hillbilly and Unknown have more hitbox issues than her.
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@I_CAME said:
I actually think nerfing windows would make a significant number of people stop playing. Especially players on the casual side. It would definitely make playing solo queue in particular feel much worse when it is already the hardest role in the game. I feel like there's a reason why they haven't touched it. It's not like they are afraid to nerf survivor perks as the last few years have shown.
I would probably quit survivor. I feel naked without this perk. I'll keep it on even as opposed to another second chance perk.
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@AmpersandUnderscore said:
Gee, who could've seen this exact post coming after the announced distortion nerf?
Oh, right. That would be everyone.
You're making huge leaps in logic. Literally nobody saw this post coming. It's 1 guy's opinion. And I'd hope that the majority of killer mains, like myself, wouldn't see this perk as an issue. There's no issue with it.
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@Firellius said:
Survivor perk: *Gets any kind of use whatsoever
Forum killers: "Needs nerf."That's not true. I'll never ask that this perk gets nerfed. Resilience and Bond don't get that attention either, and they're on that list.
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She'll be in "a healthy place" for 1 side, because their definition of safety is them having more control in chase than the killer.
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But that's terrible. He's instadown, and never gets seen, and you want to make him 2-hit-down? And why would you main this killer and then be so nonchalant about him getting nerfed? The thought has never crossed my mind for any of the killer's I've played. Just saying.
I don't like to play killers who are at the mercy of having a good server connection/the hitboxes deciding to be good, so maybe I'm biased because I haven't played him since his rework. But he's near the top of the list of killers who have that issue. I mean he has 1 playstyle, which is curving, that I can counterplay any given match. Might not 5-gen run him, but it's gonna be long enough.
Instead of wishing killers you play would get nerfed, I would just learn a different killer, to expand your skill set. Try the other chainsaw killer, or Demogorgon, or Wesker. Doing that, getting good with a whole bunch of killers, is what made me not quit this game long ago, because if I had to brute force it with 1-2 killers, I'd be done tomorrow.
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@Garboface said:
you can still alug and camp. not sure what more killers could want.
Besides getting value from hooking, which we don't? Better yet, being able to hook? Flashbangs working through the back of the killer's head or through a wall is still a thing, as is survivors going under pallets as SWF or with Background Player. Planning to slug and camp will only get you so far. It's physically being able to do so that counts for something.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799320#Comment_3799320
It's pretty easy to weaponize it against the killer. I've managed to have a central gen blocked within the first 3 minutes of a match. All you have to do is just repair a vital center gen. Once you hear TR, just pre-run. They obviously will regress it, then you just hop back on and do it again. It's too vital NOT to defend, so that sucker will be permanently blocked in mere minutes for the rest of the match. Guaranteed loss of a vital gen. It's worse for weak m1 killers because they can't afford to patrol gens far off, so they naturally are more localized in the center of the map. Yup, the WEAKEST killers get punished the most with the 8 regression limit. One of the worst ideas BHVR has implemented into the game. Not THE worst…mind you - I'd say that goes for BNP's originally instantly finishing a gen, ha.
It really is. On top of every gen defence nerf imaginable, killers also have this base mechanic to worry about as well. Everyone says, "Just defend gens better" like it's nothing, in the face of killers who deal with runaway gen speed, yet insist that this mechanic stay because it's necessary to reel in killers defending gens too much. Well, which is it?
And I, much like you, identified very quickly how to weaponize it against killers. If a killer is going between 2-3 gens regressing them, all you have to do is focus on undoing the regression (don't even focus on trying to finish the gen), and soon they'll be blocked for good. I haven't had to get to that point as survivor to win, which should tell you something, but against a killer who's trying to keep "an unbeatable 3-gen," there's no reason it shouldn't work.
People make the mistake of thinking that because a situation is rarely seen or is mostly theoretical in this game, we just shouldn't care about it (i.e. survivors just hiding to hold the game hostage for minutes). I disagree. It's exactly what I used to argue when people said, "Yeah, the first 2 gens go so fast, but then they slow down." I said, "But what if they just don't? What if the survivors are efficient enough to keep up that momentum?" Hence the current state of the game. I'm way ahead of these people almost every time.
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@Dreamnomad said:
If your gens are getting blocked then that is on you. 8 regression events is a lot. The vast majority of games I've played as a killer or survivor, this feature never came up. That tends to say a lot about your playstyle if you are having an issue with this. Just adapt.
Y'all keep saying that but you never explain it. Is a killer guarding the gens too well? They're refusing to take bad chases (a common word of advice) too much? How is the killer hitting the gen kick limit their fault?
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She is destroyed. 1 scan bean on the drones now, really? Nerfs this hard never happen to survivors. Even with the instaheal nerfs, they got changed to a heal over time and BT in a bottle. With toolboxes, they lost usage time but got faster gen speed-up. With Buckle-Up/For The People, they lost Endurance for both people, but gained a sprint burst which gives no Exhaustion.
But what is Skull Merchant supposed to do now? What does she have? Nothing. Drones which anybody could avoid, and give Haste in very rare situations (actually getting scanned 3 times), with a smidge of Undetectable. What's the point in playing her over about killer?
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@ChaosWam said:
Apparently.
A follow up post was made about it too.https://us.v-cdn.net/6030815/uploads/J6KL9CDHWO86/capture-png.png
No matter how you feel about it, this is what the stats argue. Feels oddly close to home with killer killrates showing how Freddy is in the top 10 and Nurse is in the lower bracket, doesn't it?
Yeah, I don't think BHVR's stats are reliable. They always look at the wrong stuff, don't take other factors into account, and do confirmation bias for the complainers. Just like when they nerfed Freddy back in the day. M1 killer with weaker Clown bottles, a super choreographed teleport, and stealth with a lullaby. But because he was the Skull Merchant of back then, "He's so OP we're not even gonna try, or learn strategy" (a self-fulfilling prophecy), they just nerfed him anyway because "he had a high kill rate." And then they used the opposite logic with Nurse where she had a low kill rate, and they've given her like 3-4 nerfs, and it didn't even solve the core issues with her. She's still the top killer. So that's what balance using BHVR stats looks like.
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Slugging for sure is going to be hard to quantify, just like tunneling, because a lot of people's definition of it seems to be different.
And there's 2 main types of slugging right now. You're either slugging all 4 because you were in the position to do so, so that's the classic kind of slugging.
Or there's the other one which more people are gonna start doing, where you slug 1 survivor, get a hit or even a down on another, and then go back to your first slug to hook them. It'll bait teammates to go pick up the slug, and maybe get hit, when they really don't have time to pick them up because you're already back there. People have realized that hooks don't give as much value as we've always thought, so they're gonna start getting in extra time waste and extra hits when they can, mostly by doing this.
Buffed We're Gonna Live Forever might destroy this strategy, and then I don't know what killers are gonna do.
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It's zero fun for anyone. It's stupid. Why would you not want to see anything? Even the progress bars for gens, healing, and recovering for survivors are hidden.
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Come on, bro. You can't be serious. You think he stacks up to Nurse and Blight? The guards don't even catch people. A survivor loops 1 around a single window for like 45 seconds.
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@BLACKMENACE8086 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798076#Comment_3798076
Which doesn't seem very in line with renato as a character and the perk description.
Given enough time, you could reason that any perk is not fitting for any character. The point is it's reworked. The lore hasn't had any meaning on gameplay since they made entity blocker for kicking gens. The entity literally helping the survivors.
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@StutteringSpartan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798124#Comment_3798124
Ok I was clearly blind when I read it 😆
I was too.
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His tail attack is really terrible. There's so many instances where it just decides to not hit them, feels short, goes too far up or down, floats like in front of you instead of looking like an acid shot, etc. I'll still play him, but I'm limited to hitting survivors with it where they can't dodge, and an M1 would have worked anyway.
And personally one of my biggest issues is the sparks that come out of a teleport spot. Why do that? Why make it seem like there's a turret spawned on me, because they also spark exactly like that? So many times I've wasted time looking for a turret which wasn't there, because I saw the sparks and didn't want to get burned out of my only power by a survivor item (hint, hint: Singularity).
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That's probably the most deciding factor for why I'm not playing until the event goes. It's an annoying mode, it's gonna hog the BP bonus from the normal mode, and its dumb limited-time tome doesn't even give rift stuff. I can live without those 3 customizables.
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Then your killers are bad, and your team is worse for losing to them. I've never considered running an all aura build on anyone except Huntress, because those builds actually suck. "But the killer can see us the entire time!" Nowhere near that. And also that means he has zero gen or chase perks. The match is legit free is the survivors are good. And I only face good survivors, so I don't run crap like that.
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@JonahofArk said:
Shes not. I've gone up against good SM. What they do is place drones in high traffic areas where it's hard to hack her drones. Initiate chase and basically bait the survivor to run into all your drones. Claw trapped and downed. Simple. I dislike how people complain about changes, but don't try to adapt to them. She's still gonna be brain dead when it comes to getting value from her power. You place a drone. If not hacked, survivor runs into it. Bam scanned.
She was a pain to go against. Now, there's just more counter play for survivor. and I also play SM when I feel like killer games aren't going my way with my normal picks. I use the same strat, and there's nothing the survivors can do about it cause they can't hack my drones lol. Nothing is going to change except the haste. Which really needed to go. Wasn't fair if she chases you and is faster cause your other teammates got scanned.
Hope you use this strat. Have a good day.
She's like half a killer now, bro. She actually has nothing going for her. She already had plenty of counterplay, and like you said she now has more.
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@NerfDHalready said:
i'll never buy that finding hiding people in this game is skillful and not being able to is a sign of the lack of skill. i don't want to bother looking around all those 10 objects edge map looking for a rat near the gen they were doing and instead will let nwth do it for me. maybe you should improve your looping skills instead.
At this point it's not even like they link finding survivors to skill. It's more like, "Wow, you have to find survivors to win? That's scummy." I have a friend who legit says this, because he never plays killer, and just expects the killer to go easy on us while he's screwing around and not improving on survivor. But I wouldn't be surprised if they somehow questioned a killer's skill on their inability to find survivors. They question killer's skill over any little thing.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798042#Comment_3798042
Yeah for sure. And if aura read perks are associated with higher kill rates after Distortion is nerfed then I imagine they'll be on the chopping block next. I've said a few times people need to be careful what they wish for.
Kill rates against noobs maybe. I'll run maybe 1 aura perk, half the time, because I know that putting on anymore is a wasted perk slot. Other perks are so much better. You can't just assume that because the killer sees the survivor, they just get them. That's not how it works, even if casuals believe that it does. Good survivors don't give a rat's if you see them or not, because they can just loop you for an arbitrary amount of time. Therefore, the aura perk did next to nothing, if not baited you into chasing someone you couldn't catch. It feels like a majority of the playerbase don't understand that those kinds of survivors exist, and just assume it's always a really good killer crushing noobs. No. Some killers aren't playing to their full potential either, which explains why buffing killer stuff for top level doesn't mean it's suddenly oppressive overall.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798129#Comment_3798129
You are probably right, dbd is a lost case when it comes to balance, especially when people call something balance like 60% winrate for one side (which is 20% higher than on the other side). Balance would mean both sides have the same chances to win, but in this forum it only means killers have to have it easy.
Except you're doing head-cannon math, combined with unironically relying on that garbage kill rate stat which doesn't actually tell you anything.
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@doobiedo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798125#Comment_3798125
The most uselss fake solution that is always pushed by gaslighting killer mains
But you can't explain it; you just say it. Explain how Object is bad against Weave Attunement.
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I literally never use Distortion. Who uses that perk? People who can't loop? Or people who hide while their teammates die for them?
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Killer basically gets nothing. Survivor gets the world over.
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This is so disingenuous. Even killers don't act like survivors have everything at once, like how they don't complain about Soul Guard or Adrenaline anymore. But y'all act like a killer can simultaneously have BBQ, Gearhead, Floods Of Rage, Nurse's, Alien Instinct, I'm All Ears, Ultimate Weapon, Awakened Awareness, Darkness Revealed, Friends Til The End, and aura add-ons all at once. That's basically what you making your little list says. What's the matter? Can't handle being seen by the killer? Learn to not take a health state for at least 15 seconds.
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This event is terrible for everyone. Please don't bring it back.
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@humanbeing1704 said:
the mangled nerf was a welcome change constant sloppy butcher was absolutely exhausting to play against
I don't understand. It was an alternative to full gen defense, and encouraged killers to spread pressure instead of tunnel. Why would you despise that?
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To cater to casuals, or to take away more of killer's limited options.
Survivors don't like being hooked, nor downed, nor injured, nor chased, nor even found. But they've especially harped on healing speeds apparently being too slow. And anything that slows down healing, or interrupts their healing, therefore needs to be nerfed. So that may be the reason.
Killers liked splitting damage, not just tunneling, as long as it's was worth it. Killers like Wraith and Ghost Face could do this. Others, to a lesser extent, could do this. But the devs didn't want that. They wanted quick quick heals, and disavowed perks which used slow heals as their slowdown (Sloppy, Thana, Dying Light, etc), as opposed to gen defence as slowdown. Not only did they nerf Sloppy, but also any add-ons or perks which has those effects. Sloppy applies those effects for 90 seconds, and those add-ons usually apply it for less time. A survivor is now on hook for 70 seconds, or more with certain perks. So that's how you kill anti-heal for killers.
Tangent time. Now killers don't have slowdown, period. It's no wonder why all killers do these days is tunnel and slug. But survivors are faster on gens than ever. That extra 10 seconds did nothing. The math does not support a killer winning. It supports them losing or drawing by default.
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@ratcoffee said:
Top 5 kill rate according to Nightlight fwiw
Yeah, that's wrong. Twins, Skull Merchant, and Unknown are pretty bad and even they're more consistent than him. Except for the skeletons, and only when spawned point-blank, he's a glorified M1.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796078#Comment_3796078
I don't think he's hard to play at all, but I'm used to flexing in Overwatch so…
I think Dracula is mechanically better designed though. Vecna has a lot of "I get free hit here :)" going on with his kit.No, he doesn't. He has point-blank spawned skeletons and that's it. In top level matches, I imagine that's just about the only way you can get a health state off survivors. It's the only ability which does damage. Flight and Hand can* lead to damage, but if survivors are just as aware with their positioning as you are while you're using those abilities, they have advantage pretty much every time. You're slowed when using those, remember. You lose almost as much distance as you gain.
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@LadyOwO said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796185#Comment_3796185
If you want to nerf survivor's then killers need one to make it an even playing field.
Not necessarily. What more nerfs could you even give killer?
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@ChuckingWong said:
Yea I mean I dont blame them with the direction things have gone against soloQ.
Solo hasn't gone in any direction. It's suffering from bad MMR. It's not the killer being too strong; it's your team not being good enough. Try as you might to escape no matter what, to up your MMR, it keeps putting potatoes in your matches. And at the same time, the killer usually isn't a potato, so the results of that are obvious. You can't get any good data on game balance from these matches, because it's all skewed, exactly the way it was with rank-based, random matchmaking.
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Bad matchmaking. Why should MMR not let your other killers go to low MMR? You never play them! It makes no sense. But that's why you get them. You might also see a rise in them because survivor has never been easier, and SWF is taking full advantage of that. Barely any bad perks, millions of pallets in maps, loops where the killer has to force Entity Blocker/Bloodlust, extra health states and chases via Dead Hard, DS, instaheals, Plot Twist, and even that new instaheal perk. Then on the killer side, no viable killers outside the top 3, all losing to mediocre gen speed and/or chases, no real way to delay the gens or shorten chases, and many matches just feel like you decisions don't matter. "I'm gonna tunnel this guy to get at least 1 kill." A few body blocks and 5-min 5 gens later, game over. If you didn't kill that 1 guy before last gen, or didn't bring Rancor, he gets out for free. It's that simple. Not a lot of people understand how strong survivors are when they know how to play. They will learn.
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@GonnaBlameTheMovies said:
What's wrong with playing Dracula like Spirit? All they did was make Bat better which is what people asked for, saying Bat was mediocre.
What's wrong with arguably the most overpowered form being nerfed a little? Wolf Form will still be fine and viable.
Wolf won't be fine, and certainly not viable. He can't catch survivors in that form.
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Who knew that buffing a killer who can only work on PC, to help console players (even though he's still unplayable on there), would cause him to be really ridiculous when played well on PC?
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This has been a thing. For. Years.
Once upon a time, you could hear a survivor through a wall (maybe even 2!), just by hearing there footsteps. Then one day, nothing. No breathing, no foot steps, no injured sounds. Sometimes all at once they'd be missing, and sometimes just one would be. But the sound bugs of this game which affect killer were never ever solved, or even addressed. It was intentional, I'm sure. Wanna know why? Because the main survivor complaint, beneath all the lies about killer being a walk in the park every match, is that "The killer can find me, and that's bad!" Why? Why is it bad? Because they can't handle getting chased. Getting chased means them getting downed, sometimes very quickly. We're talking almost the worst chases you can possibly have, bar standing still. They haven't learned how to loop, which I can't be mad at them for, but I don't think they want to learn to loop.
There's been big advocation for "Bring back stealth play styles!" in recent years, and in a game that's increasingly competitive and loop-based, you just can't do that. It would be catering to casuals, while giving the top survivors, who will trounce killers their same caliber 9/10 times, more broken stuff to abuse. Needed to tunnel 1 guy, because that's the only way you're getting a kill that match? Oh, they have a perk which hides their aura or scratch marks or sound entirely, or the game gave them one of those for free. Who knows? And I don't like anybody not being able to rely on sound when they should. I hate that Naughty Bear, or Plague or Doctor are like dead silent while undetectable, while others are super loud to where the effect almost does nothing. I want consistency. People should be able to use their eyes and ears, especially killer.
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@TheSubstitute said:
I am and it does make Killer super frustrating. I hope it gets fixed right away.
In your dreams. They've left these bugs in for years, and even made perks that replicate it just in case.
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I wouldn't be surprised. The devs can't buff solo, because they won't buff killer enough to make an impact, because they've chosen SWF as their protected group. SWF gets to have their cake and eat it. Everyone else pays for it.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796067#Comment_3796067
I think it is because there are so many different parts to their power to master that you effectively have to learn multiple Killers in one instead of just a single Killer.
You're both overthinking it. If you have to learn each ability like it's a separate killer, then he's way too badly designed and hard to play with. He's bad, but he's not that bad.
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@mizark3 said:
If people are this paralyzed in fear of Windows, why not just run any of the trillion Blindness add-ons? It only takes 1-slot and counters (allegedly) 25% of all their perks, not even including things like Bond/Kindred/etc..
Because those are stupid.
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A little stronger than Dracula, which isn't saying much. They both have all this flashy stuff, but it's for show instead of useful gameplay stuff. His skeletons never hit anybody unless you spawn it on them (I'm sure this'll be nerfed). His orb is good for finding people, and that's it, because the negation of the magical items... Survivors never needed magical items specially designed to counter his power. It's like EMPs on Singularity or flamethrower turrets with Xenomorph: you're just giving survivors free counterplay items to deny the killer's power. His flight is alright, but I see that they added collision to it so that survivors could body block it, not the other way around. And his hand lifting the pallets or holding them up is just as weak as when it was first shown, and is dependent on you bringing the add-ons. His add-ons, btw, don't really do much. At best they make up for the inadequacies of his power. It's no surprise I haven't really seen him outside of that first week he released.
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@humanbeing1704 said:
haddonfields been changed to probably the worst survivor map in the game
It's still decent.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794387#Comment_3794387
"I don't think survivors have ever had base gameplay nerfed"
Aight now you cappin aint no way
Name one. Name one that can't be better interpreted as a qol change or killer buff.
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I don't think survivors have ever had base gameplay nerfed, except for warping to the other side of the pallet. Ironically they still warp into the pallet stun animation, just in a different way. Bloodlust and Entity Blocker, I consider killer buffs. Map size/pallet count reduction, I consider map changes. The only thing that came close was when new survivor running animations were proposed, because they made more sense with how survivors run and turn, and survivors cried until it got undone because it made 360s hard to do.
Because nothing spells unfair like losing your ability to rob a killer of a point-blank, deserved hit. Why not disappear off their fov in .2 seconds? That's what other self-respecting games do, right? Combined with aim dressing, and killer's inconsistently pea-sized hitbox, it simply helps survivors express skill.
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@TheArbiter said:
What's wrong with deliverance?
It's basically a 5th survivor coming out of nowhere to get the save, with nobody having to get off gens or trade hook.