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danielmaster87

danielmaster87

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  • @Sally_S_gay_son said:

    https://forum.deadbydaylight.com/en/discussion/comment/3288936#Comment_3288936

    oh here is the regular I will counter your arguments with my arguments about the other side

    adrenaline - the survivors have to finish the gens to do even get value from this 1 time use perk and it still does not guarantee it will achieve anything unless you can coordinate some cool adrenaline play - which you cannot in solo q

    unbreakable - are you serious? It's the killer's mistake he slugged someone, the killer made a risky choice, and if there's unbreakable in play

    it's on them

    dead hard - nerfed

    old ds - nerfed

    off the record - nerfed, does not work end game

    bnps and syringe are powerful yes but not in the same extent eruption is, unless you once again have 4 man team with 4 bnps which you won't have in your average solo q match

    yes because I am able to control if 3 gen happens or no in solo :) and if the killer has gen-kicking perks there are high chances that at the point of the match where we are at 1 gen or 2 gens left all gens have been kicked :)

    I personally have nothing against old killer meta with ruin undying as they are easily countered, even pr/dms has a counter when you are on your own, but Eurption is overtuned far more than those older killer meta perks

    Adrenaline and Hope are stupidly reliable now, since it's a given that the gens are gonna get done with any efficient team. Just because survivor perks were nerfed doesn't mean they're not good. You can control 3-gens in solo. Brains are not exclusive to SWF.

  • @JustWhimsical said:

    I think most people can agree the way the perk is currently designed is too much.

    The majority isn't always right.

  • @Nazzzak said:

    I literally saw this type of play in the past maybe a handful of times, but it's been non-stop this week. They don't leave their little area at all.

    Then how are they getting downs?

  • I don't know what you want the killer to do. Just let the gens go? 3-gens don't even in happen in the way y'all describe it most of the time. "They just never leave that area ever." Then they're not getting downs, or the survivor is foolishly going down there when they know it's gonna be their 3-gen. And if the killer has 4 survivors still alive, what good is a 3-gen?

    Killers are just desperate at this point for ways to win, man.

  • I'll take every kill I can get.

  • We don't need any of that. It's destroyable and it reveals itself. What's the big idea?

  • The "Iron Maiden's Exposed is cheap" is gonna get mostly disagrees, but I do agree with the locker reloading/searching speed being base. Used to have extra locker opening speed on a Wraith add-on as well, but they removed it.

  • Not that anyone wants to hear it, but I'll tell you what I believe. They listen to all the wrong feedback. There's no indication that they're balancing for skill or for top level. It's a parody of balance. Why else do they balance for "monsters at top level" one day, and the opposite the next? They've kept in elements that make no sense, like hooks being destroyed, while throwing out stuff that makes all the sense in the world, like new running animations. It's unbelievably random.

  • It's the same as before. Survivors still put on multiple second chance perks. Killers still have to run gen regression. The difference being that killers are using different gen defence perks whereas survivors are running the same stuff. Corrupt/Deadlock has been replaced by Eruption, and DS, Dead Hard, Unbreakable, Prove Thyself are still the same.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3286920#Comment_3286920

    I am totally OK with giving shadowborn an option to change FOV between 0 and 120 degrees or even giving it weak secondary ability. Or even 150 degrees. It's perk after all. But giving free advantage for one of few things survivors have is just not cool.

    It's only a "free" advantage because of how you're looking at it. It's not some radical thing that'll get added to killer for no reason. It's an essential thing in other games that has been withheld from killer in this game for whatever reason.

  • @Gandor said:

    FOV is one of tools survivors have to get away from killer.

    What will be next? Remove windows a d pallets, because otherwise I can't catch survivor quick enough?

    Just use those other things then, which is more than enough. Not just abuse the killer having a mole's fov, which was a nonsensical design decision.

  • The guards seriously do need buffs. Out of a whole match on Badham, to my 3-SWF who were all new to the Knight including me, we got hit by the guards collectively 2 times, and those were at the short mindgameable loops. And I asked them afterwards, "Did y'all ever get hit by the guards?" And they're like, "Who? Oh yeah, those guys who kicked the gens."

  • @AverageKateMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3288679#Comment_3288679

    That's not the point of the post. The whole idea was people have to force these playstyles because the killer is weak.

    No, I agree. We make killers viable in any way we can, be it strategies, perks, add-ons, etc. But what I don't agree with is nerfing a killer's only viable build, like what happened with Engineer's Fang/Hoarder Pinhead. It's as if people want Nurse and Blight to be on top... forever, and nobody else.

  • @MisterMister said:

    https://forum.deadbydaylight.com/en/discussion/comment/3288785#Comment_3288785

    Well I’m glad to know it isn’t just me experiencing this.

    Nobody's safe from it, even if they pretend to be. It wasn't always like that, as I said. Months ago maybe people would have complained about it regularly, but now it's just something we accept as normal. The new age pallet vacuum is still in the game as well.

    28 seconds · Clipped by danielmaster87 · Original video "WE TAKE THOSE! - Dead by Daylight!" by TrU3Ta1ent
    12 seconds · Clipped by danielmaster87 · Original video "WE TAKE THOSE! - Dead by Daylight!" by TrU3Ta1ent
  • @scenekiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/3288751#Comment_3288751

    Sure, don’t balance for a majority of the playerbase. Let’s see where that gets us.

    There are already plenty of people who try to play this game as a solo survivor and don’t stick around because of how rough it is. But sure, let’s not throw the casual majority that’s left any bones.

    As for your second point, that comes with the territory? It’s a game with a ton of RNG. Don’t know what to tell someone if they can’t accept that.

    Countless other games do it and end up just fine. Still not sure why it's so incomprehensible this time around.

    If you can't lose a bit as a newcomer to a multiplayer game, especially as the weaker side (individually), then maybe multiplayer games aren't for you. Those people are not our target audience. They've been thrown tons of bones as well. Scrapped animations that would have made 360ing more fair simply because "They look like they need to go to the bathroom! Wah!" Pop no longer does 25% of a gen for hooking someone because, "That's way too much regression! 20 whole seconds, or 10 with a teammate! Wah!" Took away tons of hooks from maps because, "I 'never' wiggle off the killer's shoulder after he spent 20+ seconds to down me! Wah!"

    RNG always has been and always will be a part of the game, yes, but we can make it a little less wild, don't you think? It would help out your buddies at bottom MMR as well, since there would be less times where 3 or 4 TLs spawned instead of stronger tiles. In exchange, killers get less times where 3 or 4 jungle gyms spawned. Take away 4%ing on hook while we're at it, a mechanic which at bottom level leads to teammates killing themselves on hook for no reason, and at top level is essentially a 5th survivor coming out of nowhere to get the unhook without anyone having to get off gens.

  • @Regulus47 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3288534#Comment_3288534

    There's this too, yeah! I feel like the game is moving away from more traditional killers in favour of killers that just don't engage in looping, whether through zoning or get-hit/drop and get hit projectiles, or cheese like blight and nurse. Sure these are technically stronger than standard killers, but they're very repetitive, usually not too skill-intensive and aren't fun for anyone, especially zoning killers. I think the game should focus on more killers like billy, demo, bubba, myers, wesker - killers with chase powers, but chase powers that are interactive, fun and counterable, for the most part.

    I hoped sadako and wesker would be a step back in the right direction after the nightmare of every killer from oni to sadako being an uninteractive antiloop killer without much counterplay if played right, but knight is like the culmination of everything awful with this design philosophy. :(

    I've been wracking my brain for weeks and months like, "What DO these people want out of a killer?" Because I honestly don't know.

    It's easier for me to criticize, I'll admit, because I don't really put out ideas, but I do critique the designs the devs do release... so maybe I'm more similar to everyone else than I initially thought.

    At the very least, I try my best to visualize what the killer can actually do against the survivors using their power, at their smoothest and at their most janky. But I don't think most others do; theirs is a very survivor-centric mindset. And because of that they always end up thinking, "What can I do as survivor to trump what the killer's doing?" They use the lighter word "counter," but I can read between the lines. The problem with that way of thinking is it leaves no opportunity for the killer to do really anything proactive without being criticized for it. The killer needs to be the initiator of the interaction AND be able to come out on top, not one or the other. If the killer's simply waiting for a survivor to make a mistake, what happens when they don't make one? 2 minute chase or something like that, because that's the fastest the M1 killer or whatever it is could possibly have ended the chase. And I don't need to explain why a single survivor having that much power is a problem. It's a 1v4, not a 1v1.

    Examples of this are Wesker and Demogorgon's linear powers. Even at linear loops like a TL or shack, the survivor can simply deny the option select by not being so predictable with their movement, making the killer think they're gonna do the obvious but then going for the unexpected, or vice versa. So what happens at round loops? The killer really can't do anything other than brute force the loop, take the pallet stun, break it, and the chase resets. All that time wasted. And those are your anti-loop killer right there. The chase was interactive, because both players are making plays, but only the survivor could make proactive plays which advanced their position.

    Then there's things that are given to survivors, for little or no reason, that just deny the killer's power to an unreasonable degree. Wesker has a lot of cures for his power. A lot. People are afraid they'll run out of them and they'll have Hindered the whole game. That's a worst case scenario if ever I've heard one. If the game has gone on that long to where all cures were used, the survivors should have already had the gens done and been out, easily. So while I think Wesker should have cures, I think survivors get far too many. He'd have to successfully use his power in every single chase, which is a slim chance, and the survivors would probably still be able to do all gens and cure themselves just enough. Then there's the more obvious ones of Wraith's cloak and Hag's traps being flashlight burned. I thought the devs explicitly said they removed sabotaging (not disarming) Trapper's traps because "We don't want items specifically countering certain killers"? So why are those interactions still in?

    Finally, thinking from the survivor's perspective, there's actually loads of counterplay for every killer. Wraith can't hit you or start getting Bloodlust without uncloaking, and he gets slowdown from uncloaking, so all you have to do is vault windows and run to the next loop whenever he starts uncloaking near a pallet. He won't be able to catch up, especially with his nerfed lunge. Pre- or post-nerf Freddy, you just play against him like the M1 that he is. If he plays snares at a loop, drop the pallet early like you would against Clown, or run away to the next loop. Doesn't matter if the game takes long because he tp'd to a gen about to be done. He had to drop chase with you to do that, and kick the gen, therefore giving the person he pushed off a huge lead. With Spirit, whether you're injured or healthy, you can go for all kinds of sound mindgames, baits, and double backs. With Blight, he's like Oni to where he can only turn so hard with his rush attack, so you can dead angle him at a loop. He may be fast, but he can't account for every angle you can run to.

    Longwinded, I know, but this stuff has got to be shared, because I honestly don't think people have thought of most of this on their own. So what you have is a community with a bunch of ideas about what killer should be... without even knowing what killer currently is. When designing killers, we must look at the game from, not both killer and survivor perspectives equally, but dare I say mostly the killer's perspective.

  • @scenekiller said:

    "Part of me wonders if the reason why killer mains are so negative about her, putting her even as low as D tier, is just that they're used to antiloop killers with chase powers that practically win the chase for them or ignore key aspects of gameplay"

    Bingo.

    She can definitely use some fine-tuning buffs, but she's far from the abysmal killer people on the forums make her out to be.

    That's the opposite of a bingo! "Win the chase for them"? It's true, but the phrasing obviously has a negative connotation to it when it really shouldn't. This is what I mean when I argue against people saying you can "spam" Hillbilly's or Clown's power, or that Spirit and Blight have "no" cooldown to their powers. I mean... if you're not playing the killer to use their power, because that's the "wrong" way to play them or whatnot, then what are you playing them for? You just arbitrarily pick a killer and do whatever? That's not how it works. Killers need to actually get the survivors to win, and so when their power doesn't help them in that, you're just playing a 110 or 115% M1 killer and think you're gonna win?

    This all reeks of either, "I don't care about winning when playing killer" or "I care more about the survivors' fun than winning as killer."

  • I'm doubtful anytime I see "insane" next to anything killer oriented. Kind of like how "you get insane value from Corrupt!" when it goes away after 1 down when it used to be for 2 minutes.

    She doesn't have much going for her. Teleports alone have almost never made a killer strong (Freddy, Demogorgon, Dredge), except for Hag but that was before everyone knew how to play against her. Sadako also is really loud while invisible and has to tp to someone 7 times to condemn them, that is if she even can teleport, since people can turn off her TVs for like a minute. There's so many killers that do what she can do but better.

  • It's another thing that makes the killer weak, so it's left unchecked. You can lock lockers, destroy the killer's remnant, clearly see and hear him in Nightfall. Heck, what can't you do against this killer?

  • @Hensen2100 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3288791#Comment_3288791

    He loves facing comp SWFs on "The Game" while playing Sadako.

    Sure he got 4 man out'ed with ~3 hook states, but hey, it was great fun for him. If only he pressured the map better or kicked those god pallets better. Results will come with practice; I am certain.

    The fact you even need to argue this stuff in 2022 is bonkers. Even streamer darlings have come to the conclusion years ago that it's impossible to 12 hook competent survivors unless you are playing the best killer setups in the game. Trying to prove it again is a waste of time imo

    Just because something is "normal" doesn't mean it's not outrageous. That's something I learned a long time ago, and it has been reinforced by the things I've seen said on these forums. That's why I continue to argue against it.

    Pulsar thinks that you can 12 hook survivors if you're good enough, as he's proclaimed he is. Otz thinks you can "beat any team" if you just play good enough. Hate to keep calling these two out, but they did say it, and will simply have to deal with the consequences.

  • @MisterMister said:

    https://forum.deadbydaylight.com/en/discussion/comment/3288778#Comment_3288778

    You’re absolutely right. Sometimes no matter what you do, you will still lose. That is the very nature of games. No one is the best all the time. There are games when I play perfectly, and still lose, but for me (me personally) those are the games I love the most. When I face solo Q the game teeters on the verge of boredom because it’s so easy, but boyyyyy when I face a comp SWF on comms, that my friend is the best. Those are the games I play this game for. Unfortunately though, those games are few and far between. But if I lose, I had a great time doing it.

    The point being that unwinnable matches happen too often and for so little reason. Whether you AFK'd at the start for a whopping 5 seconds, or you had to hit a survivor 2-3 extra times because of Off The Record, DS, and Dead Hard. It's too often, which means there's an imbalance that needs fixing. If you focus on just the low and middle MMR players for your balancing, you open the flood gates for the broken stuff in the game to be abused at the top. But unfortunately that's how most people like it, having 2 killers be viable at top level.

  • "3-genning is unbeatable!" until you put 1/3 of a gen's progress on instantly, and that's just one person.

  • I think it's because of the way the devs have changed pallet hitboxes and pallet stuns. Used to be that you could swing at a pallet as it was getting dropped, and as long as you did it kind of late you'd just plonk the wood and not get stunned. Or you could swing through the pallet before it was fully dropped to hit the survivor AND get the pallet down. Now, if you're even close to the pallet at any point of it being dropped, instastun.

    The stun hitbox has been increased like crazy. You can even step back, and yet still get stunned, basically forcing you to take the stun or else the survivor gets another go around, and that's the only way the pallet's getting thrown down. So now there's no winning with the advice you're given. It's either "Stop respecting pallets so much" or "Learn to respect pallets." The biggest thing about the big stunbox though is that there are pallets where you literally can't go through the walkway without getting stunned. The pallet inside near the back exit of East Wing RPD is one example, as were the pallets behind old Haddonfield's houses.

  • @MisterMister said:

    https://forum.deadbydaylight.com/en/discussion/comment/3288742#Comment_3288742

    No offense, but with that mentality you will never get better at map and Gen pressure

    There's no such thing for a lot of us killer players, as he probably responded. We know how to chase, pressure gens, keep track of stuff, yadda yadda, and it's not helping. There are some things that survivors can do that you simply can't do anything about. Unfortunately, those are the most import things: the gen speed, the 3rd and 4th chances, 4% unhooks (basically a 5th survivor coming in out of nowhere for the save), looping at certain places that have no mindgame, etc. It's a nice thought that, "If I just stop camping and tunneling, I'll get better at chasing." But it's never gonna be that simple. People camp and tunnel because their reliance on chasing to win has betrayed them.

  • @gilgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3288403#Comment_3288403

    Both. Take billy for example. His "rework" made him worse feeling to play and then a prime example with the new map generation bug makes him feel even worse

    But how does that make him "broken" as in unfair in some way for the survivor? They're arguing that they're both weak and strong, because if they weren't strong, why complain?

  • @Hensen2100 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3288670#Comment_3288670

    I think it's insane people will come in here and argue that she is a good killer. Absolute insanity.

    0 chase power. Anyone with a brain will never get hit directly from a TV. Power can easily be disabled for almost no penlty. You can't dump TVs into people for condemn kills unless the stars align...etc etc

    "But I 4k'd some potato's with her!"

    I'm also dubious to the idea that, "They just couldn't put any tapes in." Apparently that's a thing that happens with that one build, people who've played it have said. "There was nothing they could do." Really? You're just at every TV at all times? And there were never ANY strong loops like the long tiles on Temple or the ones on Cowshed that they could take you on a 30s+ chase with? That alone, just once, would be enough to ruin the whole match for you, as it would any other killer. How do you succeed even with that best build of hers? How?

  • @scenekiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/3288670#Comment_3288670

    You’re… proving my point.

    She is good BECAUSE so many casual aka “bad” survivors play this game. They are the majority. Most people don’t make this game their entire life like a lot of killer mains on the forums think they do.

    Overbuff killers to compensate for the once in a blue moon god squad SWF, and suddenly a large portion of casual players will move on because the game is too steep and frustrating.

    You don't balance for the bottom, no matter what. No other game has people advocating for that.

    It's not just the god SWFs that can beat a good killer. It's any one thing. Bad map? Lose. Too quick on gens? Lose. Strong loops? Lose. Strong loopers? Lose. Too many meta perks? Lose. Don't get the hook trade? Lose. You stopped to scratch your nose? Lose.

  • @I_CAME said:

    https://forum.deadbydaylight.com/en/discussion/comment/3288363#Comment_3288363

    You mean people don't actually go against SWFs with a combined 30k hours every match? The delusional portion of the DBD killer community totally had me fooled!

    Some of us do go against prestige 100 survivors like every third match. The curse of getting to high MMR. It's not even their caliber that kills us most of the time. Mostly maps like Eyrie, Badham, The Game, Haddonfield, etc.

  • @AverageKateMain said:

    Sadako's only source of power is a condemned play style that the devs themselves in a live said int something she's supposed to force as a way of getting kills. It's a passive slowdown to look out for. It's the same philosophy of afk Pig which got nerfed for a reason.

    Faced maybe 1 box afk Pig when it was still a thing. I knew exactly what to do against it because I'm actually in the community and know stuff as I talk about balance, and because it's similar gameplay to a tunneling Pig. Tunneling Pig, you do all the gens, all leave so the last guy with the head trap on gets hatch. Afk box Pig, you 99 the gens, do 5 pretty much one after the other, and then same as before. Hatch allows the head trapped person to escape. If it's Deadlock + the add-on that takes time off each time a gen is done, or 2 people had the same box she's afk at, oh well. But it wasn't like "omg, this is so game breaking, more than Nurse!"

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/3288363#Comment_3288363

    But... she is bad? Played 'normally', Condemned won't even come into it because the only way it builds up is that slow†. Her stealth is amongst the worst of all stealth killers, because she still has a lullaby to announce her presence and is intermittently visible even before she very slowly manifests.

    Her primary ability is some minor ability to mindgame loops a little more (which doesn't even entirely make up for the manifestation), and arguably the worst teleport power of everyone in the game that has one, because the targets always point away from generators and can be entirely disabled (and will stay off for up to 100s if she dares touch it). Although she's able to chain them unlike Freddy, but the per-spot cooldown is worse than his overall cooldown, so...

    For the overwhelming majority of her gameplay, she's a barebones M1 Killer that's expected to do hit and run but can have all her map pressure turned off.

    † Someone basically needs to run from TV to TV without ever addressing it and having Sadako teleport to all of them. Otherwise, if the cooldown cycles and player locations sync up wrong, you get it taking 12+ minutes to possibly come into it, by which point the game is almost definitely over.

    The "I'm crawling out of the TV" animation is so slow, and faces you to a wall half the time, to where the speed boost barely breaks even. Same with Wraith. Good luck getting any hits out of it.

  • @scenekiller said:

    Tell that to all the people who play her and all the survivors from her killrate

    People like to pretend she's bad because they treat this game like esports and lost to a couple of SWFs with her - but the truth is, she's fun to play and very good against most casuals (which is a majority of the survivor playerbase)

    🤦‍♀️ That's all y'all can say. "The kill rate." Knowing full well that half those kills came from bad survivors, DCs, and that one niche build that needs a pink add-on to work.

  • @JakeCannon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3287777#Comment_3287777

    That little stutter ruins the entire match tbh cause it'll happen match after match til bhvr looks at it (again)

    It trumps everything that you do. Not even those "Hag-favored" maps will save you while this is in the game. I've never had an easy match with Hag on Dead Dawg. Never, because this stutter exists. You get like 1 hook, bro. The survivors just toy with you and do whatever they want, because you can't set up and you can't chase, and there's no fear because they don't even get hit.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3288481#Comment_3288481

    How are you gonna get use out of Ruin in general 💀

    According to most people: "Just pressure the gens" or if they go for the hex: "Just defend the hex." If these people played killer full-time they'd go in so idealistic and come out so disappointed, because they speak, not in parables, but in killer's pipe dreams.

  • @Xernoton said:

    https://forum.deadbydaylight.com/en/discussion/comment/3288388#Comment_3288388

    Ahh. I thought you were talking about this obnoxious bug.

    You have the ability do an instant lunge right after teleporting. That can only be countered, if the survivor triggers the trap from the edge of it's range and then changes direction. In this instant you are not guaranteed a hit. But since the game will mainly take place inside the Hag's web of traps this doesn't make too much of a difference because eventually you will catch the survivor with another trap by either hitting them after the tp or reading them correctly and not go for the tp to let them run into you.

    You can avoid this scenario by putting traps behing corners where survivors cannot see them or you put them right next to a vault and chase them so they have to vault into them. Sometimes its enough to set a trap in the open where it is covered by grass. Few people expect that.

    I keep seeing, "Just use your web," but you can't set it up in the first place against people who know how to play against her and trip her traps safely. They can do the same thing to corner and window traps; they just come from the right angle. So you just lose again and again until your MMR goes down enough to face people who don't know how to play against her, and THEN "she's fine." Same with many weak killers out there. It's why you see "Wraith OP!" "Pinhead OP!"

  • @versacefeng said:

    https://forum.deadbydaylight.com/en/discussion/comment/3288405#Comment_3288405

    This would work if everyone didn’t collectively agree that eruption isn’t fair against solo queue players.

    Everyone doesn't agree. Me and a couple others disagree and haven't really been proven wrong. And also the spontaneous complainers that will come out of the woodwork only after the Eruption nerf has happened.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3288405#Comment_3288405

    Yeah, you will win arguments with the funny cap man...

    I can make my own arguments, thank you. It's just sometimes easier to show and not tell, work smarter not harder, something most people on here don't know how to do.

    What's your argument anyway?


  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3288401#Comment_3288401

    No it's not lmao.

    Freddy isn't strong. What's the counter to pallet Freddy? Hope you don't pick the wrong pallet. That's dumb and boring.

    There's zero expression of skill for either side.

    You remember the pallets that were dropped, or dare I say guess. It's not that complicated. Same with Eruption.

    Not every aspect of the game has to be skill-based. I don't need skill to cleanse at a Plague fountain, or to open a chest, or to hang there on first hook. This was the exact same argument with DS supposedly needing a skill check, instead of it just activating when the conditions are met. "There's no skill in that." You're right, and there shouldn't have to be.

    My own friend has said that crap. "Pinhead has the 1 killer ability that takes no skill." Because of the chain hunt? Well, it didn't take skill for someone to step in your trap. It didn't take skill to see the killer instinct with Legion. It didn't take skill to bump into the locker the survivor's hiding in with Leatherface. You can make that argument about basically every killer in this game if you wanted to be that petty and overly specific about it. And since all killers take no skill, now what? It's like... what do y'all want?

  • @Pulsar said:

    Unfortunately, all anti-gen perks do is make camping and tunneling more effective. Especially versus teams who are chill.

    No they don't. How are you gonna get use out of Ruin if you tunnel? How are you gonna get use out of Pain Res if you camp? And why be concerned with chill teams when we're talking about balance?

  • Just gonna drop this again.

    https://youtube.com/clip/UgkxvpGrZYdxHLr_piz2x9LYuLXcnlQ7vRVu

  • @gilgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3288272#Comment_3288272

    I cant do that anymore every killer feels so boring these days, the killers I like get consistently more and more broken and worse to play and every new piece of content is getting worse and worse. I've enjoyed 2 killers in the last 2 years and i've hated every single map that has come out since asylum. The next time I uninstall its gonna be permanent.

    They're worse to play, or they're more broken. Which is it?

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3287808#Comment_3287808

    No, they're pointing out that his power isn't really good for either side.

    That's impossible. Either the killer's weak and that's good for the survivor, or he's strong and that's bad for the survivor. You can't have a killer that's boring to play as AND play against. People play the killer, or know how to play against the killer, for a reason.

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3287650#Comment_3287650

    If you are on the other side of it and the survivor has to either go through you and get hit or wait until he is completely trapped... What do you mean by they have all the time? xD

    To place 4 traps by an exit on Lery's, and nothing bad happens as a result. What are y'all's survivor caliber even? You can't even place down A trap half the time without it getting disarmed before it gets used.

  • @Xernoton said:

    https://forum.deadbydaylight.com/en/discussion/comment/3287788#Comment_3287788

    The stuttering can be avoided by teleporting fast enough and getting the instant hit. However, if the timing is not perfect you are right. Wating for even a fraction of a second can cause you to be unable to attack. The little stutter can save survivors from getting hit very often. That doesn't make Hag a bad killer though, especially since it can be avoided. Still, I hope BHVR will fix that soon.

    You're not hearing me. The tp is instant, as soon as it triggers, and yet I have to walk a few seconds to catch up and hit them, completely defeating the purpose of the power. Mostly because of the movement exploits I've mentioned, but sometimes just in general.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3287794#Comment_3287794

    I didn't say they can't beat a 3-gen because I have had matches as Survivor where we did because Killer made mistakes. But rather it can be done to protect a 3-Gen from 4 Survivors, it's all about who has the better skills at the end of the day....if Survivors have better skills then they beat it but if Killer does then they can't....

    I don't believe that killer's skill can overcome 4 equally skilled survivors. The game's not set up that way.

  • @IlliterateGenocide said:

    i don't understand it either, people act like this is one of the worst balanced games in history even tho its better than its ever been currently

    It is one of the worst. Why else were Twins' or Nemesis' add-ons nerfed?

  • I could name a million things. A favorite of mine to point out is hatch. But this time I'll settle for Pop. I thought 60-second Pop taking off 25% of a gen was fine. Then it was 45 seconds. Now it's still 45 seconds, except now it's 20% off of what's been done of the gen, not the whole gen. I can't see why this was needed, or who asked for it. It's literally a perk that rewards the killer for hooking as many people as he can, as opposed to camping or tunneling. "But it promoted camping and tunneling!" No... no.... What it did do in its prime was slow the game enough so that killers could go for chases. Now that it's essentially gone, alleged 90% of killers camp and tunnel. Who could have seen it coming?

  • I just want to hear from them. Why did they do it? Why?

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3287673#Comment_3287673

    Freddy is weak af but this isn’t the change he needs. Pallet Freddy is honestly just really lame for everyone involved. It’s a terrible power that has almost no lethality but it’s also really boring for the survivors too. If I die to a fake pallet I don’t feel like I got outplayed, I feel like “welp I ran to a fake pallet that I didn’t know my solo queue teammate already used 3 minutes ago”.

    I’m honestly not convinced that anything short of a full rework (yes, again) can save him.

    Every time, I think I've seen it all. But the the next one comes. You're complaining about dream pallet Freddy.

  • I'm tired of seeing "boring" be used to describe everything in this game. It can be interpreted in so many different ways, often times because nothing concrete is accompanying it. If holding W is "the only thing you can do," then it's the smart play, not the boring one, unless you think that dumb plays are the only exciting ones.

    Buffing the killers has basically never hurt the game. It let them be proactive in chase, changing the way they play to fit the situation. But now they're so down in the dumps that it's mostly irrelevant how they play, so most figure they might as well play the way that can* actually get kills consistently: slugging, camping, and tunneling. Strategies like these, perks, and add-ons are used to push killers towards viability where there was little or no viability before.

    If you want to play for fun, stop trying so hard to win and being involved in balance talk. Otherwise it's an oxymoron. Why am I going to design a killer, or a perk of theirs, off of what I think is fun rather than useful? Because I'm incapable of finding perks fun if they're not balanced?

    The most important over-arching issue I can think of in this game is matchmaking. Since we're not gonna "split the player base" (almost never used to describe new modes in other games), then we've got to make it to where the low caliber and carefree players don't face off against experienced people who play to win. I know it's hard to do, but it's not impossible. Team MMR will help in this. Other improvements to MMR will help in this.

    The more accurate the matchmaking, specifically for high level because you don't balance off low level, the more accurate our perception of the game's balance will be. The better that is, the better the game can be balanced, because people will be educated, through experience and observation, on what's strong and weak. There will be less of "Wraith's really strong!" and "Off The Record doesn't do anything." both of which I will argue against any time. But the point is that good matchmaking is what this game needs to survive.

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