danielmaster87
danielmaster87
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If there was zero skill floor, he wouldn't have a fail state on his power when a thing you wanted to attach to was too far or too close. Or when you want to zip in front of somebody, and are unable to because they moved to block YOU.
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@MrOogieboogie said:
This gutter trash killer is an abomination designed for the lowest of skill floors. This thing needs, on top of merciless nerfs that I hope make the players cry real tears of rage and sorrow, tweaks on its beyond absurd hitbox.
So you don't want to balance. You want to destroy. Any other game, the method of balancing would be nerfing 1 thing, seeing how it sits with players, then nerf another if it's still not enough. This is exactly how Deathslinger lost his quickscope AND his lower TR in one go, and now you never see him.
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@Glaive said:
I personally believe they have massively underestimated console players, they stated they didn’t want the tentacle grab to be a skill shot because it would be too hard for console gamers to land hits, so they made the auto-aim the equivalent of a mobile game. Yet console players can use tennis ball pin prick Deathslinger, Nemesis, Xeno just fine without auto-aim, I don’t get it.
No, we can't. Those killers' hitboxes are garbage. We have to wait til survivors are locked into an animation or a hallway where they can't dodge.
If you removed the auto-aim on Ghoul, I'm not sure if people would ever land that attack.
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@Aven_Fallen said:
I dont know if such a thread is really a good idea. You are claiming that a helping Survivor does not do any good, yet you are the one actively losing the game for the team because you decide to do an Incovation in the first place.
But it's not a losing play. All gens require less progress? Or wall hacks when a killer scares a crow? That's huge. The other survivors just need to make good use of their time. But I guess when the bar has been lowered such that even that's not expected of survivors, this is the kind of reaction you get.
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@BrightWolf said:
https://us.v-cdn.net/6030815/uploads/SY4C1GHDOGG2/very-tight-3-gen.jpg
Yeah…There is absolutely no excuse for this spawn…easiest three-gen to patrol in my life, and I wasn't even patrolling.
If this had been a live match, I wouldn't blame survivors for DC-ing the moment they realised they were screwed over by the absolute awful spawns on this map. I am by no means a *good* Dracula player either, hence why I was in a custom game. But the bots basically three-gened themselves so hard they fell apart, because they couldn't pressure the gens any harder, due to how quickly I was able to chase them away and force them to reset.
1st of all, they 3-gen'd themselves. 2nd, that no longer matters because of the gen kick limit. The killer has to have some favorable position at some point, right?
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@scoser said:
If they're gonna do a Haddonfield rebalance, they should do one for Badham at the same time to try to make both sides happier, or at least less mad.
If only we saw half the outrage over Badham as we did Haddonfield. But I think we know why that's not the case.
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906778#Comment_3906778
The entire main building side of the map is useless.
Why is it acceptable for 50% of a map to be unsafe?
It's not useless. But I tell you what: take that type of short pallet loop that spawns right next to the gates on Hawkins, and put one on the left and right side of the main, so that when they're pre-dropped, they create near- god loops, because of the time the killer wastes going around.
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@Dwight_Fairfield said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906778#Comment_3906778
It's the size of a shoe box and 90% of the loops are very unsafe.
Really? So the killer doesn't have to walk across a big map if the gens get split? And the pallets aren't playable, including the park loops and car loops, and so every chase is no more than 20 seconds?
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He's not your typical pushover killer. You're taking that 1st health state almost no matter what, although it makes Resilience and Made For This way stronger against him. I'd consider staying injured. You have to use your body to not let him fly in front of you and cut you off, or else it's a down like it would be against a Wraith body block. And at loops, you need to cut them efficiently, even at god pallets, and at windows, because when he attaches to you and vaults them, you're slowed a bit. And his cooldowns are fast, which you can't feel that much playing as him, but because every other killers' cooldowns are so long, his are like lightning by comparison. Most likely when (not if) he gets nerfed, the auto-aim and the hitting through walls with his power will be fixed.
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I'm not even gonna fight this anymore. Just enjoy him while I can, and if he's playable after the inevitable nerf, then maybe I still play him. I'm just of the opinion that instead of gradually nerfing all these killers to Pig tier, we SHOULD bring them closer to Nurse/Blight tier so they can compete, and not rely on going against easy teams.
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I've just never agreed with the survivor wiggling having literal impairments to the killer's movement. I get that it's for realism, or just to be another thing survivors have going for them, but any other game would've just stopped at the struggling on the shoulder animation. The mini game aspect is valid, and I've never really thought about it that way. There was a lot of pushback when the skill check version dropped, because hitting all greats led to wiggling off 1-2 seconds faster, which can mean everything in this game. But I'm basically accustomed to it at this point, and don't really complain about it. I just don't like carrying a survivor making me move slower AND I can't even walk straight, bumping into doorways and crap, hence why I hate Boil Over.
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I'm not even sure. Neither are as impactful as you usually hear. I guess I'd take aura, since it can help with finding the person you need when hook counting/tunneling. Gen regression almost feels like it has no net positive for you against efficient teams. They finish a gen before you can Pop it, and then the next one is at like 10%, of which current Pop will take off like 2%. Pain Res can regress from a distance, but it's equally mediocre, undone in like 10 seconds.
The best gen regression perks, compared to their modern versions, are pretty easy to identify. Pop used to be 60 seconds, 25% off a gen straight-up. Now it's 20% off whatever the current progress is, for 45 seconds of usage, leading to a lot of uses of Pop taking off like 8% of a gen. So from one of the best gen defence perks to something quite pathetic. Same with Pain Res, since it used to be 15% off a gen, but could be used for every hook and showed where the regression hit. Now it's 20% off a gen, 1 use per person, doesn't show where it hit, and is still up to RNG Scourge Hooks whether you get to use it or not. Eruption was a huge one, not so much because of the regression but because of the Incapacitated it gave you. Once they removed that part entirely, and replaced it with aura, it became worse than even Deadlock. Ghost Face also has the Driver's License add-on, which is actually the best gen defence in the game, because it takes 20% off a gen and blocks it for a few seconds if you mark someone who's working on that gen. Thankfully that hasn't been nerfed yet, and is a testament to how weak the rest of the game's gen defence has become.
People didn't like gen defence being strong, because they said matches took too long, or it was too useful in tunneling, or some excuse like that. What gen defence did was slow the game enough for the killer to complete their objective with taking shortcuts (tunneling, camping, etc), and if the survivors were still efficient they still got out anyway, even with like 6-8 uses of Pop and/or Pain Res. At some point, through the onslaught of nerfs, gen defence got to where it is now, where it's detrimental because it wastes your perk slots and the gens will get done really fast anyway. That's why you have to count hooks, tunnel, and slug all the time, or just face bad survivors, if you want to win.
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@Aven_Fallen said:
Yes, they removed the Range Requirement entirely around 6 months ago with 8.3.0. The Perk is still not really good, which is probably why you did not notice it until now, but at least they removed the stupid part of being next to Survivors on Generators for it to work.
Well, it's good for people who loop a killer for a long time, especially when it's a 5 gen chase and yet 5 gens don't get done. I don't think it's that weak. Really, no gen speed increase can be.
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It doesn't need a change. The Endurance after a heal is good, the Haste while deep wounded makes it better, but it doesn't feel game breaking at all. Whether people are trying to counter the new killer, Legion, Houndmaster, tunneling, or trying to synergize with purple instaheal, DH, or OTR, that's fair game for a perk slot. There's way more obnoxious things on the survivor end than that.
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I think he's intense to go against, a real threat without being totally OP. Any time I hear about fun killer design, I can usually read between the lines: "bully material."
There's been very fun-to-counter killers. Like pre-nerf Wraith, pre-nerf Spirit, Hag, Unknown, etc. I think survivors' refusal to play as those killers is a crucial part in why they're missing the fun-ness of that counterplay.
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Anime stuff is fine as long as it's horror. Maybe I haven't payed close enough attention to his design, but it doesn't seem to clash with the rest of the game. I only thought the Attack On Titan stuff was cringe because it wasn't character skins that we got (besides Oni and Spirit), but was instead this weird cosplay for some reason. I got the Ace one because it seemed good enough.
I appreciate people who liked the pre-Trickster DBD killer designs. I certainly take issue with a lot of the devs' cosmetic choices, just some weird survivor stuff that seems modern sci-fi or like something nobody would ever wear. But I don't think any of the killers or survivors introduced have been so incredibly different from the game's style that it "breaks immersion" or something. It's mostly the cosmetics, maybe the Silent Hill bunnies or Naughty Bear as examples.
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@wakesafe said:
You admitted yourself you aren’t landing your power consistently. You even made a comment earlier talking about how you lose distance because you jump past survivors.
Are you even using his power to stun Survivors and jump over god pallets? Canceling his power when you’re in the air and jumping beside Survivors instead of past them? I highly doubt it.
Probably a weak bullet point from me. Like I said, I can get smoother with my rushes, despite the jankiness. But you can never be exact with cancelling it directly on them 100% of the time. Let's say you are: Survivors with smart movement who have a plan are not gonna just let you do that over and over. They'll go in directions that you can't simply get to them in 2 bounds, especially if there's los blockage. That's the kind of counterplay I want people to start exercising and discussing. What all the complainers are doing is shift W, but this killer kind of counters that, so they leave themselves wide open and then say there was nothing they could do.
Going over god pallets doesn't mean you auto-get them either, because they still have time to run. It's faster than Wesker's vault, and probably as fast as Chucky's Scamper, but you're still having to catch them as a 115% M1. Depending on the loop, as in most of them, that often isn't enough. They can also detach from that pallet to another nearby loop. Ghoul is not a one stop shop for downing survivors, whatever his strengths are. At the end of the day, he still has to down with M1, and if that was enough, why aren't Freddy or Clown or Legion near-undefeated?
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@xGodSendDeath said:
I was told that i could just pick this killer up and 4k with my eyes closed but it took like 9 matches to get the adept
Never underestimate how much people overestimate a killer's strength. I think a lot of them think his add-ons are base, because it's mostly noobs complaining about him, hence the generic "He's too fast, and uncounterable!" They don't read descriptions of killer powers or add-ons, nor do they know that doing their objective is the most surefire way to win.
And I always have to wrack my brain on how to... communicate with them, if that makes sense. Some days, like right about now with this unmitigated hate against this killer, I don't have the patience, and just say they need to get good. Other times, I'll try not to be patronizing, but I'll explain to them that there is light at the end of the tunnel, that with practice and learning, they CAN beat these killers. I thought I was great in 2020. 2020 me would say to current me, "Who is that master of this game?" even as I still honestly have a lot to learn. That can be their journey, too. They just have to get past this idea that they need a handout or a shortcut. This killer, more than any other before, they went straight to "he needs a nerf." when there has been almost zero constructive discussion about his counterplay. Not even an attempt! Nerfing a killer should be the last case scenario, not the first. Me, when I knew I'd be going against tons of Ghouls, I put on Made For This. They won't even do that. So I'll never understand why their demands take precedence.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905413#Comment_3905413
Are the interests of the more competitive players or killer players taken into consideration with any of this? I don't think so.
For good reason. If this game was balanced like you think it should be, it would bleed most of its player base and die within a year.
If it was balanced the way I wanted, we'd have a competitively viable game. Y'all don't want that because it disrupts your narrative of DBD supposedly being a party game (only for 1 side: survivors). Literally ANY other multiplayer game takes for granted that casual players are gonna have fun regardless, because if they are in fact "casuals" they won't care about balance, nor will they speak on it. But this game is special, because there's been a mass hallucination about players who barely know what they're doing being on the same level as multi-thousand hour pros. They're not. And you can't simultaneously balance for casuals (an oxymoron) and balance for pros.
This entire genre is saturated with what is essentially group bullying simulators, to which DBD is FAR from an exception, and if someone dares challenge the status quo, and says, "Maybe the 'power role' should be a bit stronger for a change," they are shunned, they are accused of inciting the playercount death of the game, and 95% of counterarguments brought against them are FULL of logical fallacies. Ad populum seems to be this game's favorite.
Now I have completed my evening of Kaneki testing, something which a supermajority of his critics haven't even done, let alone played 1 match with him. Before, I was somewhat speculative, because I had just seen gameplay of his POV. A part of me wondered "maybe he is overtuned, and I just need to feel it for myself." But my matches with him went exactly as I predicted, and are the exact opposite of what people have been describing him as. Imagine that. Matter of fact, I'm gonna make a post about him later, so y'all had better bring the facts and experience, not just downvotes and the vague gobbledygook of "He's too fast! I can't do anything against him!" that I've been seeing for the past 2 days. This killer is getting nerfed; the majority have spoken once again. But before it happens, I want to get my 2 cents in, and hopefully impact something somewhere in his changes.
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@Paradoxxx said:
I have seen dozens of posts complaining about kaneki's stunlock and I don't really get it. The stun for the survivor is only there because he himself also gets locked in animaton (much longer than a basic attack).The survivor doesn't lose more distance than they normally would compared to a m1. If you shortened the animation for both the killer and survivor it would actually be a slight buff for kaneki because killer time is more important than survivors (cuz there's 4 of them)
What makes ghoul oppresive is, his cooldowns are very forgiving, that's it. Kaneki's performance is basically gated by how good his cooldowns are, and currently it's a bit too short. I feel like a slight nerf to his cooldowns AND adjusting survivor hitboxes to be less forgiving would adress most of the frustruations facing him.His cooldowns are forgiving, sure, but the only reason that seems OP is because the other killers' cooldowns are so bad. Even him, when he zooms past you, you're most likely getting to the next loop anyway.
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@ChuckingWong said:
You lose distance.
Not only do you lose distance. If you have something like lithe, even after you have cleared the pallet, you lose that as well.
You're also ignoring context. Other killers cant just hop right after you after an M1 as fast as he does.
Whats actually funny is he doesnt hop after you, he hops ahead of you.
So maybe you're right you dont lose distance. As you never gained any to begin with.I'm leaping ahead of people with him, and it's just like any other mobility killer when you shoot past them: you lose so much distance that you might as well have just 115% walked normally at them.
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@Caiman said:
Imagine having to deal with nonstop Ghoul players running full meta in the new game mode. I don't think it's going to be playable. New game mechanics for survivors to learn against a hypermobile killer who's always on top of you. Getting through the event tome is going to be a struggle.
When casual interests converge, this is basically what you get: people wanting a killer nerfed because supposedly you can pick him up day 1 and win non-stop, and because they want easy killers for some special events, they're rushing to get said killer nerfed so that they simply won't have to deal with him. Are the interests of the more competitive players or killer players taken into consideration with any of this? I don't think so.
I get it. Coming from Smash Bros experience, I'm used to the feeling of "Things were going so great until this character came along. Now I've got to deal with them." But at the end of the day, you do in fact have to deal with them. No other developer would even put up with these ridiculous requests about nerfing characters who just barely came out. How long has it been? 1, 2 days? At least try to learn counterplay before you ask for such a thing.
Running with that theme, you're gonna have to face strong killers running meta eventually. Why prolong the inevitable? This is what made no sense about the "low BP cap good" arguments. Why not face a new killer with a complete competitive loadout? You'd be facing a killer at their peak strength, but wielded by a non-peak experience player. Even if the player has somehow mastered the killer after 48 hours of him being available, again how do you turn a chance to learn and improve into such a negative thing?
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@WolfePhD said:
I have Deja Vu from Wesker’s release. I am happy that BHVR has released a killer that people want to play. But yes, I would like to play against other killers, too. 🙂
I feel I am performing community service by queuing up as Naughty Bear Trapper in these desperate times.
It's only natural that people would want to play the new killer after their release. I don't see a problem with this. It'll run its course, especially if he gets nerfed.
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@Zakon05 said:
Played as the Ghoul today. Not my first time, though I am yet to lose as him yet, or even get less than a 4k. In fact on my first game I adepted him without even really understanding how to play him yet. But I digress.
I need to borrow this birds eye view of the map I found on google to display how absolutely ridiculous this killer is.
https://us.v-cdn.net/6030815/uploads/HBM6CCBICUV4/2904838739-preview-temple-of-purgation-new.jpg
Got completely outplayed by a survivor at 9. I got stuck in the enrage animation after hitting them with power but not pulling myself over a dropped pallet. I am currently on the left side of the pallet. The survivor has the entire map to run to.
While I'm stuck in the enrage, he blinds me and runs towards main building. I decide to kick the pallet, because he's running double blind duration addons, so the blind lasts a long time and I can't see where he's going.
As almost any other killer in the game, assuming they could get stuck in an animation like the Ghoul does, I just lost this chase. I not only had to recover from the enrage animation, I also had to finish the pallet break, while he has free reign to just hold W. The amount of time it would take me as almost anyone else just to catch up to him would give his allies a ton of gen time, and he would certainly make it inside the building, where he could use Temple of Purgation's windows to try to stall me further.
He doesn't even make it inside the building.
As soon as I'm out of the kick animation, I grapple towards him and cut him off before he could even get inside and down him.
He outplayed me hard and it didn't matter at all. He still died seconds later.
This is not okay.
Something's not adding up. There is no possible way that you broke that pallet, were chain blinded so you couldn't see, and went straight to main backdoor with your ability before he could even get there. Didn't you just use your ability to injure him and give him a sprint burst? How could you have it again already, or even walk there that fast? That's point number 1. Number 2, there's like 4 different variations of that tile, and every one most definitely allows the survivor to get to door before you've charged up any ability after a pallet break. Even the variations where the pallet is closer to the door, which would put you both closer to it, would make it an even more fantastical story. I don't know if they have changed how far the tile spawns from the main since this chapter dropped, but I can think of no other explanation. I'm not saying you're lying. I'm just saying it's impossible.
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@dayflare said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904851#Comment_3904851
Just disconnected from a match because Ghoul hit me with his targeting ability when I was 10 feet away from him again. And on top of that, there is little to zero reaction time to dodge his targeting ability. And his jumping ability has close to no cooldown. Not OP you say? Maybe for a killer main, but from the survivors perspective it's completely broken. And if enough people are complaining about it, which there are, then clearly there is something that needs to be changed.
Yeah, I'm a killer main. But that has nothing to do with it. It sounds like you've cut short your learning experience with the new killer by DC'ing a bunch. How can you expect to do anything against him if you always DC instead of trying to work something out? Not just for Kaneki, but anytime you know you're gonna get hit, you use that to plan your route. Once you get hit and get your free sprint burst, use it to get a strong tile.
His ability is not supposed to be easy to dodge, which by itself puts him at Legion's level of strength. But it can also be used for mobility, I get. You need to plan around knowing how far he can go. And it's not infallible. Even the most fast and nimble killers have to contend with obstacles. That's why Blight can't use his power in every single area, because he's going to bump on something before his rush reaches you. Kaneki is no different, in that if he has a straight shot to you, he's gonna take it. If you run to where he's got a straight shot, that's your fault.
His cooldown being fast is something you also can plan around. With Wesker who has a slow recovery, I can take advantage of him being slow/not being able to do anything by vaulting in his face or getting an extra go-around at a loop. Kaneki was designed with a shorter cooldown so that he could counter shift W, because if you have a long cooldown, then zooming right next to the survivors doesn't matter, because those couple seconds you have to spend catching up lets the survivors get to the next loop anyway.
So all you've done is bring up his tools that allow the playing field to be more even than the average killer. He can actually do stuff at loops, and do stuff to catch up. Maybe instead of those things being considered OP because 1 killer has it, maybe all killers should have something similar so they can compete. Look at how many killers have fallen into complete obscurity because they physically can't do anything to counter loops or shift W. Ad populum doesn't mean he's OP. If a lot of people have a hard time going against a killer, that alone isn't grounds for nerfing them. You have to give us why and how he's not counterable. And him having mobility and a Legion-esq injure tool doesn't mean there's no counter.
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@Blueberry said:
For solo queue Kindred is an S tier perk. Similar thoughts with Dejavu.
They help to organize randos.
I almost never take off Deja Vu. 6% faster gens, permanently, as long as you do the red ones. It's a small number, but it adds up, and it definitely counts when you're (somehow) 3-gen'd.
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I like Kindred too. Really, there's so many good survivor perks. I think I've got the perfect build figured out, but then I think "Wait, there's still that perk. Wait, there's still that other perk." It's a hard decision. But you can never go wrong with Kindred, unless (arguably) you're in a SWF, because the information is so good.
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@TieBreaker said:
His core power isn't going to get reworked, so if you enjoy web slinging then you'll be fine even if he gets nerfed. If you like getting hits through walls, then I'd hold off. As that part is unlikely to stay.
That's really the only part that should be universally hated. Someone said there should be an exception to hitting over obstacles with it, like a Nemesis tentacle or Deathslinger chain, which I think is fine. But he definitely doesn't need to be hitting through walls and around corners. It feels as if people are factoring that into his overall strength level forever, instead of accepting it as a bug that will most assuredly be fixed.
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I'll buy him because I buy all the characters. He'll definitely be nerfed like Chucky was, after the cash grab. But at least in the future I'll be able to say once again, "This is what we've got. This is what we could have had, and did have once." I say it for Wraith, Clown, Deathslinger, Nemesis, etc. Maybe one day, the devs will take our advice, and actually make all killers decent, instead of allowing 2-3 strong ones and disregarding all others.
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@francesinhalover said:
we keep buffing all lower tier killers and solo q loserate will got o 90%
it's already hard to win vs a legion on solo q, imagine if he gets buffed.
They already made solo q awfull vs ghosty and myers.
It's not hard to beat Legion in solo. Just split up, stay injured, and loop an M1. The counterplay doesn't change. And really, if the solo lose rate ever gets that bad, we might consider looking at the matchmaking itself, no? That's kind of what's plaguing the game, especially the perception of Kaneki, right now. You're trying to say that because the killer is trying, 2 survivors are trying, and 2 survivors are twiddling their thumbs all match, the killer wins and is therefore OP. What about when all players are on the same level, and there's no forced smurfing? Suddenly the game becomes a lot more even, with the survivors getting down to 1 gen if not finishing them, basically every time. So I don't trust that people are giving Kaneki an accurate assessment, except for the above assertion that he's just a better Legion, because they can't even nail down that matchmaking is a problem more than killer strength is.
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I also put on MFT knowing that I'd be facing a lot of Kanekis. I was surprised how rarely they decided to deep wound me with their power. I had to put on a purple instaheal just to increase my chances of using MFT, instead of not getting to use it full stop.
But it is a similar conundrum to Wesker, where yes he dashed up to you and hit you with his power, but then he gets to stand basically in place, and you get to run off at full speed. The rage mode would have to be super worth it if they wanted people to be using Kaneki's power to injure.
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Well, you gave some reasoning at least, but I still don't agree. I can't imagine you've played the killer yourself, just what I'm reading between the lines. Kaneki really isn't that strong against decent survivors.
His initial injuring of you is gonna be no different than if you went against Legion, and we don't call Legion OP, except for people who give him max value on his power by all healing to full over and over. His special attack isn't supposed to be easy to dodge. It's supposed to be fast, because if it wasn't, there'd be no point in using it to injure, and it would massively impact his mobility with his dashes.
Him hitting you through walls is a bug or desynch or something, but that's obviously going to be fixed. You can't factor that into a killer's power level. Unless the devs allow hitting over objects with it, similar to Nemesis' tentacle, that's the only form hitting you through walls that's gonna stay in the game.
His mobility with his dashes is supposed to counter shift W/holding forward, because you can do that against almost every killer in the game and they won't have any counterplay to it. Because it's never you just holding forward to the corner of the map; you're holding forward until you reach a strong loop or building, and then start looping all over again. His ability to slide over pallets with a quick recovery is power creep on Wesker's slide-over, and it creates mindgames at loops which you have to read him at, but that doesn't make him impossible to loop. You have to learn the limit of what the killer player can actually do, which is best done by watching gameplay of the killer POV or playing them yourself.
Your proposed changes would destroy this killer, to where nobody would want to play as him. 10 seconds before being able to use his power for injuring, even though his 2 rush tokens are ready? That would feel so limiting and janky to what he can do. Or him having less distance per rush so that he can't fly "across the map in seconds"? They tried doing this with Hillbilly and Wesker, to where the distance you lose from the miss cooldown where you're moving extremely slow, whereas the survivor is still going full speed, you might as well have ran at them as a basic 115% M1 killer. Same with Pig's crouch/dash attack, or Dredge with his locker TPs. Nobody likes playing a killer whose ability gives more risk and downside for missing than just M1ing all match, because then they're either dealing with that downside or they're too scared to use it and are forced to M1. Lose-lose.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904725#Comment_3904725
I feel like that big TR is working well for Kaneki; you can't spawn in afk and go to the bathroom against him and expect to win you need to actually play but if half your team is spooked by the TR(understandable, since he's fast) them nothing will get done.
Thats what I think, anyway. I play with self care enjoyers+ people spooked by TR so needless to say this killer is indeed Wraith tier
I do say sometimes you should shift W from your gen against a killer if you hear their TR, but that's if they're clearly not chasing anyone else, in other words looking for someone to chase, including you. They chase someone else, just run straight back to the gen. At least with Kaneki, there's a reason to fear his TR, because he's quite a threat in chase. But you can't just hide or shift W against every killer who's any threat every time, or like you said the gens just won't get done.
And again, I'd like to hear where I'm wrong. I get a lot of downvotes quite often, even on the more "centrist" things that I say. For example, we agree on Kaneki being Wraith tier in the sense that he's just good at mobility, which can be used in chase, but we don't consider that OP, and so we get disapproving looks. But when push comes to shove, crickets. And then he's just gonna get nerfed anyway. It's so annoying.
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Every team I've been on who's lost to him would have lost to Wraith or Legion. That's how low level they were playing, with almost zero gen efficiency or understanding of the UI. The teams I've been with who know what they're doing, they might throw it in the end but they finish 5 gens when the killer has like 4 hooks.
Kaneki is a threat in the 1v1 for sure. If you're used to punishing Demogorgon or Wesker for their really long miss cooldowns, you'll need to give yourself a bit more leeway, because his cooldown is quite fast. But even with his insane mobility, he lacks the map pressure. He just has a big scary terror radius, good chase and injuring potential, and not much else.
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I feel like I used to loop way better too, as in 5-gen runs and stuff. Maybe the killer caliber just got higher or the gen efficiency got lower.
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@Khastrx said:
All aura reading feel can a bit much at times, and then there is Killer Instinct as well which has zero counters at all; and you don't even know most of the time if you have it (unless you have prior killer knowledge)! Considering there is a feature coming to detect players who do not engage in the match, Distortion could literally be changed back to how it was and it would be fine.
A bit much? Dude, if the killer wants to spend a perk slot so he can find people besides relying on inconsistent scratch marks and sounds, he should be able to do that.
@WolfePhD said:
https://forums.bhvr.com/dead-by-daylight/discussion/441543/so-when-you-nerfing-nowhere-to-hide
Distortion needs to go back to 3 tokens.
And that would be more than fine with me. I just don't like people saying, "Aura uncounterable" and then not using aura hiding perks, or learning how to loop. They burden of "this thing in the game needs to change" should not always be on the killer without question.
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You're complaining about info. This one specifically only counters people just crouching near gens. Either run away so that your scratch marks are gone before the killer gets there, or learn to loop. That's your only 2 options.
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@XDgamer018 said:
https://forums.bhvr.com/dead-by-daylight/discussion/441543/so-when-you-nerfing-nowhere-to-hide
or you could just not gremlin near gens (altough the aura reading should be tied to the gen not the killer)
No, that would make the perk weak sauce.
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@jajay119 said:
IMO his mobility is diabolical, I played two matches against him today and in both of them he just kept going back to the hook and then at the end of the match just kept bounding between both sets of doors so they’d be impossible to open.
They wouldn't be. If he goes into cooldown on his ability, he has to regular M1 walk to the other door, after his slowdown. Same with when Wesker uses his dashes just to get to 1 door. And if you know how to get the gate meter to the E, you can definitely open it by the time he gets back.
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@RFSa09 said:
I think he's at the same level as wraith, the "cancel mid power to insta m1" thing is game breaking and should be fixed
So y'all see Wraith as being too much for survivors to handle? Doesn't surprise me. Walking forward and swinging when survivors are close enough is too much. Not like they can run to loops or anything.
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Except that's not how any killer has ever functioned, or been effective. You can't just zoom ahead of someone and then get a hit seconds later unless they ran to a literal dead zone. Think about when Hillbilly, Demogorgon, or Wesker zooms ahead of someone. Do they get a hit straight after? No, because it's a crushing miss and cooldown for the killer. Now, Kaneki might have a slightly less burdensome cooldown, but the concept and the player interaction remains the same. Y'all are basically complaining about getting downed by an M1 in chase. Geez, can ANY killer be strong without also being considered overpowered? Because it legit seems like if a killer is anywhere near S tier, people demand that they be nerfed back to C. That's not healthy. You need killer variance, meaning several killers need to be strong and viable. And especially since this is a licensed killer, I doubt you'll be seeing him more than Blight or Nurse at high level. Just wait for things to simmer down, and learn his counterplay.
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I just can't see him being a really good killer. More like mid tier. He's quite simplistic.
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@Daniel_Silva04 said:
To be honest I thought it was a fair change, his tail was humanly impossible to react to, the animation was only 0.2s, and the average human reaction time is around 0.25s. In other words, you needed to have pre-cognition and dodge before he used his tail, which was quite frustrating.
You're not supposed to be able to react to it. This is the "Deathslinger uncounterable" argument all over again. It's about putting yourself in a position where they can't use their power on you, which is not hard. If you just predrop pallets, or vault a window that's not a straight line for the killer to aim down, Xenomorph's tail most likely won't be able to hit you.
And if you think about it from the killer's perspective, if the survivor can simply react to your tail attack, what's the point in having it? Just M1 every time and avoid the dodge potential. It sucks, because M1 is unviable, but at least you'll actually get hits when you've gotten close enough to the survivors to earn them.
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Well, it's a strategy that increases your chances of winning. There shouldn't be any shame associated with it. In this current game state, you're often giving up your chances of winning if you don't tunnel, or alternate hooks on just 2 people. And I don't see survivors saying, "Do gens slower so the killer can have more fun."
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I forgot this perk existed. Seems decent to me. I wouldn't change it.
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In any event, yeah it's annoying to having survivors unhooking themselves. It's completely game breaking, like a 5th survivor coming out of nowhere to get the save, and nobody had to get off gens.
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@Zakon05 said:
I liked this modifier a lot the past few times, it was a good time on both sides.
This time it's been miserable.
Play survivor, killers tunnel at 4-5 gens and aggressively camp and slug, often when they're in no danger of losing the match.
Play killer, survivors bring 4 BNPs/syringes and play in the most mind-numbingly boring ways possible (pre-drop pallets, hold W).
I refrain from using strong items when I go in, and on killer I use wackier addons like the Cube of Zoe on Dracula and the Chatterer's Tooth on Pinhead, and I seem to be the only one who is trying to relax in this mode.
I don't mind hard games where everyone is trying their hardest to win, in fact quite often I enjoy them. But not when I can't customize a loadout to maximize my odds of winning. What's the point of sweating this hard in the RNG mode?
I repeat: there is no rule that says you're not allowed to sweat in this mode.
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I knew the speed add-ons were best! I play a lot of him. You could probably call him my main right now, although I mostly bounce between him, Unknown, and Xenomorph. I try out several add-ons. Marvin's Blood, Mikael's Eye, Licker Tongue, the ink ribbons, the wristbands, etc. Just not the ones that are redundant like Zombie Heart, or the stupid ones like Combat Manual.
It seems that there are some spots where the zombies repeatedly go to to get stuck, no matter how many times you kill them. That's a real problem. And I wonder if they've patched out the survivor exploit where you go from in front of them to behind them really quick, and they instantly lose you. His zombies are just a mess. But when they work, they're pretty fun.
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@Shaped said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903014#Comment_3903014
I remember mmr being more strict when it came out. There was a short period when I had most fun and thought I was fairly matched.
I remember some content creators crying about it and now they seem happy since they are fed fodder over and over, stomping people with less hours and still calling it 'high mmr'.
It's bullshit that makes this game super unenjoyable sometimes.
Yeah, them changing the MMR after that killed it. It was way better with minute-long queue times with consistent survivor/killer skill level. And it's literally what you say, the vested interest that streamers have in facing lesser players, with quicker queues, because it makes them look better and it happens more often. It completely obscures the balance because it's not transparent and not tied to grade. So basically no new player is gonna be able to suss out "This guy's just facing noobs." No, they're like "This guy's so good because he keeps winning!" not knowing that the tells of people's skill is more subtle in this game.
It causes SO much of this game's problems, it's insane. You cannot have a game balanced around casuals, or claim to balance for high skill and then lie to people about what high skill is. But these devs have done it. And they think it's gonna help retain players. It isn't. They should feel lucky people like you and I are even contributing to this game's discussions, because we sure aren't enjoying it. I'm looking at Killer Klowns as an alternative, or dreaming of F13th's return! Do you know how bad that is, that I'd rather have those things?!
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@MrMori said:
Getting pissed at them won't change anything, people play Blight cause he's fun and strong and as long as that's still the case they'll play him no matter what.
I don't mind the base power, it's powerful but has counterplay. I just don't get why they don't tone his addons down even more. I remember when Blight was getting addon changes every single patch but now it seems they've settled, but the addons are still too good.
Blight doesn't deserve good addons, he deserves "okay" addons at best. But he still has 3% speed on the Blighted Rat, 10% speed on Iri tag, and a bunch of other really good addons. Just tone his addons down and he'd be fine. He's strong, but it's fine now that hugtech and stuff is removed. It's his stupid speed addons in particular that lets him get hits on almost any loop in the game with his power.
No, all killers deserve good, useable add-ons. And as far as I'm concerned, all his good ones bar the Blighted Rat/Crow have been crazy nerfed. And that was such a fail move. The devs didn't even address his main problem with that, which is that PC controls allowing him to break into every possible angle, which means you can't dead angle him, which is his intended counterplay.