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danielmaster87

danielmaster87

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danielmaster87
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  • We're at the mercy of a black hat deciding to become a white hat. If the devs are given info on how an alleged auto-DH is done, then they can do something about it. Until then, I wouldn't worry about it since it can't be fixed.

  • @HaybaleMS said:

    Just worked on a gen with someone using this perk, and the gen progression was extremely slow.

    It's supposed to be that way. You were basically doing the gen on your own. Because for them, instead of progressing the gen, they're storing that progress which they can deposit later onto another gen. Very useful in breaking 3-gens.

  • @Seraphor said:

    Everyone would just choose Assassin.

    He's not good at kicking though.

  • @[Deleted User] said:

    This is the design they seem to be going back to. This map, RPD rework, and Garden of Joy. They buffed killer slowdown to the point that games often take years to complete, which necessitates a stupid amount of safe tiles to work with. I don't agree with either decision. One bad decision compensating for another bad decision

    Killer slowdown is as mediocre as ever. If anything, that's what's keeping these insane maps at bay, not the other way around.

  • @Dionysus42 said:

    Least survivor-sided BHVR map design.

    Very correct wording.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3272140#Comment_3272140

    This is what you call "forum reputation", even if you are wrong or not but how others around you perceive you as a person.

    You could say legit stuff now but only bait in the past, nobodys going to give a damn about what you say anymore, if you get me

    I guess they're scared to associate with me, as if everyone's gonna remember who agrees with everyone else. Few people care about the killer side as brazenly as I do. But I've never baited. DH and CoH are overpowered, and that's that.

  • @Vampwire said:

    https://forum.deadbydaylight.com/en/discussion/comment/3271703#Comment_3271703

    https://forum.deadbydaylight.com/en/discussion/comment/3271603#Comment_3271603

    It sounds like a good idea on paper, but it would create situations where you just keep a survivor trapped in one place as you block off the exits. How would you guys feel about reloading at lockers?

    It's a good idea in reality as well. We have it as an add-on, so do you want that nerfed because you can block all the exits? Not like survivors can disarm traps or anything.

    Only downside to that add-on is a stupid one, that you can't pick traps back up. Completely unnecessary. I don't want to run an add-on, I don't want to reload every 30 seconds like Huntress and Trickster, I just want my traps on hand so I can instantly start using my power.

  • It's funny how all these people come out of the woodworks to agree, "Yeah, Dead Hard and CoH need nerfs!" when someone else brings it up. But when I bring it up, crickets. I've seen this on many many issues I've addressed.

  • @Entitled_survivor said:

    both perks are fine after their deserved nerfs ,,,circle is problem for hit and run playstyles only

    So I just have to commit to downing every person after I hit them, even if it's a bad chase to take, because CoH exists?

  • @TheycallmeLix said:

    I disagree, since they both have been nerfed many times.. can’t believe people STILL complain about Dead Hard 🙄

    I bet you want the perks to get nerfed into the ground and would still complain about, Killer main boi.

    It just goes to show how broken those perks are. They still need nerfs.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3271601#Comment_3271601

    What on earth is this clip supposed to show me? He gets a hit at the tile and it's not even the tile that people here are talking about.

    It's almost the exact same thing.

  • @GrimoireWeiss said:

    https://forum.deadbydaylight.com/en/discussion/comment/3271601#Comment_3271601

    You just proved their point? Tru3 played the tile terribly with those moonwalks that only work on survivors with less than 100 hours, misused his killer power and still got a hit on the window.

    Oh wow, he used his power, and tried to mindgame. Which is what a killer's supposed to do to get the survivor. So being a straight M1 killer would be better? It would have shaved off maybe, what, 2 seconds? Regardless of if he got hit, the survivor still played the "useless" tile for more than 5 seconds.

  • @Dito175 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269913#Comment_3269913

    I've always saw the hatch as an incentive to keep playing, to not give up when it's clear the whole team it's gonna lose

    Well it's a self-fulfilling prophecy that people will live and die by. "I can't win, so I'm just gonna stop progressing the game and play for hatch" thus causing them not to win.

  • @JustAnotherNewbie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3271618#Comment_3271618

    Dude, take your bias somewhere else please.

    I've always defended camping and tunneling because I know they're strategies and BHVR obviously supports them. you don't have to get baited over stuff just cause you're a killer main. I am having a conversation with another person who probably believes in playing killer in a "fair" way. You've got nothing in common.

    You're being two-faced. Within this same thread, you've considered tunneling unfun and unjustified. Why frame it that way if you wholly defend it? And we do have something in common in that we've tried to make playing fair work, but I've grown tired of losing because of it and have changed my playstyle accordingly.

    If I'm biased, it's at least because I have an opinion. Not trying to play every side of every issue like some people do.

  • Just let him carry all of his traps from the start, so he doesn't have to waste time walking cross-map to get them. If that's too OP for people, I don't know what to say.


  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/355352/theory-killer-is-easier-because-mmr-doesnt-work-that-well-anymore

    I am afraid I have to inform you that "MMR doesn't do its job and just matches you with whoever it can as quickly as it can" cuts both ways.

    My last 30-some games were like 50% 0ks. I had around 3 "four kill" games, where I just let the last survivor escape. So, I had NO 4k games, and got bodied constantly, but it kept putting me against extremely good survivors. AND I was playing the same killer every time, so the 'different mmr for different killers' problem wasn't a factor.

    Killer is not easier than before.

    The matchmaking simply does not work. If you're finding killers too strong, it's because of the terrible "fast as possible" matchmaking system.

    Killer never gets easier either, does it? You're literally resigned to losing many matches because the survivors just don't go down, or they do the gens in minutes, or both. Sometimes the broken matchmaking system will throw you a bone and give you a manageable match or one full of potatoes, and then throw you immediately back into Sweatville. It's really inconsistent and hurts everyone's understanding of the balance of the game.

  • @JustAnotherNewbie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3271436#Comment_3271436

    I'd still teabag you to see if you'd crack and come find me. Teabagging can also be a viable strategy if it gets the killer bothered. I don't understand why killers are so against it. Annoying them can lead to making mistakes.

    Because it's to annoy, which gives no advantage. But camping, which actually increases your chance to win? Naw, that's the annoying thing killers shouldn't be doing.

  • I already get flashlight saved from off-screen and from survivors with terrible timing. How could it get any worse?

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270887#Comment_3270887

    Really weak tiles do spawn... they spawn without pallets etc, this tile is just useless.

    @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270210#Comment_3270210

    No most of the time they do actually mean balancing the game around good killer and survivor players. At least a lot of people. Obviously some think they are better than they actually are, but still.

    This tile here is just the complete opposite of the tiles that are super safe for survivors, and those tiles exist as well. In fact, there are still clearly more safe tiles on average than unsafe ones.

    A few safe pallet loops are also fine, no doubt. But too many maps have too many strong pallets. On the other hand, I do think tiles like this one shouldn't even exist at all, seeing as these are free hits even for M1 killers.

    "Free hit," eh? I'll just let this do the talking.

    https://youtube.com/clip/Ugkxx6Auh8pB1Altd13bUeLU7-PePd-Tyar2

  • @xni6_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3271209#Comment_3271209

    my word choice was poor. more along the lines of "if you just didnt use your power then the survivor would be worse off"

    the flag ACTIVELY BUFFS survivors, the other things are unnecessary downsides to the killer - does that make more sense? its what i was trying to say originally

    and with clowns haste, while it does buff survivors - thats only if you make a mistake, you can play perfectly with knight and still give them a mini adrenaline

    How is it different? You can play perfectly as Clown, but assuming you used your yellow bottle, they can get a speed boost from that as well.

    But sadly yes, you are better off sometimes just M1ing instead of using your power, a side effect of nerfing "easy to use" killer powers.

  • Let me list it in case anyone's wondering, all the counterplay survivors are given by the killers' powers.

    Trapper: Traps can be disarmed.

    Wraith: Lightburn. Massive slowdown from uncloaking. Massive stun from getting stunned out of cloak. Loud approach sound.

    Hillbilly: Overheat from using his power "too much." Massive stun from bumping.

    Nurse: Lightburn. Big fatigue coming out of power.

    Myers: Survivors can phase through him while stalking. Can max out on stalking someone.

    Hag: Lightburn traps.

    Leatherface: Overheat from using his power "too much." Massive tantrum from bumping.

    Freddy: Abilities only work in dreamworld. Clocks/snapping awake/failed skill checks keep survivors out of dream. Slowdown from placing snares.

    Pig: Headtrap key can be found in 1st box. Massive slowdown/loud roar when going into dash attack.

    Clown: Yellow bottles can speed up survivors.

    Spirit: Gives survivors directional phasing sound.

    Legion: Big fatigue coming out of power. 5-hit down virtually impossible after someone is out.

    Plague: Cleansing fountains which also all get replenished once all are used.

    Ghost Face: Massive reveal hitbox, revealed behind walls, and revealed by slugged/hooked people. Hits take away stalk.

    Demogorgon: Portals can be destroyed. Map-wide roars when using power.

    Oni: Map-wide sounds when using power.

    Deathslinger: Breaking chain. Survivors caught onto obstacles stop coming closer. Sluggish zoom-in. Ringing that plays when Deathslinger is aiming on a survivor.

    Pyramid Head: Saving someone from a cage removes Tormented.

    Blight: Has to bump first before attacking. Big fatigue using/coming out of power.

    Twins: Victor killable from successful attacks and misses. Victor can be held hostage. Victor attack cooldown. Very slow transitions.

    Trickster: Far-reaching lullaby. Knives dissolve automatically.

    Nemesis: Speed boost from just infection. Sandbagging/stunnable/killable zombies. Cures in boxes. Crouching behind any obstacle completely trumps hitbox.

    Pinhead: Box shown map-wide to all survivors. Teleporting to the box resets the chain hunt anyway. Big cooldown on successful hit/miss/cancellation with power. Chains instantly break on obstacles. Max 3 chains on a survivor. Bad/slow chain spawns.

    Artist: Lightburn. Locker tech. Elevation. Birds' auras shown cross-map.

    Onryo: Tapes take away TV for a long time + takes off 3 condemned. Loud approach sound.

    Dredge: Lockable lockers. Destroyable remnant. White glow in Nightfall. Loud approach sound.

    Wesker: Massive cooldown on vaulting over with/missing with/cancelling power. A ton of cures in boxes.

    Knight: Hitting a survivor despawns the guard. Grabbing the banner despawns the guard and gives Haste/Endurance. Survivors can see the alert radius and spawning orb.

    In addition to all this, each killer has massive counterplay, not due to their powers giving something to the survivors for free per se, but still something very obvious and exploitable.

  • @xni6_ said:

    i dont agree with anything "benefitting" survivors apart from the flag system

    lightburn for nurse and wraith is meant to be counterplay, i dont agree with it existing for poor wraith but devs be devving

    clown bottles only buff survivors if you significantly mess up, i think that pink should cancel out yellow not the other way around tho

    but with the flag its awful. you try to use your power in chase, and then the survivor get adrenaline bc they ran into a particular spot with 0 risk and 100 reward

    Lightburn is counterplay aka a free handout for survivors to use.

    Really? So only bad Clowns have accidentally given survivors the speed boost? What about needing to use 2 yellows and 2 purples at a loop, "And that will make any loop unsafe vs Clown"? There's never a risk that they get the yellow? I just don't accept the idea that the problem is the killer messing up, and not the fact that the yellow speeds up the survivors. You're blaming the player over bad game design.

    Just take what you learned from the flag, and apply that to all the other killers.

  • @HPhoenix said:

    https://forum.deadbydaylight.com/en/discussion/355275/can-we-stop-letting-survivors-benefit-from-killer-powers

    As a Clown main, I have yet seen a survivor run to my yellow bottle to gain distance. The only time I use them during pick up, kicking gen/pallet and try to smack someone on a strong loop.

    So you've never had to use a yellow at killer shack or something to get someone, which is what survivor mains say to do that makes Clown "OP" in chase?

    The point being it shouldn't even be a possibility that it can happen. Why would we want to give THE SURVIVORS a speed boost?

  • @versacefeng said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270543#Comment_3270543

    Those 3 mean nothing. With the way these killer's powers work these "buffs" are trivial.

    Any buff given to survivors for free is not trivial.

  • @GoobyNugget said:

    https://forum.deadbydaylight.com/en/discussion/355275/can-we-stop-letting-survivors-benefit-from-killer-powers

    I feel like thats just counterplay? And playing against survivors who actually use the gimmics against me is minimal...

    Really? So your survivors when you play Wraith just don't take advantage of while you're in cloak? They can spam vault to prevent you from vaulting or breaking pallets, but they just don't? Or when you play Hag, they don't trip the traps from a safe distance? Or when you play Leatherface or Artist, they never locker tech?

  • @versacefeng said:

    This is only 3 killers? You make it seem like half the killer roster has elements in their power that benefit survivors.

    Actually it is. Probably 90% of killers give survivors stuff for free to use as counterplay. I've explained it many many times.

  • @sizzlingmario4 said:

    Dead Hard has a lot more counterplay than it used to although admittedly it is still one of the best perks survivors have.

    Circle of Healing though? Yeah, it’s dumb and should be changed. Shattered Hope is a bandaid fix perk. We shouldn’t be adding a bandaid fix perk for Eruption like you suggested either. Just change both of them. Eruption and CoH are the two most unhealthy perks the game has right now.

    Where have you been?

  • @Pulsar said:

    Boons were an awful idea from the start and clearly you weren't here when CoH went to Live.

    DH is actually one of the best reworks they've ever done. There's actual skill involved now instead of "I press E and you lose". I have literally zero problem outplaying Survivors that have it and if they do get it off, it's because I messed up.

    This is just classic whataboutism. "Eruption might be OP but what about Dead Hard and Boons!!!1111!!"

    The existence of one OP thing doesn't excuse another's continued existence.

    Boons were an awful idea from the start. Now just apply that to Dead Hard. What was the #1 issue with Dead Hard? It forces the killer to wait out their attack, because it they swing then they get punished. Exact same problem persists now. The killer can't "mindlessly/skillessly" swing, as most like to portray it. If you ask me, if the survivor is in attack range, and the killer attacks, the survivor should get hit. This goes for rollback, aim dressing, but most importantly Dead Hard.

    And no, you do have problems outplaying survivors with Dead Hard, because they can option select. If they Dead Hard as they go through a pallet, unless you have perfect connection and timing, they get to drop the pallet before you hit them. That's an option select you can't do anything about. They either tank the Dead Hard hit and they don't have to use the pallet, or they get to drop the pallet and save Dead Hard because you didn't swing. Same with windows. If you have to swing to get the hit as they're going around a TL's corner to the window, they can Dead Hard, because if you didn't swing you'd just be giving them another go-around for free. You didn't mess up. They just had a BS scenario where they came out on top either way, which can be said about the entire balance scheme of this game.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270615#Comment_3270615

    Yeah the perk doesnt have a direct counter but because of its setup and requirement it doesnt massively need an easy counter just a small tweak.

    I personally dont mind versing the perk, the games where i feel it most are games I probably shouldn't win because my team is bad at chases and efficiency on gens.

    I guess I'm an out liar as I dont really hate anything versing any killer stuff. I just wish I could see slingers, Billy etc.

    https://forum.deadbydaylight.com/en/discussion/comment/3270620#Comment_3270620

    That's just a stupid reason. Things shouldn't get buffed because a toxic/BM act which could also cause harm to people with certain conditions gets removed.

    Maybe people should learn the timing and not mess up in the first place OR just keep the flashlight on and swing down then back up to adjust the timing.

    The point is they changed the only skillful thing to be easier and then even buffed it further before we could even test...

    Exactly. Eruption forces survivors to actually play good if they want to win. All these people complaining about Eruption should really be complaining about teammates not being good in chase or efficient on gens. Because guess what? If you give long chases or are efficient on gens, Eruption doesn't do anything. The killer will get to use it maybe 3 times that match. Really confuses me how people consistently go down in like 20 seconds, or take 10 minutes to do gens, with how bad maps still are. The slowdown granted by perks like Eruption gives killers more time to chase, but it in no way helps them chase better, so I don't know what the big issue is.

  • @Solomonkane said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270839#Comment_3270839

    People constantly complain about boons, hell, one of them was complained about so much that not only did it get nerfed, it got nerfed twice (rightfully so).

    Though really it's just COH that gets called problematic the most.

    Haven't really seen any threads complaining about boons in the last 6 months. It's far from constant. Maybe in private conversation they talk about boons that way. But it's not a visible organized effort like it is to get Eruption or Call Of Brine or Overcharge nerfed.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270839#Comment_3270839

    Really? you've been around here long enough to know that's not true. I've seen countless posts complaining about boons, especially COH. Sure, it died down a little after the nerf but they still pop up now and then.

    At one time that was true, even though it's always been highly contested, but now that CoH has been rightfully nerfed twice, people think nerfing it anymore would be "overkill", or they say the perk's useless. I keep saying, "I notice in matches with boons, it's twice as difficult." I get told to snuff the boon or run Shattered Hope. I have, and guess what? Did not help at all.

    Let's just agree that boons were a bad idea. A single perk that benefits the whole team on a big chunk of the map, and there can be multiple of them, is too strong. Killers can't even keep their hexes; they get destroyed permanently. Infinite hexes for the survivor side never should have been a thing.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270833#Comment_3270833

    ?

    Chases go to completed gens and away from working gens. That's the opposite of the solving a problem with that tile. Regardless, a bad tile is a bad tile.

    It works the other way as well. If the last few gens are next to jungle gyms, the killer has to waste an arbitrary amount of time to get them there to push them off gens. If the killer notices the survivors luring them to areas where gens have already been done and the loops are strong, they don't have to go there.

  • This should be issue #1. Every balance change made before a matchmaking fix will be in vain.

  • @burt0r said:

    I love the demanding tone in the headline 😂

    The only things it's missing is ALL CAPS and a multitude of exclamation marks !!!!11!

    Right nooooooowwww!


  • It should. I've been told, "There's literally no way for the game to tell, because of the devs' design!" Then it needs to change. Sure, they could just pull the plug to rage quit then, but at least they inconvenience themselves with that, and then everyone else who don't DC on purpose don't have to sit through an arbitrary time lock.

  • It didn't need the initial nerf. But now that it has, you have to change up your other add-on to use it. If you use the purple add-on that gives 2 more bottles, you get put back to 4. But you are in fact having to combine a pink and a purple to get the same effect of what was previously just a pink. That's how hard killer add-ons get nerfed. While other people were using the +2 bottles add-on before the nerf, I was using Fingerless Parade Gloves for the quicker bottle travel time/arc change, and it felt great. Now I can't do that because I'd have to reload every 2 bottles. Just me, but I don't really play with killers/perks/add-ons that were fine before and got nerfed anyway. Survivors with tricky movement or who just pre-drop pallets, you pretty much can't down with this add-on. Now imagine Clown without the instadown for those few times he actually has the opportunity to attack. He's nothing. We should not be complaining about Pinky Finger anymore, because it's the only thing, when combined with +2 bottles, that pushes Clown to near-viability.

  • You're right. I should have have gone back in time to equip Deadlock, or lobby dodge the prestige 21 SWF, or put up a map offering to not play on Cowshed.

  • @MaTtRoSiTy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270833#Comment_3270833

    This should be obvious; make unsafe and middle gens a priority... but time after time in solo queue my team mates 3 gen us despite this being a very obvious outcome. I am not sure if it is just stupidity or a selfish attitude where they don't care and just want to get their gen points in and screw the big picture. I notice a lot of team mates shy away from the unsafe gens...

    Then there you go: solo teammates being terrible, because of the matchmaking. It's not the existence of the weaker loop that's the problem.

  • My reputation is definitely over 3.

  • @VideoGameMage said:

    Why do people act like eruption requires so much set up to work? Oh no, a perk requires me to a kick a gen when were in a gen kick meta AND get a down?! Impossible!

    It's not that hard to understand, and it's easy to explain, but it's a long explanation. "Setting up" in this game period does not work for killer, because it takes too much time 99/100 times. You stop to kick a gen that's being worked on. That survivor gets a huge lead on you. If you chase them it's a massively unfavorable chase, but if you don't they can come right back and possibly finish the gen, or they can start working on another gen which you haven't kicked. You can kick that one, but then that's the same scenario repeated. Even if you've gotten a hit before you ran them off/kicked, that's not a down so your perk doesn't go off. Every time you push someone off to kick, you're not pressuring anyone else, so while you may regress those few gens later, you just lost 2-3 from doing that, and your time is actually wasted if one of those gens gets done before you down someone.

    Not every map is Shelter Woods with TLs only btw. Cowshed, RPD, Coal Tower, Gas Heaven, Mother's Dwelling, Badham, etc. So survivors can run you for a very long time if they feel like it. You can create deadzones to down them faster later, but that's gonna cost you gens, so you don't get to use your perk once again. If you've been focusing all game on just kicking gens and creating deadzones, nobody is dead by the last 1-2 gens. Then all that's left for survivors to do, even in a 3-gen, is win the war of attrition, which is another easy thing to do which I shouldn't have to explain.

    The match doesn't play out in the way I've described? Cool, you got chill survivors/bad teammates. We're talking about high level, and if we're not, we're having the wrong conversation.

  • @AcelynnBen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270356#Comment_3270356

    yea look any talk about any perk, just exclude nurse and blight and maybe wesker

    those we don't talk about, those are the top killers that can make even whispers work somehow

    with those 2 killers ANY perk is a problem mainly because they are so strong

    I feel like that's the problem with these discussions. People refuse to think about the low tiers. They literally only think about top tiers or top of mid tiers running the strongest stuff.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270340#Comment_3270340

    Well that's kind of the point. If something is too strong and it's carrying players (in the case of Eruption), it should be nerfed. You try to break the 3 gen early, and those gens get kicked/Eruption'd. You try to work on the gens that aren't kicked after that, and you 3 gen yourself. Trying to play around the perk forces survivors into a terrible position, and it's next to impossible to brute force through the perk because of the massive amount of stall and lack of counterplay around the Incapacitated effect. The whole point is that it's too strong.

    Yeah, I got carried so hard playing Freddy when I kicked 4-5 gens with Eruption, didn't get a down in time, and then the last 3 gens got simultaneously done, giving me nothing from having equipped Eruption. But we're not allowed to talk about those nuances because solo exists.

  • @GoodBoyKaru said:

    Contrary to popular belief, it is possible for multiple things to be a problem at the same time.

    Point being you'll see endless posts about Eruption being OP, but nobody will agree that boons are a bad idea even though they are. "Boons" and "problem" don't get used in the same sentence.

  • @FilthyLegionMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269933#Comment_3269933

    I mean... when I'm the last one and the hatch spawned, I'm still pretty cautious. I feel like I can't buy your argument either. At least your other reason was reasonable. This one seems more subjective since these aren't actors PAID to fear the killer in a film.

    You're the one who brought up horror movies. Don't act like what I said was stupid when it's literally building off your own analogy. I didn't say people in a video game were paid real money either.

  • @NerfDHalready said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269895#Comment_3269895

    in ptb, knight lost collision when a guard chased a survivor so 2 tapping isn't really possible either

    Probably the only reasonable countermeasure the devs gave survivors in this. Everything else is really hand holding stuff.

  • @[Deleted User] said:

    Remember: when people say "balance maps around high level play", they often mean "balance maps as if good survivors are playing against relatively bad killers".

    Those tiles are free hits in high level play. High level play meaning good killer vs good survivor. There's no downside to playing the short side of that pallet as a killer because there's nothing the survivor can do with the other side of that tile from that angle. Normally the short side of a pallet comes with risks of extending the loop. That's not the case with this one.

    If it's that unsafe, knock out the gens near it first so you don't have to worry about being chased there later.

  • I've seen many survivors successfully play these tiles. It's not as if it spawns on its own in the middle of nowhere. If it's that weak to you, extend the loop. Make the killer think you're gonna loop there, but as soon as you break los, hold forward to the next loop, as you can see with that other pallet there.

  • @Chocolate_Cosmos said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269921#Comment_3269921

    Well it is. Other killers have other things to do or they take more skill to do it. Knight's power is not worth using outside of dropping it in the loop.

    But you're using that to justify why he's boring/bad design. Look, here's the thing with me. Every time someone says X killer is boring/bad design, I take it as a call for a nerf, or a kind of rework that is somehow gonna benefit the survivors, because BHVR is 3 for 3 on that. I don't look at comments like that as, "This killer needs to be straight-up buffed to be way more powerful" because that's such an uncommon suggestion on these forums. And to put it simply, the best chance we have of killers getting buffed to an appropriate level is to leave them mostly as is, but take out the stupid downsides and put in some qol changes. The devs will not or cannot handle a revert on a terrible rework. But as I said, Wraith, Freddy, Deathslinger, and Pinhead needed qol changes, not nerfs. Those qol changes, or lack thereof, were literally the difference between near-viability and them remaining as trash tier.

    But I really think these arguments are fruitless when they get brought up, with all these buzz words attached. "Boring," "unfun," "bad design," "takes/doesn't take skill," "easy to learn/master," "overtuned," "unreactable," "hold W," "no counterplay." It's just a bunch of circular definitions that don't lead anywhere. I'm trying my best to push everyone to actual discussion, not these phony mic drops. If I have to start ignoring people entirely, I will. I have no shame.

  • @Omans said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269928#Comment_3269928

    So strange that so many killer-only players on this forum think they should be able to hang with the best survivor teams. So, so strange.

    Everyone can admit things on the survivor side (like swf stacking things like that) is broken. I don't understand why so many killer players can't accept that yes, the killer side too has absurdly broken things.

    When it comes to broken stuff, it takes one to know one, and so no, I haven't once felt that when I was playing killer, "Hmm, this thing I'm using is definitely broken." It hasn't happened yet. And it won't, Y'all have seen to that.

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