danielmaster87
danielmaster87
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3269928#Comment_3269928
And what does it do to SoloQ players which are the 60% of the entire survivor playerbase?
That's all y'all have. Y'all are just gonna hide behind, "Solo is weak" forever.
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@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3269913#Comment_3269913
I remember us thinking of this game as like horror movie tropes and how one escapes in the end to tell the story or something. Isn't that what a lot of good horror films do?
Not via the touch of a button for no work put in. I don't buy the "Killer is faster, so they find hatch first way more" argument either. Good horror films make all the characters fear the threat, not just 3/4.
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Because it gives killers worthwhile slowdown from getting downs, which we can't have.
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@sizzlingmario4 said:
Part of the problem too is the 3 gens like you mentioned. While 3 gens are often the fault of the survivors (and they basically always were in the past outside of a few select maps), it's gotten a bit out of control how well you can guard a 3 gen as killer with Eruption/Overcharge/CoB. It becomes difficult to break a 3 gen with Eruption when it (along with other perks) can force that 3 gen in the first place. It's not usually just Eruption by itself that you see. You see it with other strong gen-kicking perks that pair well with it.
But as you pointed out yourself, solo queue players don't have a reliable counter to the perk. It punishes them the most, and doesn't do as much to SWF players who can call out when they're going down so their teammates let go of the gens for a couple seconds to avoid the Incapacitated effect.
It's 10% regression + 25 seconds of not being able to do anything. So if one survivor was on that generator, that's 9 seconds of regression (that's what 10% is) plus 25 seconds of being unable to repair (or do anything else) for 34 seconds of slowdown total. 34 seconds is what it takes to do 37.7% of a gen. That's a huge payoff simply for a killer kicking a generator, and it can apply to multiple at once. Even old PGTW was just 25% off one gen after a hook. The tradeoff is that Eruption is more delayed since you need to get the down AFTER you kick the gen, so you may not always get it if the gen is finished before then. But that's not really enough of a tradeoff to justify how powerful its effect is.
The perk's cooldown also doesn't really do a lot, although I wouldn't actually say that's necessarily a problem.
But yeah all that said, the perk is way too strong right now and at the moment I refuse to use it as killer on principle.
Eruption is literally the only perk that matters. Call Of Brine/Overcharge can be negated by gen tap.
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@Omans said:
If you play both sides you will quickly see how broken it is. It is even more of an urgent issue than Nurse right now.
More than that, though, is there are some people on the forum saying it should be buffed to effect SWF too by adding an AOE or something. It is truly baffling how out of touch and how little some people understand balance.
What does it do vs 5-minute gen teams?
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@Pulsar said:
Eruption has carried my ass in a ton of games I should have lost.
I've been saying it's a problem since it got buffed. The Incapacitation is way too long and is pretty much a SoloQ Killer. Likewise, it has a ton of synergy with perks like Overcharge, CoB and PGTW. You never see JUST Eruption.
That being said, I don't think it's overpowered, just overtuned.
That's what's called a decent killer perk.
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This is a non-issue simply because every map is awful for killer anyway, except for Lery's or The Game with Scratched Mirror Myers.
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Because of how bad the sounds are in this game, and because stuff like Iron Will and Off The Record exists, this can actually be a problem. The survivors disappeared off your screen, and you'd think that the killer would assume, "Oh, they're just inside me." But that's not always your first assumption, because even without Lucky Break or Off The Record, survivors just leave no scratch marks or sound sometimes. If that wasn't the case, we could mostly assume that the survivors were inside us, but because sound and scratch marks are still screwy, we have to waste time looking around like idiots. I get it, maybe we down the survivor a few seconds later after we realize that's what happened, but those few seconds can be game-losing for killer. Literally the difference between stopping the last gen or not. And what brilliant move did the survivors do to deserve this advantage? Just no-clipped into the killer, because they got hit. DBD's fine logic.
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@Chocolate_Cosmos said:
Killer optimal gameplay:
- Drop your power on the loop
- Continue chasing
- Repeat
Survivors optimal gameplay:
- Shift W to a different loop
- If you see the big green light, go the other direction and Shift W to a different loop
- Repeat
As if that's vastly different from other killers and their counterplay.
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Hopefully never.
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@Terion said:
This is gonna be VERY unpopular but: Looping.
on both sides actually. I might survive more often if the game would resolve around more hiding and have less looping tiles, more evading possibillitys.
And as a killer i would enjoy it more chasing someone around the map and through paths than in circles. Would be more immersive i think.
We're far past the point of this being a hide and seek game. It still can happen... at the bottom. So you can either smurf to get there, or employ and evolved form of stealth getaways with Distortion, Quick & Quiet, Shadowstep, Off The Record, Lucky Break, Parental Guidance, etc. Those kinds of perks also help players with non-stealth playstyles, and I wish they'd try using them before they complain, "There's nothing I can do different."
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Hatch. Takes away a hard-fought kill from killer with the touch of a button. Takes away any semblance of teamwork or motivation from your solo teammates the moment things start going south.
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You could always turn the sound down or mute til the moment passes.
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Mostly agree. Killer numbers and abilities are often way too safe, especially when it comes to built-in counters for the survivors to use. There are SO MANY of those in this game. With the Knight alone, survivors can see the green orb that spawns guards, can see their patrol range, and can simply touch a banner that kills the guard AND gives them Haste/Endurance.
The guards also despawns if he hits them. "But then he could body block you and it's a double-tap down." Good! That's using strategy, something killer seldom gets to do. You have no idea how hard it is to body block survivors anyway. Just try "OP" body blocking windows and pallets with Wraith without Windstorm.
Ordering the guards to do stuff for you is nice, but unless it's much faster than doing it yourself, there's no point. The only thing I see this in is when the Carnifex breaks a pallet quick, and you can instantly walk through it the moment it breaks, but I'm sure that'll be patched out. There's also no reason for the Carnifex to run that slow.
And in general, I'm fine with guards having specialities, like the Carnifex kicking faster or the Assassin giving deep wound, but I don't want weaknesses. Makes no sense making a killer who's supposed to be strong, but designing them with a handicap in the name of "reasonable counterplay." The amount of counterplay survivors have against killers isn't just generous, but outrageous.
I don't care if you call the Knight's playstyle and counterplay "boring." That's not an argument. Comparing him to Spirit or Artist in terms of how "boring" or "OP" he is, also not an argument. If you get out of your safe zone for a second, maybe you'll actually have fun playing as/against this killer. I know I will.
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@FellowKillerMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3248096#Comment_3248096
This! Running around a console killer isn't skill, it's taking advantage of joysticks being hard to use and the limited FOV. I don't struggle with it an incredible amount, but there are times where I miss and I roll my eyes. It's not hard to take a few steps back, or strafe sideways, which usually works, too. But, the limited FOV doesn't make sense to me.
Thank you. People like you keep me coming back to these forums. Otherwise I'd feel like I'm going crazy.
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@brewingtea said:
https://forum.deadbydaylight.com/en/discussion/354980/is-camping-going-to-be-next
Since BHVR is working on those things, I would imagine the next QOL change is going to be... you know... those things.
It's possible they will jump over those changes in favor of something else, but we don't really have any info as to what that would be. It's not like the code for basekit unbreakable is RIGHT NEXT to the code for camping, and they'll fix it real quick while they have the file open
https://forum.deadbydaylight.com/en/discussion/comment/3267765#Comment_3267765
Does it often feel random and strategy-less when you chase? Because I have a suggestion to improve that, if you're interested
It doesn't feel random or without strategy but it can feel meaningless, or time inefficient no matter the circumstance. If the survivors run to a stupid strong area or are looping really good, you're supposed to leave them, but if you're doing that and not commiting to chases, you're just wasting time. And either way, the gens are getting slammed, whether the survivor you're chasing is running around 1-2 or not. I've found no killer strategy that changes these facts, and I don't expect to.
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@Droneinthrwind said:
https://forum.deadbydaylight.com/en/discussion/comment/3267765#Comment_3267765
Do you play this game to stand in place?
Not yet. But when you nerf every killer thing that lets them slow gens and chase, that's what it leads to.
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3267247#Comment_3267247
There are several perks that help with reaching hooks (Agitation, Iron Grasp, Mad Grit if you’re being blocked). As you’ve previously encouraged survivors to do, if there is an element of gameplay you find inconvenient use your perks. :)
So survivors need perks just to repair gens or just to open exit gates?
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Some people still don't understand this.
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Not radical enough for me.
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/3267785#Comment_3267785
Tell me you're a killer main without telling me you're a killer main,would you also like the original Ruin to come back?
No. Still haven't refuted anything I've said, but then again not many people can.
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No we must not.
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Vittorio is gonna be picked a lot because he looks cool, and because the community has an obsession with his alleged handsomeness. And also because he's one of the more defiant-looking survivors, as opposed to scared (of the killer) which survivors are supposed to be, so that's another factor.
Knight is gonna be a very unpopular pick because of how weak he is, but also because he's "Exactly like Artist who's boring" I hear.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3267763#Comment_3267763
Are you trying to say Eruption is a weak perk and doesn't have much of an effect due to how hit and miss it can be to use it?
For one, that's not the experience of most survivors.
Secondly, Eruption is mostly used with Call Of Brine and/or Overcharge for a gen-kicking centric build. The killers who use this are routinely pressuring and kicking gens, which means they routinely get Eruption to pay off. For one, you always get the 10% regression if you down someone, and you sometimes get the 25s incapacitated too if the survivors are solo, which is much more powerful.
The fact that this perk is "OK" against SWF but "OP" against solo is a pretty bad design flaw.
Yes I am. It's why nobody uses Pop or Ruin anymore. You don't have to be SWF to finish the gen before Eruption goes off, guess and let go when the survivor's about to go down, or work on another gen until Eruption passes. You can't hide behind "solo is weak" forever. We should never have gotten this deep into discussions about this perk until we've fixed the matchmaking. I hope the devs ship the update for team MMR before they decide to nerf Eruption, which is being asked for constantly at this point.
With Call Of Brine/Overcharge, you just hit the skill check to stop the regression. Then the killer's wasted 2 perks, and all he's got is Eruption. So your 3-perk combo is really a 1-perk combo against actually good survivors. If you're pressuring gens that much, you're not going for chases that much, are you? At least not chases that lead to downs, which is the only thing that activates Eruption. There's just too many holes in that combo to call it good.
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You just have to laugh about. They have zero constructive criticism against you.
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@MikeyBoi said:
To this day the only thing that Freddy needed nerfing was the oblivious status when survivors were in the dream world His teleport is balanced and his snares were quite strong but not op. Jump rope and swing chains were addons that slowed down the game a bit but it was nothing crazy. I was one of those players a long time ago that switched to Freddy when I saw a sweaty Swf/ survivors lol.. Freddy now is not as strong as he used to be forsure..
Exactly. His slowdown add-ons were nothing crazy. At most it was what, 5%? And that's only in the dream world? But because they existed conceptually, people cried "OP because he can just stack that with 4 slowdown perks." As if Trapper, Pig, Clown, or Ghost Face with 4 slowdown perks weren't easily beaten, because they're M1. But Freddy, who's also M1, just because he has a teleport and a measily 5% slowdown? "Unbeatable."
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Freddy's always been called OP even though he's always been the farthest from it.
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Go ahead. Then all that's left for killer is going for random chases, no strategy, and hoping the survivors play bad and let them win.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3267739#Comment_3267739
Yes, i agree. But not an effect of 10% + 25sec incapacitation that can be applied to multiple gens.
It is too much for a perk that has no ingame counter.
Try going around kicking multiple gens at high level and see if you still win. You won't even get the down to use the perk til there's 2 gens left.
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Way too close, and most are no-mindgame.
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@Unimatrix00 said:
There are some maps where there are too many pallets. Like, if I can't ever catch the survivor because they have an arsenal of pallets to drop it isn't really balanced or fair.
"They're fair because you can JUST Bloodlust them."
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@MikeyBoi said:
https://forum.deadbydaylight.com/en/discussion/comment/3266925#Comment_3266925
No because killers would get to their pain resonance faster and waaaay more consistently..
So you're telling me the killer could actually use the perk that they equiped? Outrageous.
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@AmpersandUnderscore said:
https://forum.deadbydaylight.com/en/discussion/comment/3267250#Comment_3267250
It's not, but there's perks for regression, blocking a gen completely, remotely taking chunks of gen progress, and all of these varieties are currently meta.
We also have zero indication of how the op is playing. An astounding number of players saying 'gen speeds are too fast' are just struggling to put out map pressure. He could be playing a perkless, addonless trapper who doesn't enter chase until every trap is placed and set on the map for all we know.
But there's this idea that, even if you're a mediocre killer as you insist the OP is, you can just put on gen defence and reap huge benefits. You don't. You have to fight tooth and nail to get value from regression perks. The gens still get done often enough, and you're playing for barely a 2k with an endgame camp. It's not that hard to play in a safe way as survivor where you just don't go down, and considering most gen regression is dependent on downs and hooks, that's their exploitable weakness.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3267584#Comment_3267584
Empathy does not tell you when the killer is going to hit that surv, or if the injured surv you are watching is being chased at all. And if the killer has an insta-down mechanic is worthless.
You are still making clueless guesses.
Is it fair to say that there should be SOME things killer can do that survivors don't have a straight counter to?
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Because people want killer perks they can just hold a button to counter, i.e. hexes. Since Eruption isn't a hex, 10x more complaints.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3267252#Comment_3267252
Almost never see it.
It's more common with PC players. Console's fps on skill checks is just jittery enough to where you can't hit greats consistently. Sometimes you can, because the fps on them improves, but that varies patch to patch.
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@slunder said:
I just tested it and I literally just have to make them drop the shack pallet, trap the other side of it and the window while bodyblocking the door and rescue becomes literally impossible lmao
It's possible, with a little coordination. You will see it happen if you keep playing, although it might be more common to see survivors leave their teammates to die in basement vs Trapper. It's the smarter, less risky play, so that's why they do it.
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I'm trying to main him and it's not working out well. I'd honestly rather play Ghost Face. Can't use his ability on anyone, and it's so clunky-feeling.
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@Aven_Fallen said:
Who complains about Hyperfocus nowadays?
The Perk is totally fine. It was popular for a bit because Wesker was in every game and you ended up on RPD a lot. Wesker (40m TR) + RPD (really small Maps) = lots of Stake Out-Stacks.
Whenever you did not end up on RPD against Wesker, you got a lot less Stake Out-Stacks so it was harder to keep the Hyperfocus-Stacks. You barely see the Perk anymore, because it is not really that good.
Maybe dont rush to the Forums when you just lost a game and spotted that one of the Survivors had Hyperfocus.
It's a pretty common perk in matches where 3 and 4 survivors got out, like Prove Thyself.
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@Grigerbest said:
I don't know... Considering killer's regression perks...
Gen regression isn't a cure-all.
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Respect, for sure. It's gonna stop people though, including myself admittedly, from joking, "They must no-life this game." I've provoked a similar reaction though, just from someone seeing my hours.
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@versacefeng said:
https://forum.deadbydaylight.com/en/discussion/comment/3266925#Comment_3266925
Your genuinely struggling to make it to hooks?
More often than is reasonable. Swamp, Midwich, RPD, but even some of the normal ones like Macmillan or Coldwind. And God forbid you lose one hook sacrificing someone. The next one's miles away. We really need to undo that patch that took lots of hooks out of the maps.
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@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3266942#Comment_3266942
its still just as annoying, however its a viable technique.
It's the small upside to the downside of getting pallet stunned and body blocked from a survivor 5 feet away.
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@socalfusions said:
A perfect example of killers huge hitboxes being overly intrusive, lost track of the number of times I've dead harded or juked at a pallet and were both literally touching the pallet standing next to it and I can't interact with it because the devs decided that's how the mechanics should work. A brilliant idea when survivors are struggling to loop a power role that is faster and has better tools in the chase.
I agree but for different reasons than yours. Killer's not OP, specifically because of stuff like this. They have to go around a loop far more times to catch a survivor because they can't cut it as efficiently, and the killer's huge hitbox make them easily stunnable, no timing required or nothing. I would absolutely be for reducing the hitbox size in future.
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I think, by pure coincidence, @caramelatiox is in my friends list on PS4.
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@MikeyBoi said:
The only killer perk that could maybe be considered basekit for killers is shattered hope.. But I strongly disagree with any killer perk being basekit tbh..
What about Agitation base so we can actually hook people?
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@Shroompy said:
just because one side receives balance changes, doesn't mean the other side needs their equal attention patch
Every survivor main needs to hear this.
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You unhook right after the killer walks away, they're gonna start coming back.
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I don't think it was necessary. I'm more concerned about why Iron Will still exists as is when Off The Record still gives 100% silence.
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Agitation, Brutal Strength, Enduring, Unrelenting.