danielmaster87
danielmaster87
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Would help with countering boons, even if it does require a perk slot.
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@Little_Kitten said:
Just as the sentence "Lying is bad!" makes no sense, neither does "Slugging is bad!".
Slugging is neither good nor bad.
It is a mechanic, and technically speaking, it is therefore neutral.
It is its use that defines its "understandable" or "deplorable" side.
It depends on the situation.
A killer who puts a survivor in critical condition, and he leaves him on the ground to take care of another (wounded) survivor who is running around with a flashlight: totally understandable, and amply deserved.
A killer who slugs a survivor in mid/end game to put some pressure on his opponents because they are quite a bit ahead of him: understandable and strategic.
A killer who is not under any big pressure from the team of survivors he is facing, and who slugged 3 people in the early game, in order to get a 4K, taking advantage of the fact that he is stronger than his opponents : pitiful behavior, but what can you do ...
Lying is bad though?
Having sportsmanship and playing to win are not opposites, as you're saying.
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@Rovend said:
A slug in the middle of a game is ok, like the killer downs a surv and start chasing a 2nd one that is close.
Slugging for the 4k is the worst way to finish a game. The type that kills all fun and makes you wonder why are you still playing dbd
But it's how the killer gets 4 kills which they pretty much deserved at that point anyway.
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I guess it is because soon survivors are gonna be able to pick themselves up without a perk.
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The increased wiggle is the most annoying part, as if the killer needed more of that. You literally can't get through doorways sometimes because it pushes you so hard from where you're wanting your character to go.
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@FreddyVoorhees said:
It's good that they get destroyed , it diversifies the gameplay. More risk , more thinking etc.. A bit of a deadzone is good because survivors have a teammate less. Given the number of hooks in a map I would not consider it a major issue. Often if not most of the time one can reach the next hook. Also the basement hooks are permanent too. So putting folks in there makes sure that deadzones will be less prominent whenever available.
I'm just gonna stop arguing on this topic, because I've said my part, and y'all can't come up with any intelligent reason why hooks need to break after death and deny the killer their objective. All y'all have is claiming that it never happens, somehow makes killer more skillful, or false comparisons about resources.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3259271#Comment_3259271
You actually can herd survivors, but also the killer decides where they down people, and chooses between multiple hooks, if hooks dont break you could pick your 3 gen and never leave and always use the same hook all match.
This argument I will never understand. "The killer can use the same hook all match." So what? The survivors are literally unaffected by that, same death time on hook, same chance to unhook their teammate, same everything. It's not as if the killer can walk across the map with a survivor on there shoulder to get that same hook every time. That's what the wiggle meter is for, which creates this entire issue. Also wrong, that you can herd survivors, because I've attempted to herd survivors many times away from strong loops, and low and behold they went to them anyway.
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@Nirgendwohin said:
i think it should stay because it require skill to avoid dead zones, but they should add an offering to change / exchange that mechanic.
it also requires skill on the survivor side to see possible dead zones in the first place and only SWF can realy benefit from it.
People with more words or fewer words, it's all the same. Y'all can't logically explain why the killer has to get punished for hooking people which they have to do to kill them. How is it a skill issue or a mindfulness issue for the killer? And no, it doesn't take any skill for a survivor to see a destroyed hook and go down under it so the killer can't hook them, even though they're the ones who screwed up.
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@Steakdabait said:
only real gameplay effects i can think of on maps with non stupid hook rng is like
Makes a 3 gen weaker if a killer deathhooks someone in it
Removes scourge hook
tbh this is a super non issue kinda thing.
Oh really? So if you did a gen in a certain part of the map, you're disabled from doing the other gens in that part of the map, and that's fair? If not, what's with the double standard? The killer has to hook. They should not have to be so mindful in where they're hooking people, if they're not even intent on camping that person, on top of everything else they have to mentally juggle. Even if killers should be expected to do that, what's to stop a survivor from purposefully going down in an area where the killer's forced to break a good hook that will lead to a deadzone later on? You can't exactly control where the survivors go down.
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@Nun_So_Vile said:
Yes. There would be no risk for killers since they'd just have infinite hooks with no worry of making deadzones. That would take away a piece of what little strategy and resource management goes into killer gameplay.
Why should there be risk in hooking a survivor, which is the killer's objective? Y'all are honestly so entitled without realizing it. Controversial opinion I know, but if the killer gets a down they should get a hook. There's so much strategy, map management, mental juggling, and on-the-fly thinking that goes into playing with killer. You just sound like you're in a different reality with that statement.
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@Zachcjjj said:
yes it creates deadzones just like breaking pallets does for survivors, hooks are resources and resources should be depleted throughout the game
What kind of comparison is that? And if the survivor's death causes the 1 hook in an area to be broken, and the others go down there on purpose so you can't hook them? "Killer's fault" or not, which is extremely faulty logic, the killer just has to accept that they can no longer progress their objective under those conditions?
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Killer can be fixed with buffs. Survivors can be fixed by fixing matchmaking. But at the very least killers should be buffed. I get that the killer should have to outplay the survivors, but the extent to which you have to do it is just maddening, and would not be expected of players in any other game. You barely even use your ability on the survivors, with 90% of killers, on most maps, and/or against good survivors.
Balance for the top as well, so that players who know how to play and have skill get rewarded. "Balancing for the top will not impact the bottom; the bottom are the bottom because of their own skill, not because of the balance of the game." -Tru3
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Because people complain about any killer strategy, even ones in which spreading damage is key. Hit-and-run slowdown gave every survivor about the same chance, getting hit once and then either needing to heal or do a 1-health state chase later. All you needed to do to counter Thana was have 1-2 people heal and the rest stay injured. Even ~20% slowdown isn't that noticable. The killer paired it with Pentimento? Cool, so then you break the totems. Maps, Small Game, and Counterforce are in the game for a reason, especially if you can't even remember totem spots. Or don't break hexes and avoid the whole thing.
Those types of builds gave the killer and survivors risk, multiple objectives, decisions, everything everyone's been asking for. But apparently everyone's belief was that the killer would always camp and tunnel, yet also get max value out of hit-and-run perks? Folly. Ever since Thana was destroyed, surprise surprise, more camping and tunneling, because you took away a playstyle that was about spreading the damage. Who could have seen it coming?
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@VideoGameMage said:
https://forum.deadbydaylight.com/en/discussion/comment/3258887#Comment_3258887
Because bhvr wanted to shake up the meta, and ruin was in the top 5 killers perks. The point of the perk overhaul patch was to get people to run other perks.
The results of bad data. I bet it was top 5 killer perks... across all levels. But at the top specifically it never saw play. It just got cleansed or straight-up ignored. Gen regression was and still isn't even worth it against the top, so you're better off using Corrupt (which was nerfed) and Deadlock. And then guess what? The perks they shaked up and made people start using, now are all being called OP. Yep, Overcharge/Call Of Brine OP, because majority of survivors are incapable of gen tapping.
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@Steakdabait said:
https://forum.deadbydaylight.com/en/discussion/comment/3258887#Comment_3258887
bhvr wanted killers to be less punished for not running slowdowns so they increased base gen repair times and nerfed most regression perks. This was an amazing idea.
Not in execution. They punished killers who used perks like Ruin, which only rewarded them if they pressured gens and left hook. Trust me, killers have never been more punished for not relying on slowdown. Freddy and Ghost Face didn't stop being Freddy and Ghost face overnight because of that 'buff'.
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@FentV1rus said:
https://forum.deadbydaylight.com/en/discussion/comment/3258887#Comment_3258887
Free 200% regression that required no interaction from the killer. It was fine on most killers, but as soon as you get a Blight/Nurse/Spirit that is able to pressure the map easily, it became incredibly oppressive. On top of that, you almost always protected it with Hex Undying. This meant that at least one survivor had to find and deal with two totems just to get rid of. This meant even less time on gens. This was also during the high times of old Tinkerer, that could trigger an unlimited amount of times. Literally any killer could use Ruin, Undying, Tinkerer, and get instant value.
How was it oppressive? You break the totem, and if the killer's guarding the totem they're not guarding the gens. Wow, having to break 2 hexes? So oppressive. Wrong, wrong, and wrong. Killers didn't get instant value from Ruin/Tinkerer. They'd have to go pressure the gen, and on the off chance it didn't get done in their face, they'd still have to hang around a while because if they chase 1 off, another can just come behind and finish it, or at least stop it from reactivating Tinkerer again, in which case the killer would just have to guess that someone got on it and come back. Both Tinkerer and Ruin have been annihilated, and you never see them anymore. But we're to believe that their old versions were THAT much more powerful? I don't think so. Solos/bad survivors can skew results a lot.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3258748#Comment_3258748
Ruin did absolutely nothing if survivors just repaired gens. It required killers to actively pressure gens in order to gain any value from it. That made it a fairly healthy perk, which required killers to leave the hook and go after other survivors.
Now we have a Pentimento, Eruption, Call of Brine and Pain Res meta, all much more oppressive and unhealthy.
Was with you until you started talking about the new meta being oppressive.
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@Regulus47 said:
I don't agree. Ruin was hella annoying to verse every game, required next to no skill to use, works completely passively - just play the game and you'll get ruin value - stacked horribly with nurse, blight, spirit, pinhead, etc, and worse of all decimated solo q while barely touching people playing with friends. Bring old ruin back and enjoy even longer killer queues, and probably loads of killer nerfs when the kill rates rise to 75%.
Besides, there's a bunch of other slowdowns if you need them. Isn't COB, DMS, Corrupt, Deadlock, PGTW, Pentimento, Pain Res, Gift of Pain, Jolt, Overcharge and E-Crutch-On enough, especially with the base gen time increase and mini PGTW added to base along with the rest of the killer buffs?
So I could just put Ruin on, no Thrill, no Undying, nothing else, and just get crazy value out of Ruin? No. It's a hex, so it can be destroyed.
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Why was it nerfed again in the first place?
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It would be simpler if we just made all of them 115%, but that's never gonna happen.
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@HugTheHag said:
It's also very common to make into a 3v1. Which the game is not balanced for.
From someone rage quitting or going down instantly 3 times in a row? Sure.
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Killer perks are on average far weaker than survivors perks, so if anything your line of thinking makes it more in favor of the 4 in the 4v1.
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@FreddyVoorhees said:
Those are the most effective places to trap , he is an m1 killer so he needs to hit at loops. But with traps at pallets , vaults and doors you do not have much room to loop in right ? Not all traps need to be hidden , many of my traps are obvious. Each tile has at least one of them. With proper add-ons I do not even need to re-arm the traps as well , every 30s one opens on its own. As for disarming , there is the bloody coil that injures a survivor who tries that. Often that survivor becomes a target to down easier so they won't continue to disarm the rest without penalty.
It is much harder to escape the trapper when you need to guess which vault or pallet has a trap , you can't remember where all of them are , especially as I tend to move them during game play unless I use my bag. Running towards a pallet only to change direction because you see a trap is almost as bad as getting trapped in it as you lost too much loop time. And since I know where the trap is I can try to control where to chase someone and adjust the mind game.
At least several of my traps are intentionally placed at very unpredictable places . Like in grass near a gen but several meters away at an odd angle. Strangely these work quite well.
I once used bloody coil with honing stone and locked off 4 out of 6 houses at Haddonfield... Every possible door and window .. Not only did they could not disarm them without getting injured but I would immediately know where they are , and I was standing in the middle of the street , barely 15s away from all the houses . If they did injure themselves and disarm one of them , I would be right there and they would have nowhere to loop as most houses were inaccessible. With a single health state they were one hit away. The survivors had no chance in that game.
I tend to use a lot of gen locking / regression perks too. Corrupt Intervention , Thrilling tremors , Overcharge and Eruption for example. Corrupt gives me time to place traps while guarding the 4 available gens at the time, overcharge for regression and info if they miss the skill check . The remaining two work together , when I down someone those who work on the gen get incapacitated and those who let go before that get their gen locked . I get informed of their location either way.
Trapper may be somewhat troublesome when facing very organized teams but that is the case for all the killers. I really think he should have the bag as basekit. That would get him into the high tiers easier. I find playing as him quite fun because it has a lot more complexity and randomness to it. The other killers just chase but playing as a trapper is like playing a puzzle game.
Now try playing him without pink and purple add-ons.
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@Sava18 said:
https://forum.deadbydaylight.com/en/discussion/comment/3258258#Comment_3258258
If you run hag with current gen kick builds, which I have not done. That 3 gen will be the hardest to take out of any killer in the game. Hag is extremely easy until you start going against coordinated swfs who dedicate a player to mess with your web, which I am not going to lie with how little hag is played even very good coordinated swfs probably don't mess with her too often. Lastly there is threat of a hit, one step too far and it's a free hit. Forcing them into your web give's them no options unless you are outplayed. Hag is literally have someone dedicated to messing up your web or lose. I mained hag during prime CoH and DH, it's due able to win even if the survivor's know how to play vs hag.
Hag's currently the greatest example a mediocre killer. It's going to take gameplay changes to convince me otherwise. I've played her and I've seen all there is to see, other than Rusty Shackles/Mint Rag which is basically not Hag, and is why I refuse to play with those add-ons. She was basically my main for a time, but the moment survivors know how to play against her, dead killer. You are severely overestimating what she can do.
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Oh, the killer got an early hit. Big whoop.
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It's not on 100% all the time. There's no correlation between the bp bonus and the fun factor of survivor.
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@Sava18 said:
https://forum.deadbydaylight.com/en/discussion/354054/hag
Hag's traps are for pressure not just a hit. She is the first killer I mained and she is the only killer that looks for a 3-4 gen right after the game starts. Don't worry about them baiting it, just place traps in high traffic areas within your web and force them into them.
How do they generate any pressure if there's no threat of a hit? I highly disagree with not being worried about baiting traps. You can't force the survivors to be in attack range, certainly not for 2 consecutive hits, any more than you can force them into 3-genning themselves or not creating hook dead zones.
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Survivors baiting the traps, you literally can't do anything about, and is what takes Hag from almost S tier to like C. You just have to hope they don't know how to do it. You're supposed to be able to instantly tp and hit them but you can't, even with an instant reaction.
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Expanding the window of time to flashlight save was always gonna be a bad idea. I guess the devs don't play that much, or they would have realized that unearned, mis-timed flashlight saves happen all the time. Still getting blinded by people who clearly did it too late or were off-screen.
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@Shroompy said:
I do and I dont agree with this
The only guard you really want to force into a lose-lose situation for a Survivor (unless they hold W) is the Assassin, the rest have other uses which can be pretty helpful
Carnifex can net you a hit when you otherwise wouldnt have thanks to how fast he breaks walls or pallets, you can be a decent distance away as well to just quickly go in and out of summon mode
Jailor works well with keeping a gen locked down, perks like CoB and Overcharge (especially Overcharge) work pretty damn well with him. I can also picture DMS working pretty well but I havent tested that.
Assassin and Jailor can also be the difference between a gen being finished or not, since you can quickly go into summon mode from a decent distance and send them to break a gen which forces any Survivor off of it for the entire duration of the breaking animation, which is 6 seconds. There were quite a few times when I was on PTB where I was able to stop a gen being finished because of this.
The same can be done with a pallet, where you can slap down one of the guards to break it and a Survivor cant vault it for the duration of the animation.
Im sure theres many other neat things you can do, and I cant wait for him to reach live so I can do more testing (queue times are WAY too long on PTB, and bots dont really do it for me)
This is something they don't talk about, like at all. The difference in which guard it is... is a huge detail. They just say, "Plant guard at loop and win!"
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3256948#Comment_3256948
I hate Hag, I despise going against her every time, if I could hit a button to make me never have to play against her ever again i'd set up a macro to smash it 30 times a second.
But she's not OP. I just hate her and her playstyle.
Something doesn't have to be strong to be pure fun vampirism. I don't know why you're incapable of making this connection. Or why you've just decided you know what everyone really thinks.
Yes, but WHY do you hate going against Hag? Do you not realize that you can trip her traps by spin teching? Or that you can simply have a flashlight and she has no power? Surely you've beaten her before. Have you tried playing her? If she's not OP, then what is it?
I can make the connection if someone will make it make sense, because I guess I like to find out stuff instead of throwing my hands up and deciding, "Yep, that's just the way it is."
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@LiveBritishReaction said:
https://forum.deadbydaylight.com/en/discussion/comment/3256930#Comment_3256930
“It doesn’t require any intelligent thought.”
Do you realize how pretentious you sound? What, you expect me to write a dissertation on why I don’t enjoy going against certain low-tier killers? Some killers have powers that are either built around or whose playstyles encourage an unhealthy gimmick which causes distaste amongst the player community, regardless of viability.
Knight is not that strong. Knight is a zoning killer. Most people hate going against zoning killers. Ergo, despite Knight not being that strong, most people are going to hate going against Knight. Two plus two equals four.
I'd like something. Doesn't have to be a dissertation. Just a reason other than, "I have to hold W" or "they have anti-loop." Most are unwilling to even give that. It may be pretentious to say, but it doesn't mean it's not true. I have no shame.
And I ask, who are you to say that their gameplay style is unfun? If you have fun playing as certain killers, and have fun playing against certain killers, why can't you just take that same mindset and apply it to all of them? Nurse I'm not even going to defend, but I will basically every single other killer. You learn the killer's counterplay, employ it, and that's ideally where at least some of your fun comes from, outplaying the opponent. Same thing with killer when you try and counterplay their counterplay. If you find none of that fun, this isn't the game for you, and you shouldn't be giving balance takes. I say this to everyone on here.
I don't think it is most people. You have a loud minority on the forums, and then everyone else who seems to get along just fine with zoning killers. If they hate going against Knight, it sounds like a personal problem. The rest of us are at least going to try to have fun and find counterplay, instead of complaining and claiming bad design.
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@DashMonsta008XV said:
https://forum.deadbydaylight.com/en/discussion/comment/3256472#Comment_3256472
I really don't see the point in changing his kit then for him to be only the grab.The Remake Nemesis should be able to create an Ne-a zombie and it should be able to injured survivors from a distance but probably patrol one area which would make the ink ribbon add-on more effective.
Now 1999 Nemesis should be able to go into a passive stalk mode,but instead of moving at the normal 110 he should drop down to 3.6ms while in chase.you could have the rate at which he gains anything to this minimal, until gauge is full,this game is a slasher so know on expects a rocket it would be cool ,but most fans of nemesis want to run at really high speeds and knock survivors on their ass ,he can use the tentacle in the original game so that doesn't have to go but maybe it should be use to gain power to your gauge idk something like that
If you're talking about him going super slow, you could probably look at Rarithlynx's Mr. X concept on YouTube for inspiration. It's got stuff about speeding up after initially going slow, if I'm remembering correctly.
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This topic is starting to infuriate me in how it always gets dismissed. Would an individual hook counter for killer help with tunneling? Sure. But killers can tunnel without that counter as well; it's a quality of life thing that we pretty much deserve at this point. The devs and community are extremely biased and hypocritical in this. "The killer's job is to memorize the survivor's they've hooked. It's not that difficult." *Smokes their Sherlock Holmes pipe* But if you try to apply the same logic to the survivor hook counter, which they have, "It's a necessary qol change that's been needed for years!" The absence of this hook counter for killers hurts mostly players like me, who mean to get someone out, and would win if we could do that, but we accidentally play like a saint and hook everyone twice before we get another out. It's not only demoralizing that you can't win that way, and instead have to tunnel someone out, but you just think about how it all could have been avoided if you would have had that hook counter. Survivor never should have been exclusively given that information. It's unfair. It should have been given to both sides.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3256938#Comment_3256938
My man just implied that people call Trapper OP. I have seen everything.
Why complain about him or call him miserable to go against if they don't think so? We know full well that people call killers OP because of the most minor inconveniences that their powers create. Yes, even Trapper they do not excuse. Because they didn't excuse Wraith either. They didn't excuse Deathslinger. They didn't excuse Freddy. They just blanket statement say, "This is unfun and is hurting my feelings." and get validated, always.
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/3256823#Comment_3256823
There's no intentional relationship there. Trapper is terrible and yet still not fun at all to go against. Wesker is quite strong and I love going against him.
Within this community there is. People complain about Trapper because "I don't want to look at the ground the whole game." as if that's all there is to do, and so they call that unfun because they go down to it, therefore "it's OP" without them directly saying it is.
Wesker like any other fast killer gets complained about mostly because he's fast, even though he has an abysmal start-up on his ability. You might love going against him, but most say he needs to be nerfed, especially when it comes to getting max infected, where they want the Hindered or the instadown taken away. Why would they demand such a change if they didn't think it was unfun and OP?
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@LiveBritishReaction said:
https://forum.deadbydaylight.com/en/discussion/comment/3256823#Comment_3256823
“To me, calling a killer anti-fun or miserable to face is just a facade to say that they're overpowered.”
That’s not true in the slightest. There are several killers who are weak but not fun to face because of bad power design or an unfun playstyle being encouraged, and there are strong killers who are fun to face because their power doesn’t feel cheap or gimmicky. Viability and quality of gameplay are two completely separate things.
The problem is there's not much to elaborate on when you call them unfun, is there? It's completely subjective. You can pretty much rationalize why any killer in the game is unfun. But if enough people agree with you, it suddenly becomes truth. Why is Deathslinger unfun? "Because his chase is uncounterable." Why is Wraith unfun? "Because he just hits you, cloaks, and then hits you again." That's why I don't use those buzz words or pay much mind to people who use them, because it doesn't require any intelligent thought.
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3256720#Comment_3256720
It’s not survivor sided anymore. It starts with a built in 3-Gen every time.
I don't see it. What about this map makes 3-genning easier? And it's not as if 3-genning is this infallible strategy.
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Just play it out. It's insanely survivor sided still, but it is what it is.
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@Seraphor said:
When it's across multiple games. I.e. there's a pattern that shows you're being targetted specifically, and it's not just to eliminate one survivor early.
But how does that even happen? The same killer queues up with you like 3-6 times in a row? What are the odds of that?
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Just don't walk through a pallet. But I know some of these pallet hitboxes and placements are stupid, like the one by the back exit on RPD where you can't walk through the doorway without being in pallet stun range.
3k hours+ and I've never been comfortable with the fact that survivors can 360 to avoid an earned hit. It gets easier to counter them over time, but never foolproof. People who don't play on console are generally indifferent to this issue. This could all be solved though if killer attack hitboxes were more generous, or if survivor hitboxes were better and not just pills that hover above their ankle and behind their back as they're running.
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@LiveBritishReaction said:
Zoning killers are some of the most obnoxious and outright anti-fun (and I mean anti-fun literally here, they shut down the fun part of the game which is looping) killer designs in this entire game, so even if Knight were the worst killer in the entire game he's probably going to be miserable to face.
To me, calling a killer anti-fun or miserable to face is just a facade to say that they're overpowered. If that's not the case, then what's the issue? Just employ the counterplay and you'll be out the next thing you know. People say this about Twins, Artist, Wraith even, and I don't see it. They're fun to face, mostly because they're weak, and the stronger killers because they're strong, all because they each have a unique ability that you have to counteract. Maybe the reason they're so bland, compared to what they could be, is because y'all discourage the devs from going bold with killer design because all they hear is "X killer is unfun, overpowered, and/or bad design," so they play it safe. Every time.
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Okay, if you're talking about how weak his is in that he's a weaker Artist, then sure I get that. But I think it's really disingenuous to say that "he's the exact same killer" and that his counterplay is the same. There's gonna be more to do than just hold W vs this guy. The devs have seen to that with the built-in counter of the banner, or getting hit by the knight to get away from the guard or vice versa.
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@DashMonsta008XV said:
https://forum.deadbydaylight.com/en/discussion/comment/3254931#Comment_3254931
Sometimes from far away she looks like the Joker from Dark Knight her eyes shadow around really deep,Re2 his hair was brown,but i mean, it's not so bad,oh but the Claire thing I'm saying is a DBD thing with her eye shadowing.
I wasn't talking just about how they look in DBD, which is obviously screwed up because their proportions are DBD-ified. I was talking more in general about the redesigns of the Remakes. The way the characters looked in RE1 Remaster/RE0 will always be the perfect style to me. Mostly realistic clothing textures, anatomy, and shading with just a hint of anime in the faces.
@DashMonsta008XV said:
https://forum.deadbydaylight.com/en/discussion/comment/3254931#Comment_3254931
Hey in all honesty,do you have some ideas how original Nemesis should work?
Original Nemesis as a separate killer will never be a thing, just a skin for the one we got. Original Nemesis as in a rework to Nemesis to make him closer to the original is also doubtful, because what does everyone want? The rocket launcher, and that's problematic. It would either have to be an instadown projectile, which survivors would claims is skilless, or it wouldn't be an instadown projectile, which would cause killers to complain about how durable survivors are/how nerfed the killer is. Maybe they could give him a grab attack with his tentacle like they did with Wesker, only it would be a simple close-up attack and not a dash, because then they'd have the exact same powers. Think of the trailer shot where Nemesis' tentacle throws Nea.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3255425#Comment_3255425
I want to watch you loop the pincer.
Simple. Ignore the bad AI chasing you, and loop the Knight normally. If it's the Assassin, you might get hit, in which case use your sprint burst to get away from the Knight. This is all assuming that they even detect you in the first place, which is unlikely.
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3255425#Comment_3255425
It's very difficult to loop two Killers at once, provided the AI isn't getting stuck.
I don't think the AI's ever gonna get to a point to where it is literally as threatening as a 2nd killer player, as y'all make it sound like when we know full well it's not that great.
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@IlliterateGenocide said:
they both force survivors to hold w. or get hit.
but with artist she can injure quite quickly with her crow at a loop while the knight needs his guard to first catch the survivor than chase them and that can take quite a long time. the guard is also not able to move white setting up his trail.
idk they are similar but idk about if they are that similar
They don't JUST make you hold W. That's false. There's multiple ways to counterplay them. Believe it or not, you can loop them.
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@Zeita said:
https://forum.deadbydaylight.com/en/discussion/comment/3255410#Comment_3255410
SBMM screws everyone over tbh. casuals get punished
Casuals shouldn't care, else they aren't casual. You can't focus on winning or complain that you can't win, yet also claim to play for fun.
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@Sava18 said:
https://forum.deadbydaylight.com/en/discussion/comment/3255331#Comment_3255331
I think that is too broad a statement, if you are playing wraith vs equally skilled team regardless of build you should lose.
Exactly! Not only is Wraith not that good, but survivors on your own skill level should basically always beat you.
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@C3Tooth said:
You have to accept that your kill rate should stay around 50% at any MMR.
You can play fair and have 2K against equal skilled survivors.
Or you can go 4 slowdown, tunnel and totally dominate 4K at 4 Gens left to your equal skilled survivors.
Only to get 2K against far better skilled team.
Players like you is why Im really happy that MMR is about kill not hook.
2nd chances stack survivors escape when they should not, play against 4 slowdown tunnel killers that get undeserved kills. Let the sweaty play with each other.
Im happy sitting at mid low MMR doing 10 hooks 2K to play against another equal skill team next match. Most of these survivors use meme builds just like me.
In the end, both you and me get 2K average. Except I dont get stress.
He's playing to win, man. Nothing wrong with that. You may both get the 2k, but it's worse from his perspective because he's actually using strategy that's supposed to be more consistent in getting kills, yet he gets the same results as you who goes for random chases and builds because you're at low MMR and can get away with it. I see many big problems with this, mostly the idea that this community has about killer doing well, or how well they should do. They're all like "Getting a draw? That's a really good outcome!" Only in this game, man.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3255304#Comment_3255304
So This entire thread is about how you're surprised that playing in an unfun way makes people unhappy?
Okayyyyy.
Why is he compelled to care about the survivors' fun more than his goal of winning?