danielmaster87
danielmaster87
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- danielmaster87
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Comments
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Suddenly no fun for solo, after years of having fun?
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So guaranteed flashlights just aren't an issue to you? This over exaggerating of "survivors should just spawn on hook!" needs to stop.
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Maybe 5% of the Leatherfaces I've ever faced have face camped.
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@CosmicParagon said:
https://forum.deadbydaylight.com/en/discussion/comment/3247072#Comment_3247072
You didn't do it right then, you likely accidentally broke a chain on terrain, which spawns another chain. Random chains ALWAYS come in batches of three, unless environment breaks them; as far as I know there are no addons to change this, only to change chains spawned by Pinhead himself
In the Chain Hunt, it only spawns 1 chain at a time. Breaking a chain on the environment always spawns a replacement chain, and with an add-on Pinhead has, it spawns 2 replacement chains instead.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3246050#Comment_3246050
your playing against 4 no Mithers. the day killer complain about no mither. no traps are needed against 4 no mither.
So just play an M1 killer and expect to win? Not happening.
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@brewingtea said:
They should really balance killer to be a 70% win rate, NO WAIT, 80!
Any other disproven talking points?
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@jajay119 said:
This isn't game breaking.
Also, and ironically, yesterday I went against a Trapper who through stacking of regression perks and scourge hooks managed to get a gen I was working on to reduce from 80-90% to one 'pump' and then nothing twice. We got 1 gen done. Pretty annoying. Pretty hopeless.
It's swings and round abouts.
Wow, you or your team must have really let that gen go. Doesn't really happen against survivors who stop gens from regressing, or who don't give constant downs to the killer. The OP is talking about those kinds of survivors, not yours.
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@[Deleted User] said:
The gens are going to go quickly in a game like that, but those survivors also have no exhaustion perks or defense mechanisms against tunneling or camping. It's winnable if the killer wants to sweat that hard.
And he's supposed to just assume they don't have DS or OTR? And as if you can't loop or something if you don't have an exhaustion perk. The biggest thing he wasn't allowed to do was slugging, because they all had No Mither. So what is he supposed to do for pressure?
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@NODD3RS said:
idk u had franklins and they all brought no mither so skill issue should have pressured gens better
You do realize survivors with 1 health state can still loop really well? Franklin's does what against that exactly? How do you pressure the gens with 4 gen rushers without the ability to slug them because they've got No Mither? So many unasked questions y'all have.
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@Rudjohns said:
Clearly people playing together. Nothing can stop this
Just play the game, "lose" and move on
So if it's SWF, just accept the loss?
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Still my #1 realm I want remastered. But it's probably gonna be made worse anyway.
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Because they let her.
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Blight won't have a much higher power level than them if you mess up his add-ons.
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@Rudjohns said:
https://forum.deadbydaylight.com/en/discussion/comment/3246961#Comment_3246961
Lol? Every map has a corner and a god pallet like that
Which needs to change. The killer should be able to do SOMETHING to get the survivor once the pallet has been dropped WITHOUT having to break the pallet.
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@Sava18 said:
https://forum.deadbydaylight.com/en/discussion/comment/3246986#Comment_3246986
Why would I play anything else but blight? Most skill expressive killer and the most fun, he just happens to be really good as well. I mained 6 killer's over half a year before landing on blight, nothing else even feels fun compared to him in this video game. I do agree though, most of the killer's in this game are still weak. It's just solo queue combined with eruption and how bad most player's are in this game make those lower tier killer's playable.
But that's what I'm saying. They're not playable against survivors who know how to play. It's easy for people, like yourself, to play like 5 killers and say the game is fine. It's a different story to try and make Wraith, Pig, Freddy, Demogorgon, and weak killers like that work. Especially on console. It honestly feels like I'm the only one on these forums who does this. Because everyone is like, "Use any amount of gen defense and still lose, skill issue. Can't get at least 2k with Pig, skill issue. Lose a match that lasts at least 8 minutes, skill issue." Different games, clearly.
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@Jangles said:
https://forum.deadbydaylight.com/en/discussion/comment/3246986#Comment_3246986
I get beaten all the time, I just don't make excuses for making mistakes. What super secret group of survivors are you talking about? You verse the same people everyone else does. Its been confirmed MMR is a pool with a cutoff to keep new players vsing new players. The rest are chucked into the mix with everyone else to help with queue times.
Right, so your survivors get away with running Plunderer's and crap, and running around in circles waiting for the killer to chase them?
Look at this:
Not once was I in a position to tunnel or camp. Almost slugged 3 of them and pushed the 4th out too, but then 1 of 3 slugs got picked up and looped a single fence at Yamaoka's main building for like 10 seconds(?) because survivors move so fast and cut obstacles so tight, giving them enough time to get picked up, body block, and all get out. 2-3 Dead Hards, at least 1 Adrenaline as I'm about to down someone, and 1 was following with flashlight half the match, so after downing 1 I had to down a second, which lets them get picked up. Boons my hexes too so I never once got Pentimento. Looped the single rock loop by main building for like 45 seconds TWICE, with flashlighter/body blocker saving when they actually did make a wrong read for once. "Oh, but you're playing Wraith with purple add-ons." Wraith sucks, and his best add-ons don't change a thing. Unresponsive console controls as well. You try dealing with this under similar circumstances and see how well you do. Nobody could mentally withstand the average frustration I experience but me. You'd have to not care at all.
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Survivor sided. It's gonna take many significant changes to change my mind. 6.1.0 delivered on killer buffs that we should have been getting for years, but as usual the devs were intimidated into giving survivors equal or greater buffs, as well as ruining the least weak killer perks, defeating the purpose of the whole thing. That's just from a balancing standpoint. In gameplay, survivors can pretty much not be downed until 4 gens have been done, at least against 90% of the killer cast. Too many strong loops, second chance perks, and runaway gen speed will do that. As of right now, survivors should always win the war of attrition.
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@versacefeng said:
Don't worry You guys will adapt to these changes and move on as you always do.
Killers can’t relate.
We can. The difference is we go from the least weak stuff to the next least weak stuff. Survivors go from the most broken stuff to slightly less broken stuff. Take the post-6.1.0 meta shift for example.
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@legacycolt said:
Yes, I see an S-Tier killer named spirit that already has little counterplay using best add ons against survivors.
Poor solo q indeed.
Lol. How much lower does Spirit have to go for y'all not to call her S tier? No sound in phase either? 110% in phase?
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Here I was thinking I was the only one who got screwed over by auto aim. The way others describe it, you get a hit 100% of the time when you're in range to hit the survivor. Tsk tsk tsk. Not on console.
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@Jangles said:
https://forum.deadbydaylight.com/en/discussion/comment/3245683#Comment_3245683
lol this is insane. Killer is in the strongest spot its been since release. I don't want to talk about skill, but it seems like you really really struggle to get wins man. Everything is just grrrrr survivor make me angy.
If ants evolved to be 1% bigger, they too would be in the "best spot" since their creation. What's your point?
I do struggle, but my survivors are definitely better on average than most of the survivors people on these forums seem to face. I'll have a stressless game maybe 1/4 of the time at best. I notice that matches where I don't tunnel or 2-hook, or there's a boon(s) or a Dead Hard(s) present, I usually don't win. That's just a fact of life for killers, being at the mercy of survivors bringing weak stuff vs strong stuff. Survivors can suck at chase if they're efficient on gens. They can suck on gens if they're good in chase. If they're good at neither you've got a good chance of winning, but if they're good at both there's no chance of winning. Not even going to talk about SWF, which has obvious and crazy advantages over the killer.
The meta for killer against the best survivors is Corrupt/Deadlock/No Way Out, because they're the only guaranteed slowdown that don't require constant downs. The best survivors pretty much don't go down. So while Pop and Jolt are great and all (against survivors who constantly go down), they don't do much to this breed of survivors. They also show you how much potential the "killer sided" maps have for survivor. I rarely have an easy match on Dead Dawg for example, because they just mindlessly run to main building every time they're hit. I started experimenting with Enduring/Brutal/Bamboozle, to get the stupid pallets and windows out of the way, but to no avail against good survivors. Can't JUST 3-gen the survivors either, because they'll simultaneously be trying to split the map. Can't SIMPLY tunnel or camp someone out, because it's not as if they're giving out hits for free, and then they'll get body blocked or hide out the rest of the game, meanwhile gens are still going.
What's insane is how y'all don't see this. I'm honestly envious of you, that you either don't get these survivors or you find playing Nurse and Blight 24/7 fun. 90% of the killer cast is not in THAT good of a spot if you haven't noticed, stats be damned. Killer has a lack of skill expression, because basically everything they can do in chase gets trumped, brushed off, or made meaningless by gen speed.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3245416#Comment_3245416
Blight being bad on console is BHVR fault they have optimazed killers poorly for console. Console needs aim assist for hits and smoother movement for killers like blight, oni and hillbilly. Also all the tech should be made available for console like hug tech or Oni's 180s to make things more equal. Console survivors need few buffs as well to spin fast like pc survivors can but those are not as big problems. Other option would be remove crossplay and console players should only play agains't console players.
I vote for the first option.
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@dspaceman20 said:
What's the point of that short unsafe pallet in the green room. That pallet should just be removed
I suppose you could pre-drop it and loop the wall it's attached to so you can come back around, essentially making it a really long loop if you have a bit of a head start. It's the same thing you could do on Hawkins with its "unsafe" pallets.
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@Rudjohns said:
Just one of the most killer sided maps in the game. Nothing new
On what basis? The god pallet at the top of the stairs? The new area of the map where there's 1 hook total?
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@Roaroftime said:
https://forum.deadbydaylight.com/en/discussion/comment/3245644#Comment_3245644
The upgrades were only for killers, they changed a lot of decent pallets and made them into tiny loops that can be ran for max. 5 seconds against a decent killer. They also made too many pathways that weren't needed so it feels too open.
The map changes weren't made just for killer. I don't know how most people come to that conclusion. There are still super safe pallets, god pallets, and forced stun pallets. The god window at the bottom was removed; That is it. The map was made more open because it took forever for the killer to get to gens that they could hear being worked on through the walls, but also because bad survivors were constantly getting lost.
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@Alex_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3245666#Comment_3245666
Thats why the person opening the discussion wanted to buff killer afterwards... that litetally makes your comment unnecessary.
Funny. I've made the exact same argument before, but simply because I didn't list exactly what killer buffs I'd make, I was dismissed. So now I'm demanding the same, or else I'm not willing to hear him out.
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@foxsansbox said:
Look at all these contrarians being edgy 'n #########.
I found them entertaining and worth the time they cost me.
It's not edgy to not laugh at something that isn't funny.
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@BaschFonRonsenburg said:
Nothing you can REALLY do in that situation besides slug, if survivors don’t want to be picked up they don’t have to be. Go after the other survivors and leave them up there.
Which results in them getting picked up for free. Survivors have such dumb perk design.
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@Jangles said:
https://forum.deadbydaylight.com/en/discussion/comment/3245666#Comment_3245666
Daniel, By bringing solo queue up to the same level as SWF as far as communication goes you can buff the other weaker killers to compensate. Its a fairly simple concept. Not to disparage, you really need to start looking at balance objectively. The game needs to be fun for everyone, Right now solo queue with the recent changes and current roster and meta is incredibly unfun to play. Killer is not fun to play at higher levels nor at lower levels because its a stomp both ways. There needs to be changes on both sides.
Buff killer first then. I'm tired of survivors getting all the good stuff, and then anytime killer gets anything, survivors have to be appeased so they get stuff again. Notice the pattern. Any one killer buff, two survivor buffs happen. I also notice how the meta stuff for killer is always "OP", but survivor stuff is simply "strong", and how survivors' counterplay to the killer is always brought up but never how the killer can counter the survivors. Y'all won't be able to hide behind, "But solo is weak" forever.
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You can't. Any buff to solos will be a direct nerf to killers, especially the weaker ones.
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@KerJuice said:
I didn’t like it. The one before this was not funny either. That was the worst episode IMO. I don’t know how the quality dropped off so much.
I've never liked any of them.
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The killer.
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@HugTheHag said:
To be fair I feel like even Reassurance is lackluster. With only (and that's already optimistic) one person on the team having the perk, it hardly counters camping at all. 30 seconds once per hook instance is virtually nothing, when taking into account all the time it takes to go there without doing your objective, and then go back, it's basically useless. I'd much rather it having a much longer duration like a minute, and then deactivating in endgame collapse, rather than its current state.
You're buying 30 seconds for the whole team though, not just for the person who had to run up and use it.
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Not a fan of limited time challenges, and not a fan of them adding more levels to the rift. We reduced the grind, and now we're getting back the grind that we lost. Why?
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@Sandt21 said:
https://forum.deadbydaylight.com/en/discussion/comment/3245354#Comment_3245354
Thats a net nerf, no matter how you look at it, and it doesn't address facecamping at all.
You can call it a nerf if you want, but it's a more fun idea and it does address face camping. If you want to address face camping, you have to address the multi-man instadown. There's no other way.
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"We have no intention of making DS basekit." Plain and simple. Maybe dodging the question, but what he said came true. Any other game's community would be excited when a dev answers like that.
The hockey comparison was in poor taste, but we can't hold him to the fire just for that and a few other slights.
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@Roaroftime said:
New RPD Is just terrible the devs ruined a perfectly fine map yet won't fix problems people actually care about.
So the original was perfect, and suddenly in this version which is an upgrade in every way, it's ruined?
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@Eelanos said:
https://forum.deadbydaylight.com/en/discussion/comment/3245308#Comment_3245308
I think they mean those little obstacles right in the middle of the hallways of the left side of RPD. There's sometimes like a very small "wall", so to speak, where you can easily get hit if you're not licking the actual wall.
Just hug the wall then. Survivors can slide against them, almost running in them, with ease.
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@DY86 said:
Bruh if ur having this much trouble with a team of SWF, maybe ur not as high MMR as u think u are lol.
I mean, I’ve see. REAL high MMR players go on looooong win streaks. d3ad plays with nemesis, OTZ has a series dedicated to that. If im not mistakes theres a player with over 80 wins in their belt as blight. So it shouldn’t be that hard
SWF makes a big difference, I don't know if you know. High MMR killers can struggle with solos if they're efficient enough. SWF is like most of what they face though, and it's almost never easy, as most would have you believe. Some killer players like me try to make killers like Pig and Demogorgon work at high MMR; we don't get very far. Even with Blight, being on console mind you, struggling vs even average players is the norm. You are not required to be good at gens AND chase to beat good killers; just one will do, assuming your teammates are okay.
We might as well stop using kill streaks and escape streaks as meaningful evidence. They're the exception to the rule, and good/bad players being thrown into the mix is what makes or break them.
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Forget streaks. Bad stats.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3244579#Comment_3244579
On no you lose 10% of your games. What a real tragedy.
That's not what he's saying. He's saying that every 10th game was unwinnable solely because they were an organized SWF. His other matches, they were either inefficient solos, or inefficient SWF.
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My rework of him is making Speed Limiter/Iridescent Flesh basically how he plays. A non-instadown chainsaw killer.
There's a lot of his add-ons that I think support this playstyle. But you never see anyone use them because he just instadowns, hooks, end of story.
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So basically one of the people from 1000 Ways To Die.
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@Krazzik said:
Hopefully there will be less passive-aggressiveness and condescension from BHVR now.
I like how people thought that light spinning in a chair and folded arms was condescending.
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I've had many games where my teammates were moving around me before I could move.
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What loops are you talking about? I've yet to see a killer attack through, like they would a fence on Dead Dawg, unless you're talking about ranged killers.
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@OniWantsUrLocation said:
This game is not designed that way. You simply can't get 12 hooks without tunneling, camping, and/or slugging. The devs don't want you to get 12 hooks anyway. Their goal is an average of 2 kills per game. You say that you can't get 12 hooks against good survivors, but I would say that you usually can't get 12 hooks even against average survivors.
Preach.
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Yeah, not to be rude, but those people don't know what they're talking about. There's this idea that after 6.1.0, killers should never lose a game no matter the circumstances, and it's just not true. Freddy, Pig, and Clown didn't stop being Freddy, Pig, and Clown just because they got some light qol changes. They're still in need of qol changes as well as buffs. In a game where good Blights and Nurses draw against equally good survivors, the rest of these killers have nothing vs good survivors. "Oh, but if you just play good enough-" No. You cannot out-chase and out-gen the survivors who play efficiently. They don't have to fall for your mindgames, they don't have to waste time healing when they can push gens, and they can throw pallets like candy. The only way you're winning without camping and tunneling is if you do it accidentally, or you're getting 20-second chases max AND the survivors are being inefficient.
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/3245196#Comment_3245196
And why would you think this are the only options, especially if you suggesting its someones fault to begin with?
It's a popular sentiment.
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@scenekiller said:
https://forum.deadbydaylight.com/en/discussion/comment/3245196#Comment_3245196
Where did they even remotely mention it was the killer’s fault?
And “fault” doesn’t negate the bad and miserable state that solo queue is anyway.
Sorry. Sometimes you have to shake the tree to see what falls out.

