danielmaster87
danielmaster87
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3238153#Comment_3238153
Well we know that kill rate goes up as you climb MMR. So, bad killers are actually losing more to bad survivors, and good killers are winning more against good survivors. But I do agree with you, I think releasing the soloQ stats would decimate the already bad queue times.
I half-disagree. When killers and survivors play at the same level, except at the very bottom, survivors usually win. That's why nobody plays Nurse or Hillbilly or Demogorgon at the low or mid level, because when they do they lose.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/3238122#Comment_3238122
I answered the question based on the information given. Your response nitpicks how I presented it, not my conclusion.
And I didn't say die. It is clear she would rather be hooked than bled out.
You can't get through to them. You'll just get more of this:
@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3238106#Comment_3238106
And since the last Survivor downed in proximity of a hook struggles he deserves to get slugged for 4 minutes? What kind of logic is that?
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3238106#Comment_3238106
So she was bled out for struggling even though she could have been hooked..? So survivors shouldn’t struggle because a killer might give them hatch if they don’t?
If a survivor struggles and makes the killer think they can't get a hook, the killer can leave them on the ground. For any reason, the killer can leave them on the ground. There's no rules against it.
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I don't even want them to release those stats. We all know they're gonna be bad. Sadly, this community doesn't have the maturity or critical thinking skills to understand that the numbers presented factor in all MMR, meaning A LOT of survivors would have died simply because they were bad. They don't see that; they just take from it their "killer is fine/killer is OP" narrative.
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@BigDaddyPhilSwift said:
a lot of people also think that good solo queue or 2 man teams are full swfs tbh. a surprising amount of coordination can happen between survivors that have good game sense, even if they don’t have mics.
That's what I've been saying. I've been on solo teams, or had 1 SWF partner, and they gens went like we were in a 4-man. Also, the hook save/body blocking stuff has sometimes been flawless.
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@LylakLavender said:
https://forum.deadbydaylight.com/en/discussion/comment/3238088#Comment_3238088
But I wasn't in a dead zone
But you still struggled. Some killers will even give hatch if you don't struggle.
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Their first mistake is thinking that you "needing to camp and tunnel to win" is your fault. Play stupid games, win stupid prizes. People want to punish/remove killer strats/perks that reward going for multiple survivors, multiple chases, multiple hooks, and pressuring gens? Now they get to sleep in the bed they made.
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Well there you go. If you keep going to an area where the nearest hook is far away, and you're struggling and about to wiggle off, the killer's gonna stop bothering.
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7. Better than it used to be but I do believe there are still unwinnable matches.
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Are you struggling when they try to hook you?
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He'll get an equal number of times where he threw you into a tree and you slid past it.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/3237565#Comment_3237565
The nerfs were completely uncalled for except with slowdown add ons. Right now freddy is bottom tier imo
Honestly I!d rather they just cut their losses and rework him again. His current power is uninspired and has zero skill expression for either side
I don't like the "uninspired" angle. Never have, never will. We were in awe when his rework first came out. Only later did Freddy suddenly become "a boring killer," which was said by the very same people who thought original Freddy, who was more of a hassle to play and more basic in every conceivable way, was "a fun and unique killer." His current power, if not for the nerfs, was fun and unique. His snares aren't Clown bottles; they can be set like traps or during chase. His teleport isn't a Hag phantasm; he can cancel it and use the same tp locations throughout the match. His dream world/clocks are unique; we should at least be able to agree on that. Another rework is just gonna kill off a killer as we know him, again, it's gonna take too much time and effort, and the devs play too safe with their killer designs so he'd be weak still anyway.
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@LastTourniquet said:
https://forum.deadbydaylight.com/en/discussion/comment/3234589#Comment_3234589
This is a good idea in theory, but what if you are in a 3 or 4 gen situation and the killer has kicked them all?
Or what if you are in a 5 gen situation and the killer has kicked the 3 gens closest to each other in an attempt you make you exclusively only do the other 2 gens to create a gen for later? Its really silly that a Single perk has the ability to create a 3-gen so effectively with little to no thought from the killer. They don't even have to baby sit the gen after kicking it, just set and forget.
I think y'all are underestimating the amount of time the killer would have to spend walking around to kick each gen, giving survivors a free lead btw every time they do that, to even get to that situation. You 100% can do gens faster than the killer can kick them and then down someone with Eruption. Are y'all just going down to the killer every 30 seconds or what? You should know that when the killer has a 3-gen, you cannot afford to go down, and that's your misplay to make. I don't even want to go into the (in your minds) ever-present ideal scenario of a 3-gen, that the survivors were somehow unable to stop, where every single pallet is gone as well. Regardless, the scenario you're describing makes the survivors have to weigh whether they want to stack on gens or push multiple individually, because if they're pushing multiple, which they should be, the killer has to spend time kicking those gens again every single time before they down the next person, and in the time they've done that, how much progress have those gens made? I swear I hate arguing about 3-gens, because y'all make it sound so effortless.
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@Okonar_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3230810#Comment_3230810
Downed a survivor in a corner (swamp map) and there was no hook anywhere close to get the kill. It cost me the game, but I guess skill issue :D. The other day got 3 downs in the same area during endgame and couldn't hook one of them and he just crawled to the open gate and there was nothing I could do, but skill issue XD
Exactly. And when base Unbreakable comes out, they get free get-ups from that. The whole argument of "it's the killer's fault" on this issue is based on the false assumption that you have complete control over where you hook people. You don't. If they go down on one side of the map, you can't make it in time to hook them on the other before they wiggle off. That applies to less extreme circumstances as well, because for many patches now I've sometimes noticed that a single body block stops me from hooking people, because the nearest hook sucked from how far it was from me. "You just need better hook management." Why should the killer have to worry about that on top of everything else? We can't even get an individual hook counter. The amount of things killers are asked to juggle mentally and physically, survivors are asked to do nowhere near the same.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/3236440#Comment_3236440
Honestly looping an m1 killer is way less interesting than someone like huntress or billy since they provide unique counterplay to me
freddy is basically a vessel to put 4 strong slowdown perks on and that is beyond boring to me
He would be more interesting if we reversed his nerfs, because he could have impactful add-ons and use strategy to pre-snare strong loops, but we know that's never gonna happen. I'll especially never understand why the devs gave the clocks additional dream invincibility, basically denying Freddy the use of his already-weak anti-loop.
How does Freddy specifically benefit from 4 slowdown perks? He can teleport to gens, big deal. With that, he pushes 1 person off and chases them, and another person comes behind to finish the gen or at least stop it from regressing. Then when they're all done he doesn't even get it anymore. People really don't understand how weak his teleport is.
I once suggested that he not have such a brutal cooldown from accidentally tapping his tp on a gen and then cancelling. The response? "Then he would have free pressure on a gen at any time." Wrong. They forgot to connect the dots and realize that he has to physically hold the tp button down on the gen for a couple seconds to teleport to the gen, making tapping it over and over a meaningless action. You don't let go of the gen unless his appearance time is indicative of him committing to the action.
Does he benefit from Eruption, Call Of Brine, and/or Overcharge? Yes, as does every single other killer. Same with Pop and Ruin which there's really no point in using anymore. In his current state, using any combination of perks and add-ons, the only players he's "oppressive" against are the bad ones. But that's not gonna stop people from arguing the same old "he's fine."
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@Whoudini said:
https://forum.deadbydaylight.com/en/discussion/comment/3235736#Comment_3235736
Oh nah, he is still like D tier, its just he is easy to play
That's why I think it's pointless to talk about how easy a killer is or how much skill they take, because simply calling that into question is kind of a cheap way to talk about, but not really talk about, how balanced they are. For example, "Spirit is easy to use, because headphones, therefore OP." but the moment you talk about survivors having control in chase through mindgames, they don't want to hear it.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3236349#Comment_3236349
if youre getting looped as Artist or Dredge, youre doing something wrong
Wraith and Wesker can be looped, but usually dont over commit to chases
So you've never had a survivor correctly guess when you were gonna use your power?
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/3236349#Comment_3236349
You write "killers who are easy to loop", but then list multiple killers that have anti-loop in their kit and are countered by shift w instead of looping:
Pig ambush can outplay loops, and is countered be leaving the loop (shift w)
Artist can injure / down you insanely fast when you try to loop her, thats why you shift w.
Dredge can outplay short loops with his remnant, but is countered by shift W
Wesker and Demo cannot be shift w'ed so easily, since they can catch up fast, but they still have anti loop in their kit.
The easiest killer to loop is Myers, by far. He has nothing to help him, apart from faster vaulting.
Right, but have you used those to great effect against survivors who know what they're doing? X to doubt. Pig's ambush, they just run away. Artist, they hold forward (as you said!). Dredge, as you said, but don't forget you can bait his tp to the remnant or destroy it, and his locker tp isn't even true anti-loop. Wesker and Demogorgon can option select, but when the survivor has any kind of lead, the killer has to commit hard or they don't get a hit with their power, which basically gives the survivor the option select instead. Myers' problems are shared by more killers than y'all realize, and they don't even have instadowns, or if they do it's a slow charge up.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/3236349#Comment_3236349
Does anyone actually like fighting Freddy? He’s extremely boring for both parties imo
I know he's boring for killer, when you can't hit anybody because he has no pre-placed snare potential anymore, and he's just M1. Survivors have a blast playing against him because he's so easy to loop. They think that using a clock or missing a skill check to wake up, then dominating Freddy in chase because he can't use what little anti-loop he has on them, is skillful and is just them being really good at looping.
I just hate stealth killers like Freddy sneaking up on me. You know you can loop them like nothing; they just get the jump on you for a quick first hit sometimes. Also, teammates completely crumble against weak killers like him. No idea why.
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@Gwinty said:
https://forum.deadbydaylight.com/en/discussion/comment/3235744#Comment_3235744
This sounds stupid, but I think I grinded my "bad Killers" down enough to still play them.
I get matches where I am helpless but those are only the most atrocious maps. Most other times my time as Ghostface, Myers or Sadako is fine. However I see a big difference between these games and my Oni games, where I take it more serious.
However I still think that "hook grabs" are pretty much a dumb mechanic on healthy survivors. I know what you mean by conga line and how it would put a Killer at disadvantage here. However I would take this because it would put a dent in hooking and the "defending the hook" moments are usually more exciting for me: The scenario where I defend the hook against the "swarming" survivors.
To hinder camping I think removing the grab would be fine. This is only a small nerf to Killer that I can live with.
All of the maps are atrocious for killer. The only exceptions being the times where you get insane deadzones on Suffocation Pit and Azarov's Resting place, which I seem to get exclusively when I play survivor. I don't know how you find defending the hook exciting. What are you saying? Removing hook grabbing "a small nerf" for killer? No, it's a huge nerf. Survivors could literally run up healthy, get a guaranteed hook trade, and often times that's the game losing play for you. You can't afford for them to just hook trade, because you will lose. What they do is they sit on a gen for 45 seconds, come over and unhook in the last 15, meanwhile you just sat there. It's a net loss no matter what, so why you would think that them hook trading for free is fine speaks to the caliber of survivors that you get.
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I'm not even gonna bother arguing with the false conclusion from the stats, but you were not getting consistently better teammates before MMR. It's screwed up, I get it, but if you can just win enough you can get to the magical place called high MMR where you actually get consistent good teammates. You were lucky to get a good enough team to beat a 5-blink Nurse in maybe 1/100 matches under the old system. Killers do still mindgame you, which is how they got you on hook in the first place to camp/tunnel you. They just can't do that all match or they lose, so they figure why not go for the more consistent win strat of camp/tunnel? It's not cheap or malicious; it's just a way of playing.
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@Piruluk said:
Well stats proving if survivors like to play against a killer that means the killer is very weak, demo among the weakest killers. No wonder I almost never saw it even when was available to buy
Killers who are easy to loop are fun to play against. I've seen this with Wraith, Freddy, Pig, Demogorgon, Artist, Dredge, Wesker. Once you find the counterplay, it's just execution. You don't put yourself in a disadvantageous position, they can hardly use their ability on you.
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/3234603#Comment_3234603
Following your logic would imply that killers just want free kills. You're not entitled to a kill just because it's endgame. If survivors get the rescue and escape, then you should've played better. If survivors fail to get the rescue and end up dying because of it, then they should've played better.
Either way, there's no such thing as a "free escape/kill", and hook grabs on healthy survivors should be removed from the game. It's not like killers are out here every game getting hook grabs enough for the removal to be a big deal.
It's less about it being free and more about what you're trying to do, which is false equivalency. It's not hard for survivors to get that unhook, but it's very hard for the killer to prevent it. The killer hits 1, they run away, and the others block, boom they're out. You're saying the killer should play better, but you're referring to earlier in the game, not in the moment. There's no version of "playing well" from the killer's end when it comes to people hook bombing or doing what I've explained above, because all of their options are risky or literally lose-lose. The killer would have had to injure people beforehand and hoped that they couldn't heal up in time for a hook bomb, or pushed them out, but neither has anything to do with what the killer can do, in that moment, once the grab baiting situation arrives. I just wish it was more 50/50, because it definitely isn't.
You have to know what to do in those situations as survivor, so that takes some skill, but the killer can know exactly what they need to do, they do it, and it still results in everyone out. You can't walk through survivors once they body block; you have to hope that they mess up a lot. And this has existed since before the free BT/Hope off hook. Regardless of the "free kills/escapes" argument, do y'all not see how killer guarding hook in endgame is disadvantageous for the killer, not the other way around? Can you at least give me that?
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3235816#Comment_3235816
Oh, I thought that part was some kind of lag. xD
Oh gosh, I could not imagine having slowdown like that in this game.
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Wraith. He's fast, so you'll be getting into chases faster than anyone else, which is what you should be practicing starting out. Trapper, Hillbilly, Nurse, and Huntress are great and all, but the way they play is very different from the standard M1 game.
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I see it in my lobbies all the time.
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In before "Trapper's viable now."
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I'm pretty sure it made your pallet stuns, kicking, and attack recovery take longer. It's why I used Artist to do it.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/351466/noticing-that-there-are-a-lot-of-bans-whenever
Sometimes it brings a smile to my face and I go, "Yup, that person was just a matter of time."
I know, right?
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I just wish it was consistent. He either pulls you through like 3 things because you somehow didn't get caught on them, or when you're the one playing as him the survivors get stuck on a single little thing.
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Stop healing against him. Push gens while injured. Split up on gens. He can't down you with his power, and if you heal he gets an instant health state AND deep wound every single time he sees you. He's one of those killers that people should have no trouble beating, but they do.
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Really? No other game puts bad players and good players in the same lobby this consistently. There's got to be a better way.
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I don't believe you're getting a cheater every other match.
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The event, yes. It's nowhere near as complicated as I thought to get your 15 and then another 15 points into the voids. But everything else happening at the same time, no. There's a DC every other game. Solo teammates who make matches 10x harder than they should be. Survivors you can barely land a hit on as killer. If I didn't have the limited time challenges to do, on top of the normal ones, I probably would just get on, do my dailies, and get off.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3234594#Comment_3234594
It's because when they move sometimes there hitbox doesn't like up with there modle. It's why 360s work.
It's still not right. Just another second chance after the killer spends potentially 60 seconds in chase just to get the hit on them.
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@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/3234603#Comment_3234603
If you don't have a kill before the EGC that is on you. If you have a kill before EGC, then hook another survivor, securing that next kill is super easy unless you hooked them right next to the gate.
If you expect a free kill in EGC, that's unreasonable.
Healthy hook grabs promote bad, skilless gameplay. It should be removed entirely, but I would be completely fine with keeping healthy hook grabs after the gens have been completed, but removing them before the gens are done.
What's unreasonable is how y'all are talking about killer in general. Not everybody plays Nurse and Blight. It's easy to get at least a kill before endgame? I think not. What's Freddy gonna do? Or Pig or Clown or Sadako? These killers don't have anything. People can easily pre-drop pallets and have all the gens done before someone's out. It's on me in a way, because I picked a bad killer, but that needs to change, no? As soon as a survivor is on hook and there's at least 2 others alive, it's a free escape without instadowns. They just bait getting hit, the game never gives you the grab, and then everyone conga lines each other. Y'all can keep pretending that that's not what happens all you want. Go ahead and side with the guy who says, "You need 3 healthy people hook bombing to get someone out in endgame."
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@Whoudini said:
Freddy has historically had a high kill rate, its probably because he is one of the easiest killers to learn and his dream world means he can sneak up on noobs quite easily.
But that doesn't mean he's strong.
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Well there you go. The stats aren't reliable to what people are trying to prove, because we know that killers like Freddy and Onryo are weak at the top.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3234598#Comment_3234598
But everyone isn't still running it. We've seen the dev's stats, Dead Hard's overall usage went down by about half. This is also corroborated by that one stat-tracking site, as mentioned earlier in this thread.
Any one player's experience is anecdotal so mine is about as meaningless as yours, but for the record, I've absolutely seen fewer people bring it in my matches. Much more Lithe and Sprint Burst than before, and about the same amount of Balanced Landing or Head On.
Aren't you lucky? Survivors who know what they're doing though are bringing the best exhaustion perk, as before. And as before, it's still Dead Hard. No distance, but still free mindgames, option selects which are new, sprint burst from getting hit, and a mere 40s of exhaustion. I don't see the downgrade. Good luck beating 4 of them.
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They still haven't learned since Plague and the chainsaw killers' emblem problems from back in the day.
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Have you played him?
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Eruption is one of the few perks that reward the killer for downing someone.
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Yeah, they need to fix that, getting grabbed after the unhook. It affects both killer and survivors.
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Killers would be fine with just getting a hit if that didn't also result in everyone getting out, despite the hook being like full-map away. Because as of right now, hitting someone when people are hook bombing, in endgame, leads to everyone getting out unless they make a huge blunder. People conga line body block, even the unhooked person because base BT is totally just for their protection, and even if you get the down in the exit area, body block and heal tech time, same result.
If the killer hooked near a 99'd exit and didn't try to push anyone else out? Sure, the survivors deserve to escape. But otherwise, it's a free escape that really shouldn't be one. That's why grabs have stayed.
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Nope. Everyone still runs it. Is it shocking that matches where 3-4 people have brought Dead Hard are like 10 times harder than normal ones?
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@Pulsar said:
Y E S
The Dead Hard nerf has genuinely been one of the most well-designed changes that BHVR has ever done. The perk is still good after it's changes but it's actually fair and takes skill to use.
But people are still bringing it every single match, on every team, like they were before, so we've still got a problem.
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The hits have been wonky forever. Your weapon practically clips through them, but because they spun, sudden invincibility. Or aim dressing rollback.
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@sizzlingmario4 said:
Probably because the blight serum is better and generally has more of an impact. Survivors generally don’t expect it until they see it and can be caught off guard by it especially on a killer they otherwise wouldn’t expect to catch up quickly.
The refined serum isn’t really that good and destroys the medkit for a temporary speedboost, part of which you’ll likely waste by stopping long enough to use it. Honestly I don’t think it’s even worth it unless you stack a syringe with it or something.
No. Blight Serum does more harm than good a lot of the time. You get 1 rush, and another after hooking someone, and then you're a 1-add-on killer when most are add-on dependent.
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Try not to work on gens you know the killer has kicked, or if you know he's chasing an injured person.
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@Marigoria said:
People who hide all game are part of the problem, that includes you now. Congratulations on continuing the cycle of making solo miserable.
The bad challenge design is also to blame.