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danielmaster87

danielmaster87

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  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3233045#Comment_3233045

    I dont think shes the worst, unlike alot of people I dont follow content creator opinions I have my own. Like everyone loves to talk about that one sadako main who won in a comp with a 4k yet ignore the fact when that same sadako went against a good comp team (like actual top player comp) they lost every game never achieving a 2k.

    I just dont like people using one thing to support their argument while ignoring other points as it dont suit them. Like just because the stats says shes top 6 doesnt mean shes in a perfect spot, admittedly I dont think she needs lots of changes but she still needs them and it's why I hate stats because every picks and chooses then makes up narratives why that's the case when in reality we dont know...

    https://forum.deadbydaylight.com/en/discussion/comment/3233298#Comment_3233298

    Wrong and wrong. I dont use stats at all to justify anything because I understand the variables in them unlike most people.

    I'm also a survivor main, but once again you're just assuming because it suits your narrative. BUT WHAT A SURVIVOR MAIN WANTING KILLERS BUFFED? yeah... I'd like to see the weaker killers more often but fact is they dont stand much of a chance despite what the "data" shows. I like versing all killers (except trapper, and hag at a push). But so many killers are so rare to see for me and if I do see them with a team of my skill they dont do well at all, it's why if I do see them I usually have a weak team as well (barely on gens or able to loop).

    https://forum.deadbydaylight.com/en/discussion/comment/3233504#Comment_3233504

    People will use the stats to twist whatever narrative they want and it's why I'm against BHVT sharing stats like this now. I can only hear X killer needs a nerf or something like slinger wasnt nerfed enough. The easier the game is made for survivor the worse it gets for good survivors, like sure if I was someone who enjoyed "bullying" killers as they say I'd like easy games but I'm not. I like the challenge, I like having to think and outplay the killer for as long as possible knowing I'm not meant to 1v1 but just buy my team time...

    Sadly half the community wants easy brain dead games so bad and inefficient players can still win far more than they lose.

    They're actually delusional about the strength of most killers, like hardcore.

    I pull my hair out playing Wraith even with his best add-ons (Windstorm and uncloak speed) because survivors who know how to counterplay him are in absolute control at even the weakest of loops. But then people say, "He's not weak." He was weak before his nerf, because the counterplay was pretty much the same. He can't hit you without first uncloaking and slowing himself down; that's what people fail to take into account.

    Hag, people say, is a top killer or a super good killer at camping. How so? Because survivors can literally trip a trap, and because of the delay even on instantly teleporting, they're already running and so you have to chase them for like 5 more seconds as a 110%, defeating the purpose of your ability entirely. You can get around it, kind of, by placing unexpected traps around corners that snap their camera, or using Rusty Shackles which I don't even think is really playing Hag at that point. But there's basically zero counter to someone harassing and breaking your web of traps. You end up not being able to chase let alone hit anybody because you simply can't do that as 110% Hag.

    Pig. Do I even need to say it? People overrate her like crazy. They say, "You JUST put the trap on" or "JUST put the pink Video Tape on" and suddenly, "you're good." She's an M1 killer. You're not even gaining as much pressure by putting head traps on as you're losing by picking this killer. Many times, you'll get screwed out of using all your head traps because the gens literally got done that quick. Her dash ability is basically a worse Wraith lunge, so don't even bother. People say, "Just tunnel the guy with the head trap for a free 2k." How's that? If you're chasing the guy with the head trap, you're chasing the 1 guy you'd otherwise have passive pressure on. Sure, it's a tough situation for that guy, but you're basically throwing the game to get 1, making you a worse camping Leatherface.

    I don't think most people play killer to this depth. They don't experience these issues because they're either facing bad players, or they're using like the strongest possible stuff. Of course Pig's gonna seem decent with Video Tape, Pain Res, Overcharge, Eruption, yada yada. But play the killer with their weaker stuff, and you'll struggle to get a down vs good survivors. If you just learn from experience, you know this.

  • He's not good enough. An M1 with teleports (obviously different from Nurse blinks) is still an M1.

  • @adsads123123123123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3233492#Comment_3233492

    That's only the case for the all mmr stat, but it may be different for the top 5% survivor stat. The top 5% stat for killers and survivors would only be the same if both were always facing similar mmr opponents. However, this isn't the case as the soft cap also allows survivors to face significantly lower mmr killers.

    If we're assuming that survivors aren't being put with same-MMR killers... wouldn't that make the killer stats invalid as well?

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3232713#Comment_3232713

    Can no one read...

    Sadako was near the top for ALL MMRS, not the top mmrs..

    "Therefore she's better than Nurse!" is what people are trying to gather from that.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3233476#Comment_3233476

    Because the extend of the match for another min favor killer?

    Then that's not just info.

  • Their stats would be 100 minus the killer's kill rate.

  • How does Pig specifically tunnel better? Yeah it's harsher on the person with the trap on their head, but if she's tunneling them, what is she getting from her head trap? If you're tunneling the 1 person you'd otherwise have passive pressure on, and not bothering other people instead, isn't that the objectively worse play?

  • @C3Tooth said:

    Pinhead: 30sec wasted is only the time you get there, you have to spend another 30sec to get back to your Gen.

    And your team lost 2/3 of a Gen progressing just with a single box.

    And killers said info doesnt matter..

    Because how does that info help you get a down?

  • Do you have to play as the specific killers or survivors to get their cosmetics from the voids?

  • @xni6_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3233102#Comment_3233102

    i dont play hag without rusty shackles so i cant relate. i thought you were saying that they needed to fix hag snapping peoples necks tho and i was suggesting that if they make it so if their camera doesnt snap something else needs to happen

    Yeah, I really don't like Rusty Shackles because you're barely playing Hag at that point. When people say X Blight add-on or something "changes the killer's power", it's usually not. Rusty Shackles is more the type of add-on they're talking about.

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230896#Comment_3230896

    It does excuse it. It is SUPPOSED to delay you. That's the point of the trap.

    I don't think these people play Hag.

  • @xni6_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230872#Comment_3230872

    yeah.... they should do something to make it less like your neck is being snapped when you trigger a trap in the same update that they do that tho

    Y'all misunderstood me. Hag needs the camera turn or else she doesn't get the hit. Play her. See how hard it is when survivors movement exploit and trip the trap without getting their head turned. You're legit starting a chase, as a 110%, from scratch. That's not good.

  • @xni6_ said:

    i think its meant to exist to add to the jumpscare

    fun fact: you can abuse it by running facing behind you so if you trigger a trap you instantly 180 and are out of range of her lunge even if she teleports with scroll wheel

    Which is stupid and needs to be fixed.

  • @IlliterateGenocide said:

    Some game it happens and sometimes not for some reason. idk

    This is something I've been complaining about for a while.

  • The windows on Haddonfield were a massive oversight. Every one of them is a god window or psuedo-god window. You can barely catch people at them even with Bamboozle/Superior Anatomy, because then they still have the other windows, which you can't vault or else the other one unblocks, but sometimes not vaulting them makes you drop chase for a split second and lose Bloodlust. I can't understand the design concept of that map.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230626#Comment_3230626

    tbh if a destroyed hook from a survivor dying loses you the game. that is 100% a skill issue

    So turn into a 3-perk killer, off of something that is completely up to RNG, and that's a skill issue? Do y'all hear yourselves sometimes, I mean really? Skill issue this, skill issue that, but y'all don't have anything to justify why it's a skill issue. It's hooking, which you have to do. There's no skill in that per se, but there shouldn't be. And news flash, anybody can lose off of losing a hook spot, which I shouldn't have to explain.

    You want to punish killers for hooking on a certain hook, but you would lose your minds if we said to survivors, "Your gen-related perks deactivate if you did too many in a certain area. Skill issue, btw." The only reason this is even up for debate is because it's already in the game, so it's accepted as normal. Not a survivor-sided, unnecessary mechanic, which it is, but normal. If destroyed hooks on death had not been a thing, and were introduced as a new mechanic, there would be mass outrage because it's an absolutely outrageous mechanic.

  • @Lost_Boy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230676#Comment_3230676

    He's not really that clunky on console. I think he plays pretty well on Xbox series X.

    You're holding down like 4 things at a time with your hands, and his ability is fast, and it gets caught on things easily which results in a complete momentum halt. He's pretty clunky.

  • @Konnor24 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3220718#Comment_3220718

    Thats assuming people are running those perks

    Thats a really crappy argument. You have to waste perk spaces to protect against tunnelling. Shouldnt you be using the 100 options of perks to increase your enjoyment of the game? Then killers whinge and cry about survs using the same perks over and over. Well if there wasnt so much tunnelling and camping, maybe they wouldnt need to?

    You are also basing this on playing in a 4 man. Most solo/2 & 2 games you do not have team mates taking hits for you or going out of their way to save/take hits. Half of the time you are left on hook until phase two anyway.

    Your argument has no merit

    They don't have to waste perk slots. They have BT and Guardian for free. If they want extra protection, they use the perks. And solos can still body block. They can do a great many things. They just have to be smart teammates, which the MMR system doesn't give us, because it's based off of kills and escapes, which is what has pushed camping and tunneling to be meta.

  • @GooseMan said:

    If only someone could foresee that nerfing perks that reward spreading pressure will result in tunneling increase.

    I know, right?!

  • He takes some getting used to. Always gonna be somewhat clunky on console, but then you just use your M1, like how you can't use Blight's power everywhere.

  • @OrangeBear said:

    Personally the matchmaking has felt extremely broken ever since 6.1.0.

    I think it's because there is a lack of survivor players.

    It's because the matchmaking system is broken.

  • Love the casual implication that the killer would easily have a 3-gen AND managed to hook someone in it, like the survivors can't avoid any of that. Or that Trapper or Hag can have nothing go wrong for them once someone is on hook. Never gets old.

    But yeah, we get yelled at for camping when the balance of the game pushes us to do that, which we get yelled at more for.

  • @Viciusaurus said:

    My only gripe is being able to steal Rift energy from one another. I understand it's for more interaction between killer and survivor, but it isn't panning out well from my experiences.

    Why couldn't we have had "do X thing in a trial" and you get the cosmetic in post? That's what they did for the Masquerade thing. Why make it so complicated?

  • Never underestimate her time to down. The fastest non-instadown downing potential in the game, point-blank M2 into M1/M2.

  • Just as I thought. It involved cheating out hook states, because there's no time to get 12 hooks or even 10. And I'm assuming these weren't landslide matches for you either, as in there was 1 or no gens left when the final person was sacrificed. Imagine if you spread the hooks out, as you might have done in your list matches. There'd have been 3 and 4 escapes each time. Camping and tunneling is a shortcut that you have to take against good survivors, because otherwise you literally won't have enough time.

    Some people think you don't have to 2-hook and 1-hook people, that you'd have more pressure going after everybody than camping til 2nd stage. I recently heard someone say that hook trading is in the killer's favor: yes and no. If you hook trade, you're getting another hook, but even if it's a Pain Res hook or something, nobody is dead still. So it happens 2-4 more times, nobody's dead, and then the gens are done, because what smart survivors do is push gens, wait til the last second, and get the survivor off hook even if they hook trade. That scenario is more beneficial to survivors than letting someone hit death hook earlier, because nobody's dead and everyone can push gens til the last possible second before they go for the unhook. The gens will get done from that happening. If they're not, the survivors are doing something wrong.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230443#Comment_3230443

    Yes, because Scourge Hooks can be very powerful.

    Getting rid of them while not destroying the Hook after a sacrifice seems like a good compromise

    Right, and then you're gonna say that it's a fair change because, "If someone's dead, you're already winning." As if good survivors can't still get 2 or 3 out in a 3v1, or as if the first person dead is at like 4 or 5 gens left. What if it was the only scourge hook that was in range? You just lose your perk for doing your job, like with Ruin?

  • You should be able to mash and warp through the killer to get the hatch. It's happened to me a couple of times.

  • MMR just decides to not work a lot.

  • @CookieBaws said:

    Yea, i don't get stealing either, it's feels toxic for some reason.

    How is it toxic if you can't even define the reason?

  • I also want the blighted skins to be available for shards.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230273#Comment_3230273

    Ten seconds of basekit BT is too strong. The devs addressed the survivor's gripe that there is too much tunneling but did not address the killer gripe that gens go too fast. Base kit corrupt should have been given to the killer. And then you could change Corrupt Intervention to be a "mid game" lock out perk that triggers after a new set of conditions.

    It's used exclusively for body blocking as well. We called all of this.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230426#Comment_3230426

    I don't think this is a massive issue but I do agree that it doesn't make much sense to have it anymore.

    Maybe if a Survivor is sacrificed on a Scourge Hook, it'll lose its Scourged status?

    Still punished for hooking.

  • Silent survivor footsteps on sand or snow.

  • @SOULWARRIOR71K said:

    Hooks breaking after a survivor is sacrificed on it. This outdated mechanic unnecessarily creates deadzones, which thereby forces slugging. If basekit unbreakable ever makes it to the live servers, this will be a nightmare.

    Before someone cries, "Skill issue!" as they usually do on this specific topic.

  • I second this. Several killers are silent or practically silent on approach, if they have Tinkerer or some other stealth ability, like Myers, Pig, Freddy, Plague, Artist. Why not equalize the sounds?

  • @Ghostofsnow said:

    https://forum.deadbydaylight.com/en/discussion/comment/3229994#Comment_3229994

    you mean like waiting out and trying to bait a hit so i don't get hook grabbed in a face camp unhook scenario? that removes all healthstates instantly is base kit and somthing i have no control over outside of having more than one person around while the hooked player likely gets sacrificed since the killer isn't the one on a timer

    That's a separate thing than being punished for normal hits, which you have to do to down the survivors, but it's still dumb in its own right. You're supposed to be able to react and instantly grab once the survivor turns their head, but the game's like, "Nope!" Apparently they let go on time and don't mess up, 100% of the time.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230069#Comment_3230069

    You have to think when to lunge if survivor has dh. It's just another mindgame and on console you have to think even if they don't have dh how to lunge as they can 360s you attack so good if pc players have to think sometimes too.

    That's my problem with 360s too. You have to wait to attack when you're clearly in range. It's exploits disguised as techs, and unskillful perks disguised as skillful perks, because what you're doing is denying the killer a hit when they were in range, when they timed the hit right, after they'd gotten past all the loops, all by pressing a button or spinning your camera.

  • @SMitchell8 said:

    Oni is absolutely fine on console. Can't 180 spin but can 90 around corners. Trickster isn't controller friendly but it wasn't awful when I played him on release. Pinhead was awkward, but again, with practice he'd be fine.

    No, you just have to perfectly guess where the survivor's gonna go, or they screw you out of your power hit. It's why I never play him. You have no reaction time or deviation from your initial hit direction in his power on console. It's way too clunky. Pinhead is almost as bad the moment someone starts dodging your possessed chain.

  • @ACleverName4Me said:

    https://forum.deadbydaylight.com/en/discussion/comment/3229869#Comment_3229869

    Majority are killer players? That's a good one. No. There are waaaaay more survivors in this game, the forums, Twitter and every where else whixh will always mean they are the first and the loudest whiners.

    I'm only complaining because dead hard is unfair like nurse or getting hit by a flying truck in the form of a huntress hatchet even though you are hidden entirely behind a wall. Not to mention it's unfun like old hatch stand offs or getting trapped in a corner until you have a murder of crows above your head.

    Its unfun because killers are STILL waiting for dead hard which means that survivors can still make it to a safe window pallet or get a body block.

    I'm not adapting I'm doing the same thing before the change.

    This. I want to lunge. Why do I have to wait for my attack when I'm in range? It's stupid. The only thing survivors have against this btw is, "So you just want to carelessly lunge?" demanding skill and counterplay in the simplest of functions, even basic attacking. It's sad.

  • @dspaceman20 said:

    I absolutely cannot believe people are still complaining about Dead Hard.

    Just adapt

    Those option selects at the windows and pallets? Sure.

  • Me, but I prefer killer.

  • @HectorBrando said:

    Main event is so strong in open field you can down 3 Survivors easily, I know because Ive done it, do you want to press a button and get a guaranteed down in every single situation?. And Wraith isnt weak in the slightest, the burn mechanic can be easily bypassed by straffing or zigzaging.

    This thread sounds like a "git gud" problem to me.

    Wraith is so hard against players who know his counterplay. Are you kidding me? The burn mechanic is stupid in itself, and what you're suggesting, zigzagging, only works to an extent, because at some point you need to uncloak which means standing almost still. He is nowhere near Nurse or Blight's level and can easily be beaten by solos. That's the skill issue, y'all acting like he's some kind of strong killer.

  • I've always said that Trickster's main event should make him 115% and able to vault windows. Otherwise, literally what the OP explains happens. Survivors go behind 1 rock or wall, and you can never hit them again as long as you're in main event.

  • @Yung_Slug said:

    Clearly they were the better player.

    Because if they didn't escape, "was it really a skillful play"? Therefore, escaping MUST be skillful. Obviously not true but these survivors don't seem to be in on the joke.

  • @Archol123 said:

    I love how basically every online multiplayer game has some sort of voice chat, but people over here come up with the most stupid reasons for why not to have voice chat...

    If people annoy you with loud noises just mute them, works in every other game with voice chat as well...

    In addition to voice chat why not also have pre set messages on a chat wheel so those guys who don't want to talk or maybe don't understand the language of there teammates can still communicate with them in some way...

    Just because one attempt to solve the issue does not completely solve it doesn't mean it's not a good idea in itself.

    I know, right?!

  • @SmarulKusia said:

    https://forum.deadbydaylight.com/en/discussion/comment/3227269#Comment_3227269

    You're saying this as if survivor buffs aren't met with nearly the same reaction, if not at times, worse. The game has been getting patched to be more killer-sided since 2020.

    They entirely reworked maps in favour of killers, removing infinites, sizing a bunch of maps down, removing pallets/windows on top of adding breakable walls. They nerfed the meta perks for survivors (to switch up the META). Nerfed items. Nerfed base-game interactions to take longer, and created awful tiles that are horrible to run as a survivor.

    The Patch Update did NOTHING that it promised, but enforced exactly what it was trying to nerf. Gen-rushing is now more important than ever, killers are extremely boosted, and the game overall feels less interactive. It's not about adapting, it's not about being toxic, or wanting to have your way. BHVR have explicitly stated they want killers to have an advantage in kill-rates. They want there to be an imbalance, and that is undoubtedly going to feel horrible given that prior to this update, survivors struggled if one survivor DC'd or got eliminated early in match.

    The way y'all always bring up infinite removal bothers me, as if it was done arbitrarily instead of for balance reasons. I don't think there's nearly as many killers saying goodbye to the game when a survivor buff comes out, when compared to the droves of survivors submitting their resignation when someone like Legion or Ghost Face gets buffed. Most of us killer enthusiasts, commonly referred to as masochists, just deal with it somehow despite our complaints.

    Anybody who's played any amount of killer is complaining about the problems you're brushing off. Infinites are literally game-killing in how unpopular they are, so naturally the devs reintroduced a lot of them or created new ones via breakable walls. Don't want to break the breakable walls because it gives survivors free distance, like breaking a pallet would? Too bad, because now you have to deal with a loop that you have to Bloodlust or Bamboozle just to catch someone at. Maps being big are a notorious issue that I don't even need to go into. Survivors lost strong iterations of their meta perks, but those are either still played frequently or were replaced with just as strong stuff. Not sure what items were nerfed. Heal speeds may have been capped, toolboxes may have had their speed compressed into quicker use, and flashlights a big part of their annoying factor, but those items weren't even nerfed per se. And wow, gens take 10 seconds longer. How will they ever get done now?

    Let's not forget all the stuff killers lost simultaneously. Ruin/Undying gone despite Counterforce coming out soon after. Freddy nerf, Spirit nerf, Twins nerf. Wraith, Deathslinger, and Pinhead nerf (#########?). Boons completely trumping Pentimento, and requiring Shattered Hope to be completely broken. Pain Res/DMS nerfed, despite the counterplay being to let go. Ruin and Pop and nerfed (again!). Undo all of that, and killers would simply be breaking even with survivors in terms of power.

    Gen rush isn't being pushed per se, but efficiency is. It still happens, but less and less often survivors are getting rewarded for minimum effort just because gens are quick. In my SWF, we still win matches we had no place winning because of all the mistakes we made, but the gens made up for that. The only killers being boosted are the ones facing bad survivors, who let the gens go down to zero constantly despite knowing that Overcharge/Call Of Brine requires a simple gen tap and a skill check to stop. We need to stop factoring bad teammates and DCs into game balance. No other game's community is this persistent is balancing for bad players and worst case scenarios for one side, while never giving the other side the same benefit of the doubt. All we need is for the matchmaking to be more accurate, and then y'all will see all of what I've been saying.

  • @RoastedGarlic said:

    https://forum.deadbydaylight.com/en/discussion/comment/3227823#Comment_3227823

    simple you dont give a crap about swf because in reality they're not much better than soloq right now. Pretend swf doesn't exist and balance the game. If you're going against swfs right now and still struggling you're doing something wrong.

    Why do you make it sound like SWF is almost weaker than solo? You don't see the efficiency and how dependable teammates make survivors strong? Of course killers are still gonna struggle against SWF. The game has not changed for killer that much, especially for Ghost Face, Freddy, Pig, etc. Get 4ks with those killers against survivors who know what they're doing, and I'll be shocked. I'm pretty sure the only thing I'm doing wrong is picking those killers and still expecting to win.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3227788#Comment_3227788

    You can play safe around pallets, but survivors can't really avoid getting downed. I'm finding it really easy to get the event done on killer, but survivor is a pain right now.

    Survivors can't do anything to avoid getting downed? Maybe with Bloodlust 3 at a TL.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3227269#Comment_3227269

    Well, that depends on opinion. I for one played both sides before, but was a solo survivor main. Now, i find solo play is unbearable. Yes, mostly because of the teammates, but you cant choose teammates in solo queue, mmr does that for you. so, if you want to balance the game for swf, then solo simply dies.

    However, since i played both sides anyway, i just switched to killer most of the time. And i get a 4k more often than not, even though i wasnt a very good killer before. (my 2 main killers are hag and dredge, but i play meyers, doctor, huntress, trickster, wraith, bubba and trapper as well. thats mostly why i am not very good with any expect my 2 mains).

    The thing is, stomping solo survivors really isnt as thrilling, and gets old very fast. Meaning, i play a lot less dbd overall, because solo is unbearable and killer way too easy. If people playing the game less than before is a massive success, then yeah, i am a part of that.

    It's false equivalency that people are getting from this. The game isn't unbearable for solo because of the killer buffs; it's unbearable because of the teammates. They're either bad or they give up, 9/10 times. But against efficient solos or a SWF it's just as hard for killer as before. That's what might be the cause of the player count being: god-awful teammates as survivor, nothing but sweats and noobs as killer. There's almost never an even match.

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