danielmaster87
danielmaster87
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@SoulKey said:
https://forum.deadbydaylight.com/en/discussion/comment/3215298#Comment_3215298
That's a map design issue. Having Bamboozle as basekit then what for survivors ? Just Hold ######### W meta and press space on every pallet ? Or hide in dark corner hoping the killer has bad headset/no custom brightness ?
Game is all about looping, mindgames and perks. The better you get at mindgames, the less of an issue.
Sure some buildings/maps are busted but that can be addressed separately and i believe they already doing it slowly.
Survivors were able to vault infinitely back in the days with "Literal infinites" with just one window, then they gave bloodlust and mini bamboozle to help which it did.
We can't just keep balancing around every new player with 10 hours into the game, killer/survivor alike.
We can do one or the other. Bamboozle base first, or fixing maps first. But something has to change. I'm worried what giving killers Bamboozle base would do to people's mindsets if it had to be removed down the line when windows were fixed, but the devs take away stuff from killers all the time anyway. We'd get over it.
Do not refer to the removal of infinites or the introduction of entity blocker as "survivor nerfs", because that's what I'm hearing every time they get brought up. They were necessary qol changes for the game to continue living. Who wants to play killer when survivors can loop a jungle gym or shack window, not just 3 times, but 5+ times and still not get a hit on them? "That's the killer's fault." Is it really? Are we not even gonna admit that there are certain tiles that take no brain power or innovation from the survivors once they know how to run it? It's the killer at that point who is holding W, because they can't even get a hit. Bloodlust changes that a little bit, but it's not a guarantee.
I don't think there's been anything that I've said that indicates balancing around brand new killers. I usually leave that up to the survivors, who have asked for and received BT, Guardian, and Unbreakable for free.
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People overvalue chases. They think the killer can just get 10-second chases all the time to make up for the gen speed, but that's almost not possible. In reality, killers physically don't have enough time to do 12 chases If the survivors are efficient on gens. If we cut out some chases, via camping or tunneling, we actually get something for our time. Face camping, unless you're Leatherface, is incredibly overvalued. You can't JUST press M1 on an unhooking survivor. Even when there's only 1 unhooking survivor, they can play the grab game and get you to hit them, giving you a hook trade instead of a positive trade. They're supposed to be grab-able when you see them turn their head, but they always let go in time somehow.
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Yes. Matches where you're playing Bamboozle/Superior Anatomy Wesker and you still get destroyed by windows, something's gotta change. Not even just on maps like Haddonfield or Father Campbell's Chapel or Mother's Dwelling, but also just in general when there's 2 or more windows too close to each other.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/3214852#Comment_3214852
Can i just say I didn't know you were a survivor main. I thought you were a killer main or at least 50/50
Mmm mmm. He is not a killer main.
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@foxsansbox said:
Looked fine to me. Does the killer need to be riding you like a prize-pony before he's allowed to hit you?
According to 360ers and people who complain about the hitboxes of precision killers, yes.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3214520#Comment_3214520
He can't get you if you predrop.
It's. In. The. Video!
The argument isn't that we make no mistakes. It's that we make mistakes, within reason, as humans do, and lose the whole game off it, even when EACH of the survivors has made the same amount or more mistakes. Most of the time the killer wins, yes it's the survivors letting them, either through being inefficient or making dumb decision they didn't need to make. Most of the time killer loses, it was out of their control, whether they lost by making 15 mistakes or by making 1 mistake.
Source: "Just trust me, bro!"
What is this? L.A. Noire? "I would like to see the evidence on that!" Like I said, it's hard if not impossible to quantify chases and mistakes. We're allowed to be anecdotal about this game, because it's all we've got when it comes to chases and mistakes, especially when a lot of the time a mistake is only acknowledged as a mistake in hindsight. We all play the same game, so we should know how it is by now. Victor should not get you if you predrop, but if you're bad at the game and run past the pallet where he's aiming, then sure he can get you. But that's going off of the assumption that survivors are playing bad, almost to the point of being on purpose, and most of what you say is going off that assumption. You've said that she made several mistakes in playing Twins, but another time you've said that they didn't really have time to do gens because Twins was on them. Well which is it? Was she playing well or not? Because we all know you can't be good at the game if you make mistakes, or at least if you're killer!
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The hitbox is so unreasonably huge, just like Head-On's stun radius. It's why I haven't taken Enduring off Dredge.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3214051#Comment_3214051
she misses like 1 victor pounce before survivor finally kicks victor at 4:14. that is first time that she messes up a pounce.
She missed her first pounce on Jane at 48 seconds. This is what I'm talking about.
She says she hasn't made any mistake. Danielmaster says Victor can't get to you if you pre-drop a pallet. You say she hasn't missed any pounces until 4 minutes in.
In reality, she's already like four mistakes in the hole in the first minute of the video. But killer skill is adamantly kept out of any equation. People will consistently refuse to acknowledge that sometimes, it's the killer's fault. It's the problem with the paradigm on these forums: Killer wins? Survivors bad. Survivors win? Game is unfair, QQ, nerf survivors.
Keep in mind that she's playing this poorly and, as she says at the start, she's still won 'the last few'. So she's got a high winrate despite playing really poorly. AND YET, she's decrying the changes as being unfair to her, because 'I didn't make any mistakes!'.
Same goes for the barrage of 'I only camp and tunnel because it's literally impossible to win otherwise!'. Sometimes it's none of that, and the killer just sucks. Deal with it.
https://forum.deadbydaylight.com/en/discussion/comment/3214066#Comment_3214066
Welcome to survivor gameplay the past four years.
https://forum.deadbydaylight.com/en/discussion/comment/3214099#Comment_3214099
No, survivors hardly ever get to say that because they'll be shouted down by 'top MMR killer players' who 'made no mistakes'.
He can't get you if you predrop. The loop is too long, except maybe with purple speed add-on and Toy Sword. And I'm not saying she didn't make mistakes, but unless you want to make an equation that determines what quantity of mistakes makes a killer good or bad, I'm not sure where you're going with that.
The argument isn't that we make no mistakes. It's that we make mistakes, within reason, as humans do, and lose the whole game off it, even when EACH of the survivors has made the same amount or more mistakes. Most of the time the killer wins, yes it's the survivors letting them, either through being inefficient or making dumb decision they didn't need to make. Most of the time killer loses, it was out of their control, whether they lost by making 15 mistakes or by making 1 mistake.
There does exist a middle ground, where the game could go either way all the way through, but you hardly ever see it because it takes so much just to even the playing field for the killer. I feel like if we were to make Agitation, Unrelenting, Enduring, and Brutal Strength base, it might make it close. Watcha gonna do with Wraith, Freddy, or Pig against survivors that know what they're doing? You can barely hit them, because those killers have no anti-loop, leaving it up to the survivors to make the mistake. If they don't, you get nothing. When you do finally manage to hit them, it doesn't mean anything because they're not downed, can still loop, and can heal up very quick with a probable CoH if you don't commit. That's why experienced killers commit to bad chases nowadays, because it's a sunk cost fallacy where abandonment is just as bad if not worse than committing more. You're saying that the killer probably sucks when they need to tunnel and camp to win, but I've yet to see a match where the killer and survivors were both really good, and the killer won through just blind chases.
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@Aven_Fallen said:
I mean, you can win with every Killer against the majority of Survivors.
Negative.
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Spirit Fury is a waste unless you get a double tap.
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@egg_ said:
No one over reacted and no one said it was a bad perk after the rework, it's just fair. If you get hit by a dead hard now, that's on you
Oh really?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3212077#Comment_3212077
Shes prob the best twins streamer out there, just saying
Everyone else is saying she played bad.
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3212922#Comment_3212922
If you’re that concerned about hook deadzones bring Mad Grit, Agitation, and/or Iron Grasp. You can make it really far with those perks. :)
So I have to bring a perk to make up for bad game mechanics?
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I've gotten a round of chill survivors, and his ability hasn't felt as sluggish as in other times, so I've had fun with him. He still needs some work to become viable, and most of that comes from his tp. Not only is his tp way too slow when coming from a long distance, but it isn't instant as it's supposed to be, like Hag's tp. When I press the button, I should tp to my remnant or come out of that locker, and immediately be able to act out of that while keeping my forward momentum. Like Hag's tp, you tp to your remnant instantly and it just halts your momentum, allowing the survivor to get to the pallet or whatever. If that were fixed, man he would feel good to play. It's little qol changes like that which all killers need sooner or later.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3212707#Comment_3212707
Strategy? Standing in front of a hook and hard focusing one survivor I guess can be seen as a strategy, but by the love of god, let us not act like this is a strategy that takes even just a bit of brain power. It's literally the most simple strategy anyone could think off. People generally like strategy when it's strategy that actually take some brain power, trying to be ahead of your opponents. Not stand in front of hook until survivor dies.
Also, the biggest reason most people do not like camping and tunneling is because they are insanely unfun to go against. And that is definitely a problem in DBD, especially now after killers received their buffs in 6.1.0. These strategies are incredibly unhealthy for the game.
Now, now. The OP began by talking about all the ways that it takes brain power. To restate, you watch for people approaching the hook, because you can't just rely on winning the unreliable grab game. You can't tunnel without Bloodlusting around the body blockers, or you hit them at the right time.
Until chases are viable, it is healthy for the game. You want to take away the few ways that killers can maybe win vs good survivors? The killer buffs in 6.1.0, I've heard enough about. We can't keep going back to that as justification for why killer no longer has any problems, because that's not true. Freddy doesn't stop being 0k Freddy just because he kicks stuff faster now.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3212947#Comment_3212947
Pre-drop a pallet, and Victor can't get you.
Victor jumps over a dropped pallet to get the survivor in the very video posted in this thread.
Why'd they let him do that? Considering the first down was gained purely by Charlotte, these survivors weren't great.
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They destroyed Tinkerer so no killers outside of the ones with built-in stealth are really gonna be using stealth builds. What you were describing, lying in wait with Insidious or something, will never be a thing in terms of getting consistent results. Sadakos will try it. But killers have a very loud telltale, each one of them, with their loud breathing or something like that.
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Leatherface. Maybe Ghost Face with crazy luck.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/3212790#Comment_3212790
SAME people say that maps like coal tower and ironworks can favour killers sometimes yet I've never seen an ironworks be killer favoured and only once have i seen coal tower be actively killer favoured.
I don't get why people say shelter is killer favoured when it's one of the largest maps in the game and splitting gens on that map requires zero brain power.
Maybe hag/nurse midwich.
Hag with Rusty Shackles, Nurse with recharge add-ons. Otherwise, not even.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3212893#Comment_3212893
You must only play comp teams because most of my Killer games end in 4K's, even when my play didn't deserve the outcome I got.
Well we've seen how MMR for some reason, on and off, has an inverse effect on the opponents you get. You and streamers who claim to win non-stop never seem to get survivors who just plow through gens. Gen speed is more powerful than looping ability. You can have amazing loopers and still beat them, but that's because they didn't do gens quick. Why, if 1 team can do 5 gens in 5 minutes or less, can your survivors not manage to do 5 gens in 7 or 8 minutes? They're over-emphasizing healing, or walking around, but they ain't doing gens like they could be.
My survivors? They'll push gens while injured, or they'll heal up and still do them fast. They'll bring 1 boon or multiple, obviously featuring CoH. They'll split the map, methodically, almost always pushing the middle gen first, even while they're sitting in my TR. They hold forward, and will scarcely not know how to run shack or a jungle gym for maximum value, and they keep the pallet up. They'll run meta perks, could be 4 collectively, could be 16 collectively. They will push gens while injured and on death hook, with no body blocker, rather than fearing for their life. Any time they get an endgame save, they never screw up and give a hook trade.
I may make a mistake here or there, but I'm running the loops right, I'm playing killers people say can win, I'm running the right perks, and I'm pressuring the gens. Why do I lose off of that so consistently? It's indicative of a game that requires you to play like a perfect bot to even have a chance against equally skilled opponents, even when they're not expected to display perfection.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3212693#Comment_3212693
Twins can win by hooking when the hooks are easy to get.
Which they aren't. Pre-drop a pallet, and Victor can't get you. If he's about to, jump in a locker and break out before Charlotte comes back. If he attaches to you, hold him hostage. If he misses, very easy with the inconsistent hitbox, free kick. If Charlotte's chasing you, she's an M1 killer. If you've got CoH, you win.
If you're talking about hooks simply being close when they down someone, sure they can get that hook. But Twins takes too long to down with Victor, switch back, walk all the way over, pick up, walk to hook, hook, get far enough away from hook to use Victor (if he hasn't been killed by then), and THEN you can get back to chasing with Victor. It's not feasible going for hooks with them. You can't count on survivors being bad and say that's why the killer is fine.
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3212775#Comment_3212775
- There's the one in the medical room that is certainly strong.
- A decently strong pallet can spawn in a tile in the courtyard.
- There's the one by the stairs that I guess is strong. Yes the killer has to break it to continue chasing but it's not loopable.
Those are the ones I count as strong.
There is the bathroom pallet that is a strong pallet too. I don't consider it strong because once the survivor drops it they can't get away to anywhere safe and even if they have Dead Hard it can be easily waited out.
Maybe the pallets by the hidden room can be strong but it's not hard to zone a survivor there where again they can't get anywhere safe.
The rest of the pallets mostly have fairly small loops that are weak, especially once the survivor drops the pallet.
The Gideon Meat Plant has more strong pallets in the quadrant by the basement than the entire Midwich map has total.
Ideally you're playing the "weak" pallets as an M1 killer, because there's almost no way you're gonna a get a decent survivor with your power there. All they have to do is not jump and drop the pallet early. They know as well as you do that it's somewhat easier to hit them once the pallet is down, because then you can potentially Bloodlust them down. So they just wait for you to commit and pallet stun you. They can do this with basically every "weak" pallet in the game except for the underground one in Temple.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3212658#Comment_3212658
No she is not, there is several points on the video where the 3 flashlight carriers are incapacitated yet she still goes for the fourth Survivor who doesnt have one (Jane) or she refuses to pick someone when the downed was against a wall making impossible flashlight saves.
She is slugging because she is a Twins main and thats how you play them on live servers, on the PTB you have to adapt to using hooks with them or risk what happened there... which was a 4K anyway...
https://forum.deadbydaylight.com/en/discussion/comment/3212568#Comment_3212568
Hook deadzones dont exist on regular maps except you make them yourself by sacrificing someone or you face a full dedicated sabo squad, its like saying "what if I get sent to a map with 0 pallets" that doesnt happen.
P.D. I said regular maps, several licensed maps like RPD or Midwich were acknowledge as having problems with hook locations and its something everyone is aware of, even the developers because it has been posted on this forum several times.
Still proving my point. Watcha gonna do? Not kill someone because they could potentially create a hook dead zone? This is without sabotage squads. Maybe 1 body block and you don't get the hook. The killer should never be punished for killing a survivor.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3212771#Comment_3212771
That's literally almost every Survivor.
No. It may seem that way in solo. If they're on gens, and you don't see them just walking around or running straight at the killer when you see their auras from hook, they're being efficient.
I'm hearing different from what I'm seeing in-game. I go for hooks, no other strategy, I get no kills. I go for tunneling and 2-hooking, I get a kill or 2. There's none of this pie in the sky scenario where you just go for random chases and get 4ks off just that, because you don't even get 4ks off tunneling and camping unless the survivors just decide they don't want to punish you.
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Still have yet to see those mythical maps that don't favor the survivors.
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Welcome to my world as survivor. The matchmaking is so horrible, my teammates have the opportunity to punish the killer for everything that they do, but they don't do anything with that.
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@ByeByeQ said:
There are only 2, maybe 3, strong pallets on the map and the rest are all fairly weak.
Once the walls are broken almost all the windows are pretty weak.
The map is small so killers like Nurse, Hag and Doctor have a pretty easy time on it.
The gates are too easy to guard.
I rarely have problems with hooks on Midwich, but running Agitation all the time helps.
Survivors often have trouble finding generators on Midwich.
We clearly have different definitions of weak and strong pallets.
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You'll notice that with most maps claimed to be killer sided, they've got a lot of broken stuff for survivor, as with every other map.
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@BlueMittens said:
https://forum.deadbydaylight.com/en/discussion/comment/3212718#Comment_3212718
Good news, you can win without doing them.
Against inefficient survivors.
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All I would ask is for the survivors to not be toxic.
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I gotta leave a like because of the dedication and thoroughness. Just be warned you can't make posts like these without hearing, "I'm sure glad you're not a dev."
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Camping hasn't been supported for a long time. I know the devs have said that "camping and tunneling are legitimate strategies." but their words are betrayed by their actions. You see this with the distance from hook requirements that Devour and Monstrous Shrine have.
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They're not nooby tactics. Experienced players have come to realize those tactics are the best. Until the game gets balanced differently, to where we can win without using those tactics, we're gonna keep doing them.
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@nicnc82 said:
I hope the devs continue to punish killers for playing the ways they have been, slugging, camping and tunneling. I have no pity when they buff survivor and nerf killers to try and punish these playstyle. And I play wwy more killer
You must not get challenging survivors if you have such a low opinion of camping and tunneling.
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It's true. It's just not as skillful as chasing. It's also strategy, but most people don't seem to like killers using strategy of any kind.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3212052#Comment_3212052
She simply refused to even try and hook a bunch of times when she was standing literally on top of them with Charlotte. Not a great example of Twins being worse honestly because it really seems like if she had hooked when she had the chances she could have won probably.
Twins don't win by hooking unless it's against bad survivors.
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@RonMan32 said:
"It literally does not matter if Shadowborn being implemented as a base kit 15° FOV slider gives an advantage."
I hard disagree with this statement. It does matter. The question is does it matter enough that a slider should not be added? I think so. I don't consider FOV an accessibility setting (in other games it's a graphical and visual preference option) and since the devs seem to be caring about accessibility to some extent lately I think they agree. You seem to think of anyone who disagrees with you as inconsiderate, claiming the main counters of "those people still have the option available in the game as is" as a "not an even remotely defensible position". In other threads about this issue you often use strawmans to further disregard the takes of someone other than yours.
I'm mainly putting this message here as a protest for the devs to see incase this post gains any traction. Since you are clearly uninterested in starting an actual dialog with those who see value in the intentionally designed tunnel vision of the killer role I won't be responding further.
All of that said, as someone who struggles more with Killer than Survivor I ultimately would benefit from the addition of an FOV slider. What I would lose as survivor would be overshadowed by what I would gain as killer. My stance is that ultimately adding an FOV slider would be a move to further kill stealthy plays, but not one I would mourn much and I'd almost approve of it's addition even if I think it qualifies as a survivor nerf/killer buff that moves the overall balance undesirably. I don't want an FOV slider to be added but if it is the TANGIBLE ADVANTAGE of having a slider would keep me quiet basically. If I only played the one role (survivor) I would EXTREMELY oppose this change.
At least replace Shadowborn with an actually good teachable (ALL of Wraiths teachables suck) and give Monitor and Abuse a different additional effect.
If it gives the killer an advantage, it's a an advantage long overdue. No other game seems to have such restrictive vision for a player playing in first person. Other games have an fov slider, and I don't think there's any huge outcry in those games' communities about supposed unfair advantages. Why the devs would add expanded survivor fov, when they're the last standing, when they're already in 3rd person, is beyond me. I would also ask, to Pulsar's dismay, that when killer gets an fov increase that we don't also get additional blind angles, because we already deal with survivors blinding from off-screen.
I still don't get where you're coming from. You disagree with him about wanting an fov change, but you later say you'd be for it. It kills stealthy plays, yes, but what kinds of stealthy plays? I'd argue, the unhealthy ones. Stealth should be about hiding around a corner or in a locker where the killer is less likely to check, which is basic to understand. Or it could be staying just out of their vision near them, but when the killer fov is so restrictive, that's an unimpressive but easily achievable play, because the killer can't see a survivor crouched in front of them, to their side, or hiding in their body after getting hit. And you would think you could pick up on the noise, but Iron Will, Off The Record, and DBD's inconsistent sounds are a thing.
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It's the devs' attempt to fix solo queue by making survivors broken in general. And just like killer nerfs, it makes the killer weaker, the survivors who know how to vs that killer get stronger, and the ones who don't know how to vs that killer stay the same. You can't balance the game for bad players without destroying it for good players. This includes matchmaking. If I'm good at survivor, I want 3 equally good teammates, not 1 good and 2 terrible.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3212111#Comment_3212111
In her case it was her fault, she could have hooked them so many times but she didnt, she went for slugs even when fully aware they all have Unbreakable, she made horrible decissions and they just kept getting up over and over.
- 0:20 she should have picked Feng plus you can see Claudette running towards the locker, she switches back to Charlotte and can snag someone out of the locker.
- 2:10 she should have picked Feng she could use the corner to avoid the flashlight.
- 2:20 she should have picked Feng after downing Claudette but she went for Jane who didnt have a flashlight, smart move would be pick up Feng, hook in front of the Saloon and then go back to either go after Claudette or Jane after unhook.
- 2:30 again not picking anyone.
- 3:40 same train of actions, downing several people but deciding to not pick anyone, Jane didnt bring a flashlight so its safe to pick up with her around.
- 3:55 again switching to Victor instead of going to pickup someone.
- 4:05 same playstyle, downs someone sees someone else on the distance and goes for them instead of picking up people already downed.
And thats in the first 4 minutes of video, are you telling us this wasnt the Killers fault?.
I'm talking strictly about a survivor going down in a hook dead zone.
@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3212078#Comment_3212078
Literally not what we're talking about, buddy boy. I'm all for fixing hook distribution on maps.
It's relevant.
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Survivors who don't know how to use those perks lose with them, yes.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3212057#Comment_3212057
She played awfully around the downed people, there were so many chances for hooks but she went over and over for a 4 slug instawin while she should have picked up, had a lot of chances and wasted them all, she really needs to adapt to use hooks instead of slugs as Twins, great mechanical skill, awful decission making skill, being good is not only having good reflexes and muscle memory, being able to make the correct decissions and adapt your strategy is part of playing well, she failed miserable at it.
Also people fail to notice this kind of gameplay its just a free win for the Killer, had several Survivors going for this strategy, they got up several times but gens werent progressing and pallets were getting drop, its detrimental to play the way they played, did they even fix a single gen?.
https://forum.deadbydaylight.com/en/discussion/comment/3212078#Comment_3212078
Hook deadzones are not very common except on certain licensed indoor maps but thats well known and has been demanded for changes for a time, on regular maps is very rare to have only one hook around unless 1 or 2 people have been already sacrificed and by that time the game is already on the Killer bag.
But that doesn't mean it's the killer's fault. It's a mechanic that shouldn't be there, see? It doesn't matter if "the killer's probably winning anyway". It can take away a well-deserved down or even a kill.
I'm just curious to see what he says. There are some people who think that it's the killer's responsibility, on top of everything else they're juggling in their head, to know exactly which hooks to sacrifice people on so that in a hypothetical scenario later in the game, they can't just go down near there and be unhookable. Like, "Oh, that happened to you? Don't make that mistake next time." To me, that's nonsense.
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Calm down there buddy! The last one ended like 24 hours ago!
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Exhaustion perks are just super inconsistent. Sometimes they seemingly give i-frames, but then you try to glide past the killer's face and make them whiff like survivors have done to you, and you just go down.
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It's a lose-lose, not using Forced Penance vs using it. You use it, you get 1 or 2 broken and that's it, no more body blocks, and those people stick to gens instead. You don't use it, free body blocks for everyone. Either way, the survivors waste too much time or are too efficient anyway.
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On top of his power only working in lines, which means you straight-up can't use it at short loops like rock pallets, he has way too much slowdown on it. His catchup is overrated because of how much he slows down, as in maybe you're better off not using his power for map traversal, because then you don't have it ready for when you do catch up to them either. Even when he vaults a pallet or window instantly, it's not true anti-loop because you slow down and the survivor can just vault through you. Assuming you catch and throw the survivor, they might clearly hit something, but they slide off it instead like they're a slippery Blight, meaning you don't get the injure or the down. His hitbox? Also still pretty specific. You will miss survivors you should have grabbed all the time. But back to the slowdown, it's annoying that you HAVE to run Uroboros Tendril and Loose Crank. It sucks. If you're not running those, you're missing out on so many opportunities to use your power. It doesn't mean that suddenly hits with his power are guaranteed, but you won't feel as sluggish. I can't use 95% of his add-ons because 2 of them are better than literally everything else, like Ghost Face, like Pyramid Head. And his sprays? They're never-ending! You'd think that hit and run with him wouldn't be that terrible but it is. You keep hitting survivors with your power and they keep getting healed AND cured, and still come back to pressure enough to win the game. It feels horrible, and that's the same way Pig and Nemesis feel when you just keep getting your power off on the survivors and it doesn't do anything but a sliver of slowdown.
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@IlliterateGenocide said:
Why should a power be useable in every situation?
So that the player can use it? Why play one killer over another if not to use their specific power?
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@TheArbiter said:
https://forum.deadbydaylight.com/en/discussion/comment/3211815#Comment_3211815
Even if it's a swf that brings boil over and exponential going to Dead Dawg usually still results in a killer win in my experience
Lucky you.
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More and more people are waking up to the fact that that map is broken for survivor, not killer sided just because groupthink.
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Take away the stupid clocks. Give him his old snare/pallet amount back so he can use strategy and pre-anti-loop loops.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3212052#Comment_3212052
"I'm not misplaying, I'm not making mistakes"
She says, leaving the survivor slugged on the ground while no one is around to stop her from hooking, then spending about 20 seconds fishing for another slug, failing, then anticipating the Head-on play and not playing in against it.
What happens when the survivor goes down in a hook deadzone where they can't be hooked? They just get up for free? I'm guessing that's also the killer's fault.