danielmaster87
danielmaster87
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@SpaghettiVase said:
Love how you instantly shoot down Zanshin Tactics as a trash perk when it would literally just be the same information like you can't complain if you have the exact same tools at your disposal dude.
Some people use Zanshin on Doctor as well.
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@GoshJosh said:
A perk that literally just gives nearby map information to one survivor, and it's still complained about... 🙄
Completely agree, and I apply that to killer as well. I don't accept any of this "BBQ is OP, Lethal is OP, Compound 21 is OP." It's aura reading. There's no speed boost, no instadown, no debuffs, nothing.
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Honestly I've had my doubts about why that's a thing, but if it didn't go up while in chase, what would be the point of using your power on the first health state? Hindered, while making you slower, doesn't make it impossible to loop either, as long as you're playing safer. That's the reason why I don't think Compound 33 needs a nerf, especially considering it's a pink add-on.
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I only managed to get my Trapper to P3, but I'm proud of that.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3192157#Comment_3192157
The game needs to be balanced for all ranks. Not just high ranks. So if killers are a noob crusher, that is still a problem, even if they aren't too strong at high ranks.
I do feel like one problem DBD really has is that the balance can shift noticeably at lower ranks, and I am not quite sure how the devs could fix that.
Asking to balance for all levels of play is asking to balance around bad players. I've seen no arguments from anybody that disproves this. If the killer is at low MMR and they crush the survivors, then clearly they're not gonna stay there. They'll go up in MMR and face survivors that can actually give them a challenge and beat him. When they start losing, my point is proven, because they didn't start losing until they faced survivors who know how to play efficiently, aka knowing how to play the game.
Survivors will lose to killers they shouldn't be, but that's an MMR problem because they shouldn't be getting such weak teammates so consistently if they're that good. They can beat the killer with ease if they just have decent teammates, because the killer who's at low MMR isn't playing with the full strength of their killer. For example, low MMR Pinheads won't be able to interrupt the box unless the survivor screws up. Only because they screw up does the killer get them there. So what you're asking for at a base level is for bad survivors to beat bad killers, which translates to good survivors beating good killers. It should be an even match.
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@AnneBonny said:
i say just delete him entirely because he's ######### annoying and gives me a headache
You've got to give a better reason than him "being annoying".
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@AnneBonny said:
make alchemist ring set your base movement speed to 4.4 and make the speed bonus on crow/rat not stack.
https://forum.deadbydaylight.com/en/discussion/comment/3198285#Comment_3198285
useful add-ons are fine, overpowered ones aren't. nobody's asking for blight to have pyramid head levels of useless add-ons (or at least they shouldn't be) but some of them are way too oppressive on an already strong killer.
How are they oppressive if he loses with them against equally skilled survivors? Are you saying he can just run Alchemist's Ring and/or Compound 33 and go for 12 hooks, not tunneling or camping anybody?
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@Jago said:
https://forum.deadbydaylight.com/en/discussion/comment/3198279#Comment_3198279
In a case of 2 players remaining, no.
Well then you've probably lost anyway!
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His counterplay remains the same regardless of the add-ons he's using. That's why I've never been big on "Nerf Alchemist's Ring! Nerf Adrenaline Vial!" Should a killer's add-ons not be useful, even at the pink and purple rarity?
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@Jago said:
https://forum.deadbydaylight.com/en/discussion/comment/3198268#Comment_3198268
I wouldnt have made this clickbaity post. Just been out of a game, while I was being chased, sometimes the killer did lost me, which led to the mend bar to go down.
At half the bar, when I finally lost him for good, I have no choice but to go down because of the Snap out of it action.
Zero counterplay. Just go down.
Your deep wound meter doesn't go down if you're running, and you can find a teammate to mend you as well.
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So we just aren't allowed to play our killer if we're camping, which you have to do to win as killer? Why do you think we camp anyway, for fun? Y'all always look at the effect but never the cause.
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None of that guarantees a hit, or proves that the player is incompetent.
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You have enough time to snap out of before you bleed out, unless you delay for some reason. If Doctor's not safe from a nerf, nobody is, although Freddy, Twins, Wraith, Deathslinger, and Pinhead already proved that.
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@SoulKey said:
Oh yeah, the good old excuse lol. who fell for that anyway ? It was just an excuse for bad skill and being lazy to learn how to chase and pressure.
We know how to chase and pressure. It stops working after a certain point, at which point camping and tunneling gets better results. If you lose 3 gens in the first 2 chases, what's the point of going for chases? This is what happens when you balance around kills instead of hooks.
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Bad killer. Only redeeming feature is his instadown.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3198090#Comment_3198090
You aren't saying anything new.
If you play a meme build as Freddy against Survivors who are sentient and run meta perks, you're probably gonna lose and you really should. Not every Killer needs to be Nurse or Blight and be able to 4K with meme builds against meta players.
All you've said is, "If people run meta and I don't, I won't have as good of a chance to win with Killers that aren't extremely strong."
You know full well that's not what I said. Top killers with meta perks vs top survivors with meta perks, the survivors still win. But what I was saying was you can't play whichever killer or run whatever build and crush the survivors, which is the thing that everyone says you can do, Killer got 1 buff, and suddenly the game is killer sided and unplayable. They forget that the game hasn't changed one bit for Ghost Face, Freddy, and Pig. Even running 4 meta perks on killers like that will get you nothing against good survivors. It's not a skill issue to lose vs good survivors. What we need to do though is bring killers up to Nurse and Blight level so that they too can actually see play. We can fix solo/MMR at the same time, but not in place of more killer buffs; both.
I don't want killers to be able to win with meme builds vs good survivors with meta perks, because that would be dumb, but I'd at least like to beat potatoes with a meme build, which you can't even do that assuming the gens carry them. You can be efficient on gens and not know how to loop good. Shocking, I know, but y'all like to pretend that survivors like that don't exist. You say they're either 10 time tournament winner survivors, or they're toddlers with a controller. There is an in-between, and that level is able to beat really good killers just because they ran 3 meta perks instead of 4, or played Freddy instead of Blight.
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So I can just camp and get a 4k?
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Trash killer. Revert the nerfs AND buff him.
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Fix solo MMR first.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3198051#Comment_3198051
Who plays at top level consistently?
High level then, and dare I say mid level. We're talking about killers other than Nurse and Blight, and perks other than 4 meta ones. Killer isn't the chill paradise people make it out to be. "If you don't 4k with no perk/add-ons Freddy, it's a skill issue!"
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@Jangles said:
https://forum.deadbydaylight.com/en/discussion/comment/3198014#Comment_3198014
Theoretically, yes. Practically? Not happening.
If they're on PC with a responsive mouse button, then yes they can.
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@RpTheHotrod said:
https://forum.deadbydaylight.com/en/discussion/comment/3198014#Comment_3198014
Hitting skill check without stakeout isn't difficult, for sure. I can fairly consistently hit those skill checks.
Must be nice. I'm on console.
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We still haven't got that buff. You tell me killers can win at top level without camping, you're living in a dream world.
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@Brokenbones said:
Stuff like this goes both ways tbh
Like this stuff is rlly annoying especially with aim dressing screwing you over half the time
The other side is trying to stealth vs Killer using insanely bright filters, like wow - that's fair and totally just because it makes the game look better.
Not saying filters are good but you have to admit they make stealthing harder for survs
The type of stealthing we're talking about here is straight up exploitative though. It's not people hiding really well in dark areas and in corners and stuff. It's crouching in front of the killer, spinning around them, or hiding in their body after getting hit. All of those succeed because the killer fov sucks.
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@Weasdat said:
Why shouldn't you play to win at any point in the match? What difference does it make when a killer does it at 5 gens or 1 gen? Is the killer only allowed to play smart after they've lost 80% of the match?
I've tried to argue this so much recently. What's the big difference of trying to win just because it's at 5 gens?
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@Jangles said:
This didn't happen. You don't even know how prove and stake out work. Stop being disingenuous. All three of them would have to sit in your terror radius for at least 1 minute, prove only works with multiple people on a gen.
Theoretically, they can hit great skill checks on their own.
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This is why, because DH wasn't nerfed fundamentally, it wasn't a real nerf. We want to be able to lunge as killer and not get punished for it. It's sad to hear people argue "Oh, so you can get a FREE lunge? 🙃" trying to demand skillfulness in a function that shouldn't require any. Same with 360s. It's a melee attack, you're in range, you should get hit. I hate having to wait to hit a survivor who's right in front of me. Am I crazy or does someone else feel this way?
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It speaks to the level that people are playing at when they consider aura reading perks inherently OP. "Let's nerf Lethal! Let's nerf Cigar Box! Let's nerf All-Seeing Blood again!" Because killer perks and add-ons aren't allowed to be useful.
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No more joke add-ons, please. Can't wait for the Huntress add-on where hitting a survivor with the hatchet Hinders them instead of injuring them.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3196634#Comment_3196634
The majority of players are solo queue though. They can't really be efficient and they're not going to be even remotely considering how BHVR stated they dont have anything planned for solo survivor FOR THE NEXT YEAR.
We've got to adapt then. Maybe the goal isn't to get everyone out, but to escape ourselves. I run Resilience/Adrenaline in solo in the hopes that that's enough to get me out those gates. Sometimes it doesn't work because my team is uncarryable, but other times it's given me success. As long as people are efficient on gens, it shouldn't be impossible to escape in solo. I've done 2-3 gens by myself in some of these matches, and if just 1 other person on my team is playing as well as that, we're outta there.
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It's a useless perk. Base regression, can be destroyed or blessed over, and deactivates once a survivor is dead (rewarding the survivors for dying).
I think all the boon perks are pretty useful, but if you're going to run boon perks at all, at least include CoH as part of your boon.
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People always say, "The last killer meta was better and took more skill" after they'd made an effort, and succeeded, to nerf that meta with their complaints about it. If you would have told people back then, "Imagine a killer meta where they can actually kick gens" people would have thought you were crazy, because it was too good to be true. People complained about matches being allegedly non-interactive and killers simply ignoring gens. Now it's "too much" that killers kick gens and get decent regression, after they've sacrificed 2-3 perk slots to get it.
I've heavily criticized this 'meta', because I think it's trumped by simply gen tapping as usual. But for the sake of argument, this was one of the few ways the killer meta could have gone, and was the most popular way from what I could tell.
Survivors should still be winning the war of attrition assuming they're being efficient. If people never win vs these builds, that's what I'm gonna be questioning. And I get that their teammates can't always be efficient because MMR for solo sucks with the teammates it gives you. But we can't make game balance of off a broken matchmaking system; we have to fix that first and foremost before we do something drastic.
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His power has always felt clunky and somewhat unresponsive. Nothing about him changed since 6.1.0 except maybe his placing in the tier list.
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Only when your teammates seem incapable of punishing it, which is common in solo with its terrible matchmaking.
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Still no mention from anyone that the MMR system giving you bad teammates is the problem, not simply that survivors are weak or killers are strong.
@EternalSinOfCain said:
I don't get how people don't understand simple math... the BP bonus on survivor doesn't mean "nobody wants to play Survivor". Legit it's a 4:1 ratio. Survivor should always have it cause it needs more people... You can have 40,000 Survivors playing and 11,000 Killers and the BP bonus would STILL be on survivor. How is that "Nobody playing Survivor!" when there is nearly 4 TIMES the amount of people playing Survivor as Killer?
I'm sorry your bad and your MMR is low so you get stuck with other bad players. Stop throwing excuses for you losing.
There's plenty of good players in MMR hell. Because they martyred so many times, they're there. Not always because they're bad.
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@[Deleted User] said:
Buff controller to be comfortable.
OMG yes.
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Oh yes. You think that itty-bitty buff killers got made Ghost Face and Freddy near-viable? In your dreams. We have a long way to go before killer is able to win consistently, through skillful play and genuinely outplaying the survivors repeatedly, without having to use the camp and tunnel shortcuts. Their objective takes way too long compared to survivors, and that's with both sides being efficient, not just 1. Maybe these buffs have made Nurse or Blight stronger, but news flash, they were already strong and didn't get that much stronger. On every other killer, it's a placebo effect.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3196114#Comment_3196114
The Remnant is a pretty crap anti-loop.
You do have to make snap decisions with it and commit hard to whatever decision you made, similar to Demogorgon's shred, meaning it's very inconsistent even at the shortest loops. But also, his ability in general feels slow and/or unresponsive, if you get what I mean. He should be able to use his tp about as instant as Hag's, but for some reason it isn't like that, and that allows his power to not be true anti-loop.
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@Pyrosorc said:
https://forum.deadbydaylight.com/en/discussion/comment/3193986#Comment_3193986
I always find that the "worst" killers tend to get the most kills in my survivor games. I attribute this those killers nearly always sweating insanely hard in their playstyle and almost always bringing their top addons, while more regular killers are still a mix-bag of whatever addons they felt like.
Like I don't think I've ever seen a Sadako who isn't shamelessly teleporting right back to every single hook. And it's been a LONG time since I saw a trapper without at least one of the iris.
It's probably also due to teammates playing bad. Why else are we getting 4k'd by Trapper and Ghost Face? Why?
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@Friendly_Blendette said:
He isn't that addon reliant. His main issue by far is just the map you get him on. Some maps have terrible locker spawns in relation to gens.
He's add-on reliant because his ability is slow and/or unresponsive, a theme the devs have been keeping up with since Twins.
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Only part I didn't like about this was survivors powering exit gates by collecting 8 pages.
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@Ciabe said:
https://forum.deadbydaylight.com/en/discussion/comment/3194885#Comment_3194885
Actually, I'm making the opposite argument. You say they aren't balancing around top mmr, I'm arguing they ARE balancing around top mmr at the detriment of the lower 50% of players. They had a good escape/kill ratio pre patch, EXCEPT at the top MMR where survivors escaped all the time. So they obliterated the top survivor perks AND gave killers all around buffs (gen times, kicks, attack speed). It helped move toward balance at top mmr, but those general killer buffs destroyed any balance at the low tiers.
https://forum.deadbydaylight.com/en/discussion/comment/3194869#Comment_3194869
I suspect you are not as low as you think. The games I am in are completely unwinnable regardless of how much you carry due to 1-3 teammates that literally contribute nothing. If you are above 40% escape rate for 20-30+ games, then you are a above average player beating the global average of 39% (which is artificially high due to high escape rates of top mmr players). Ball park I'd wager 40% would put you in top 30-40% of players.
If they were balancing for the top, mediocre perks like Ruin and Dead Man's Switch wouldn't have been nerfed. Those are the types of changes for mid and low level play, because instead of playing around those perks, they complain about them til they get nerfed. And yet, those some people still lose to those perks.
I get that solo sucks because of matchmaking, but that's because of the matchmaking. That is no indication that the game isn't balanced for solo or that killer is OP. Fix the MMR system, and the rest will follow.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3195874#Comment_3195874
A gen or two by one person? What killer is getting run for 90+ seconds?
Any M1 killer when there's still loops on the map. The survivor doesn't make a mistake, the chase can go on and on.
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/3195806#Comment_3195806
Tunneling and camping are probably 90% of the trash talk towards killer.
Even though they have to do it to win a lot of the time.
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@[Deleted User] said:
There's nothing survivors can do to win the game when more than one gen remains in a 2v1. The only option available for anyone to escape is to play for hatch. It's something that could probably be iterated on, like how VHS has a Rift system to prevent stalemates. Because survivors just have to not care or be dumb to hop on gens at that point.
Nope. Theoretically, 1 can run the killer for long enough while the other does a gen or 2. You just don't see it much because people don't bother to try.
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I've escaped plenty in solo. Not nearly as much as I should have, but it does happen. The myth is real. You can escape in solo.
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Hillbilly.
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It can be strong. Forces survivors to open an exit if they want to heal up and get the last guy off hook.
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@MikaelaWantsYourBoon said:
Hardly to see it... And no surprise at all. BHVR nerfed it into ground.
They were asked to, so that games couldn't be held hostage for the poor survivors who want to unalive themselves on hook and mess up the game for everyone else. 😭
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Yes. I've had to abandon forcing a 2-hook many times because they threw that on their hooked teammate. They don't get the full duration, the value of you will, from the perk since it causes me to leave there, but it did stop me from proxy camping is the point.