danielmaster87
danielmaster87
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/3190220#Comment_3190220
Then nerf the ability for killers to get 2 kills from 2 hooks. It seems to me if that was done, we would increase the ability for survivors to survive without nerfing killers who are going for hooks and not just camping to get kills.
You're drawing the wrong conclusion. Who wants to go for 2 hooks instead of 12? Nobody. But do they do it anyway? Yes, because it lets them salvage a kill or 2 in games where they otherwise wouldn't have gotten any. You're blaming the victim, if I can use that word loosely. Killers are pushed into a corner, being forced to go for kills by camping and tunneling rather than going for chases with no other strategy, which is a losing strategy, because they get called bad killers when they don't get many kills. But then those same people who called them bad, and they know who they are, also call them bad when they camp and tunnel because "it takes no skill". Then why are you pushing them away from doing multiple, skillful chases by wanting to nerf the good killers and gen defence perks? For a lot of killers out there, camping and tunneling is all they have, so if you nerf that, you can kiss them goodbye. It's not a good idea right now.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3190202#Comment_3190202
TBF, thats actually what they are doing: without a medkit healing infinitely. And if they didn't die, they are still self-healing today. The End.
Probably because they Left Behind/key hatch escape all the time, because they're killing their team's momentum, and therefore killing their team, by playing like that.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3190220#Comment_3190220
It's definitely a good tell on how the game is balanced among all ranks in general. I think the amount of hooks are not as relevant when it comes to the game's average balance at first glance. Game's generally are balanced around their win conditions. Survivors are only escaping 39% of their matches, that's not very good.
This means that survivors need some help. Of course, you would want to dig deeper into stats as soon as it comes to how you want to balance the game. Obviously the game needs buffs to survivors that help against camping and tunneling, and that help solo survivors get more information. What we don't need are nerfs to killers fair and skillful playstyle.
However, in general, it does not matter how many hooks a killer gets on average when simply judging which side needs improvements next.
And also, the game can't only be balanced around high ranks. This should be pretty clear at this point.
They have a low escape rate because the matchmaking puts them with teammates who don't know how to play. It's what happens when your MMR system only looks at kills and escapes to determine skill placement. It's not like a fighting game where the person with the most skill simply wins and moves up. The nerfs to camping and tunneling can come after, or at the same time as, chases becoming the viable way to play. Right now it isn't; you have to take shortcuts. Hooks represent won chases. The killer successfully outplayed or outmindgamed the survivor at a loop for each hook they got. If they're only doing that 4 times max during a match, what kind of match was that? Where's the skill, from either side?
One thing you will not change my mind on is balancing around high level. If you're not balancing around high level, you're letting players who don't know how to play dictate balance, which would be appalling to any other competitive game's community. This has not been a casual party game for a long time, otherwise we wouldn't be on here talking about balance every day. Before I was an experienced player, I used to think pre-buff Ghost Face was a busted killer, so would you still have heard me out?
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3190220#Comment_3190220
I mean, if the killer got 2 kills, the game would consider that 6 hooks minimum
Not if the killer 1-hooked both of those people, which is entirely possible. The hook counter may give a fake indication that you got "6/12 hooks", but you saw that you didn't get that many. Another thing that would be made more clear if killers had access to individual hook counters.
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Legion is only annoying if you decide to heal every single time he injures you with his power. If you do that, you will never beat them. Staying injured against Legion is risky but it's how you beat them, because if you're healthy they get a health state plus a deep wound for free, and they can't down you with that unless they somehow get the 5-chain hit, but if you stay injured then they can't use their power and are just a normal M1 killer.
Pyramid Head, I can't imagine being annoying. His job is to predict where you're gonna go so he can hit you with his ranged attack, and your job is to dodge it, mostly by not locking yourself in to a vault animation or an area where there's no room to wiggle. His trail is problematic for you because if you step in it, he can hook you, cage you, and then hook you again to play around DS, making for a very easy tunnel. You might consider going down rather than stepping in his trail.
Trickster is annoying if it's a PC player who seemingly has aimbot, because you're trying to dodge his blades but he hits every one of them. The most surefire way to get around that though is to not commit to animations, like against Pyramid Head, and put obstacles between you and him so he can't even hit you with his blades. His blades also allow you to body block easier, at least compared to a Huntress hatchet, because he can put multiple blades into multiple people, but as long as he doesn't get that last blades in that downs them, they're both still up and running. The only downside to that is that he'll get Main Event easier, which can sometimes be problematic, even though a lot of the times he's better off not using it.
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It only goes to show that the stats are still analyzing the wrong thing. The average kill rate tells us nothing about how the game plays out at high level, let alone tells the story of the match. A killer who got 2 kills could either have had 2 hooks or 10 hooks.
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Freddy and Pyramid Head have the worst add-ons ever, so definitely give them an add-on pass. And while you're at it, revert their nerfs. Even if they were broken before, which they weren't, they wouldn't be broken enough in today's meta to keep up with the rest of the top tier killers. Trust me on that.
And lastly the Twins and Ghost Face. Please give them more than 5 usable add-ons. While you're at it, revert their nerfs. Twins have unnecessarily long cooldowns and animations on everything, and Ghost Face is too easy to reveal.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3190123#Comment_3190123
Just go to locker when he is about to pop tier 3 play very safely. Then he has to hook you or either leave you.
So just give the killer a free down, and that's the counterplay? It's different than, say, going down rather than stepping in Pyramid Head's trail, because at least not doing that simply means he has to actually do work by tunneling, not just pressing a button and you're instantly dead.
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Self-Care should never be less than 50% healing speed. As you can see, despite how horrible it is, it still gets used. All these noobs look at is "you can heal yourself infinitely, without a medkit" and that's exactly what they do, because they think that will help them survive. It teaches them bad habits, because they never push gens while injured or anything, even though you have to do that sometimes to keep up pressure. No, even against Legion or infinite Tier 3 Myers, they just say, "I HAVE to be healed before I do anything else." That's why they use it, NOT because it's a busted perk.
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@Marik1987 said:
https://forum.deadbydaylight.com/en/discussion/comment/3190147#Comment_3190147
Remove the perks and the toolboxes OR let toolboxes do everything like kow EXCEPT Gen-Speed-Up.
Is that your thinking? I dont know how I would find these sort of changes. Its really difficult.
The perk idea I think is good. Toolboxes might be able to still speed up gens, or we could just repurpose them. Because if we just take away Prove Thyself, Overzealous, Deja Vu and all that, we still have toolboxes which include Commodius Toolboxes with Brand New Part. We're trying to get away from things that guarantee you a straight-up time advantage. Or, because there was a cap put on heal speed, maybe we can put a cap on gen speed. It's difficult to grasp because all we've known is people completely blowing away the other side with their efficiency, not because of their skill but because of how the game is designed. There's never a neck and neck match.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3190091#Comment_3190091
From my experiences, and my experiences alone, I win 8 out of 10 of my games without gen regression perks with about 5 or 6 of those games being a 4K. Granted all of my perks are info perks and I usually main Piggy with an obnoxious amount of Amands's letter. I've gotten into the habit of letting my survs go especially if they are solo's and the only people I sacrifice are the ones hiding in lockers or corners of the map not doing gens.
Well there you go. Having luxuries like playing Pig, running Amanda's letter, running info perks, letting survivors go, survivors hiding, it all points to you having low caliber survivors. At top level, you don't get away with any of that. The gens will be done before you can put 2 head traps on.
@Lynxx said:
https://forum.deadbydaylight.com/en/discussion/comment/3190091#Comment_3190091
Well according to the stats - pretty damn easy now.
"The stats don't lie." doesn't exactly apply to this game. They're basing their stats off of all levels of play, not just top level. So thrown in with those stats is people winning by playing for hooks with Twins, getting 4k'd by Freddy all the time, healing against perma Tier 3 Myers, just the most ridiculous scenarios that would never ever happen in matches where everyone knows how to play the game. I'll grant you that killers can sometimes win, a lot, but sometimes when they lose there's nothing they could have done about it. They can make 1 mistake, make every chase end as quick as possible, regress 280% worth of gen progress, and still lose. That is something that the stats will never reflect, because they're only looking at kills and escapes, nothing else. The killer who got 4 kills with 6 hooks got the same result as the killer who got 4 kills with 12 hooks. That is not a reliable system.
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@Marik1987 said:
https://forum.deadbydaylight.com/en/discussion/comment/3190058#Comment_3190058
And if the devs really remove Blights Hug-Tech, which is considered as a bug, he will fall in the tierlist anyway. So Nurse is everything then, considered your post.
If Nurse, who completely ignores the rules of the games like walls, windows or pallets, is the only killer for staying competetive in highest mmr, what is this saying to us?
Agreed, that Blight is really A tier if not lower once he loses the techs. Nurse being the only viable killer at top level tells us that the game is too fast for all the other ones. Otz's video on gen speeds in which he says, "You cannot balance for the fastest possible gen speed and the slowest at the same time" got me thinking that maybe we should just get rid of gen speed and gen regression perks. They are easily the least interesting of the bunch, and make the game polarizing depending on if you run some of them, 4 of them, or none of them at all. This can extend to toolboxes as well. Ghost Face, Hag, Trapper, and Dredge all have potential to cut chases short, but it's simply not fast enough. They need to be given time to chase. Once they can do those things, then we can immediately think about making camping and tunneling near-unviable. We can't make those strats completely unviable, because when the killer HAS to do those things, then what happens? But I would love to see a version of the game where killers win by chasing, not by camping and tunneling or by having to run full slowdown builds. If the game is chase-oriented, or even stealth oriented, suddenly perks like Quick & Quiet, Any Means Necessary, and Distortion become viable, and I'm sure most people would love to see that.
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@[Deleted User] said:
them being comfortable with survivors escaping only 39% of the time on average is big yikes tbh
at what point are killers just being carried by oppressive gen slowdown perks like jolt, eruption, pain res and overcharge? rather than actual map pressure and playing skillfully
inb4 "but dead hard" i dont use dead hard and never have :)
How do they get use out of those perks without pressure and skill? How easy do you think killer is?
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I don't think they do. You play against a decent SWF, and you're not Nurse or Blight, you lose. And sadly that's what happens a lot of the time, because killer players choose to play multiple killers, not just 1 or 2. Do they get 4k's sometimes? Sure. But if they're having to play their heart out against decent SWFs and get 1k at most, how easy are the survivors they're facing that gave them those 4k's?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3189428#Comment_3189428
i didn't say that or even suggest it. literally every thread i see you in you make the same exact comment lol
š
That's the first I've seen him say it.
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If the whopping 61% kill rate didn't make it obvious enough, the top used perks being ones that only reward multiple, multiple hooks shows you that these results are massively skewed by casual players. The game is still difficult for killers who play against decent survivors. Who uses Jolt and BBQ at top level? Who?
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3189412#Comment_3189412
Why should a bad killer always be able to secure a 1k?
That only happens if the survivors are bad as well. 3 people alive, 1 of them on hook, the 2 heal up, hook bomb and body block, they're all 3 out of there. It changes when it's a Leatherface, Hillbilly, or Myers, but otherwise that's how it is.
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@My_Aespa said:
https://forum.deadbydaylight.com/en/discussion/comment/3188696#Comment_3188696
For some reason, everyone uses Kindred but no one utilizes it, like why waste a perk slot if you're gonna act like it's not even there? Most people now that I play with use it just to hide in the corner until I die on hook or just ignore me.
I use it when it's most important. If I see a Leatherface aura at the hook and it disappears all of a sudden, I know he's Insidious'ing at the hook, so I'm gonna stick to gens like glue.
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@Lynxx said:
https://forum.deadbydaylight.com/en/discussion/comment/3188816#Comment_3188816
Not really - dirty tactics are universally reviled and looked down upon in many games or sports. Sure someone may 'win' using such tactics, but don't expect respect or admiration for it.
But they do get respect and admiration for it. In CS:GO or Rainbow Six Siege, what does top level play look like? Peeking around corners, fighting from corners. And that's hype to the audience, not despicable.
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Is the aesthetic great? Sure. The balance of the map is not.
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@MikaelaWantsYourBoon said:
I don't know why people hated it but Garden of Joy decent is map. Main building is a bit problematic but it is not big deal. Most of loops are fair for both sides, map is not so big. So it is easy to pressure on gens.
Have you seen those loops? That gen placement?
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@Rookie1978 said:
https://forum.deadbydaylight.com/en/discussion/344449/camping-and-tunneling
You're gonna be so surprised when you figure out what the killer's job is in this PVP game. You are going to be even more surprised when you realize what the Killer gets bloodpoints and is incentivized to do and build around. The moment it sparks in your head that it's a player versus player game where the other player isn't supposed to try and play fair and they're supposed to win just as much as your supposed to win, oh boy.
When you realize the entire point of escaping and evading the killer is so they can't be detrimental to your overall progress you've made towards victory? You are going to lose your MIND
This is the only game where you are shamed for using all available tactics to win. No other community insists that the 1 in the 1v4 play in a way that gives their opponents a greater chance to beat them, simply because "sportsmanship". That's not what sportsmanship is.
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@BrightWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/3187328#Comment_3187328
I agree, like I don't really have anything against SWFs, because that's how I got into the game. But if you're going to stick to your other teammates like glue and not do gens and cause your entire team to loose, then don't be surprised when people complain about it.
But I agree, just because you as killer or survivor get lucky and down or escape from a good player, doesn't mean you have any set level of skill. You just got lucky, I know I certainly have in the past, being paired as a new player with randoms who are actually good at the game or getting a down on cocky survivor at the exit gate because they're too busy t-bagging you.
So yeah, they really need to design a better MMR system. There are plenty of online MMOs or CO-OPs that they could take inspiration from. :-/
I do believe that SWF is a tool to break the game, simply because gen speeds and body blocks are too much for the killer to handle constantly. The best thing I would do to SWF to make it fair is give them an action speed debuff. At the very least, we could try making gens 5% slower for them, which could be offset simply by running Deja Vu. I know it sucks for people who are "just playing with friends", but if that's their mentality rather than straight-up trying to win, then they shouldn't be worried about it. You playing with friends at no cost should not lead to killers, who know what they're doing, play efficiently, and make few to no mistakes, lose guaranteed to survivors whose goal is to win. If we were to do anything else, like adding another generator to be done, or buffing the killer somehow, it might be too much. So that's the idea I'm gonna stick with for now.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3188410#Comment_3188410
Why should the killer get to ruin the game for the last 2 survivors
Again with the survivor-centric balance. How does it ruin the game for them? The killer is just trying to end the game naturally, by playing the way they've been playing the whole time. But the killer can't do that if the survivors are hiding and not doing anything because they're afraid to keep trying to win... simply because they're at risk of getting sacrificed... which is the threat they've been under since the beginning of the trial. "Ruining the game" for the survivors is simply playing the game with a higher likelihood of winning at that point compared to when there was 3 or 4 of them alive. But what we have right now, hatch + exits gates powered by closing hatch, is a base game mechanic that gives the last survivor or 2 just as high of a chance of escaping as if all 4 were still in the trial, which just doesn't seem right.
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The knife is fine. It's different from all of the other base skin knives we have.
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@[Deleted User] said:
I definitely believe that all survivors brought party streamers and then decided to ddos you, because reasons.
Your tone is incredibly sarcastic in basically everything that you write, so Iām calling bait.
You can't dismiss someone just because of sarcasm.
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Among Us.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3187504#Comment_3187504
The problem in my eyes with that is your simply just giving the power to the killer, the thing that makes my solution more fair is that it is neutral and doesnt favour one side or the other.
I don't see what's wrong with giving the killer the power to end the game for a change. We could always do the endgame chase thing if we wanted neutral.
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@SailedSavage said:
He can teleport to anywhere on the map 3 times without much delay, the ability recharges very quickly, he makes no audio while teleporting and you only know when you hear him bust out of the locker behind you, you can only lock each locker once and he can break the lock on any he sees with just a simple m1. He can start his teleport to leave his husk and cut off loops or teleport back to a hook instantly while still holding chase with someone else. AND the darkness is just salt on the deep wound. Top that with the fact he's a 115 movement killer and it seems unbeatable.
He's the only killer I can't find counterplay to. Other killers I can manage it about 50/50 depending on perks and my teammates (solo Queue sadly). I lose 100% of the time to him.
Am I the only one who thinks he needs some small changes?
I don't think you've actually played as this killer. I can just tell. Have you seen how long he takes to teleport a locker cross-map? Even for lockers that are relatively close up, the delay on the teleport is horrible, as in you'd be better off not using it mid-chase or for catch-up because you lose as much time as you gain. All teleport killers experience a similar problem, even Hag. Dredge literally didn't need the locks on the lockers, and he certainly didn't need to automatically target the locked locker when there's 2 right next to each other and the other one is unlocked. It's just built-in, unnecessary counterplay for the survivors to use. He doesn't JUST break a lock with an M1, because do that a couple times and soon you've wasted like 20 seconds, which killer cannot afford. If he didn't have Nightfall OR was a 110% killer, nobody would play him, and you're asking for both. At the end of the day he's an M1 killer, not even close to unbeatable. He needs small changes alright: buffs.
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@Rookie1978 said:
https://forum.deadbydaylight.com/en/discussion/comment/3185735#Comment_3185735
I don't necessarily agree with OP that 2ks should be 4ks but those matches where I get two early kills and the ENTIRE rest of the game is just trying to find the other 2 survivors that do nothing but hide from me while 4 gens are still left... I mean it is the most unfun thing in existence. I don't care if there's still 'potential', at some point it's just wasting time for both of us. Letting the Survivors or Killer have a way to just close the game out early would be pure slice of life, even if it's something every player has to agree to, maybe with a paltry pity bloodpoint amount given to the players for conceding the match or something. It's just so boring, i'd take anything to make it go by quicker and get me in a new game that actually has stakes.
I've suggested aura reading, but nobody likes that, even though it literally still allows you to loop and do gens. It would just prevent you from hiding forever.
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The fact that you have to wait to hit a survivor is what makes the perk broken. It's not like any other exhaustion perk, where you wait because you'll whiff because they're actually speeding up and gaining distance. It's literally just, "Oh, you were gonna down me? Now you don't." Why do we call the perk the perk healthy when it literally prevents killers from lunging? I want to be able to play killer and lunge, because I can. Is that too much to ask for? I can't believe they nerfed Dead Hard and we still have to be scared to lunge. We were fools to accept that because it's a reaction to a hit, rather than straight-up i-frames and distance, that it was gonna "take more skill". It takes none to begin with.
@RinsDoormat said:
Dead Hard was always a terrible idea; people told them when it was in development and Mr. 'was it a skilled play at all?' told them it would be fine. 6 years later they finally nerf it... and it's still a meta, nonsense perk
Exactly. Let's just accept that, like boons, Dead Hard is a bad idea. If you have to completely change the perk for it to be balanced, then that's what you gotta do.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/3185737#Comment_3185737
Only killer who needs to be buffed 115% atm is slinger. Otherwise all the 110% are fine
I'm looking at Hag, honestly. She comes to a dead stop when she teleports, meaning she has to run for a few seconds just to catch up to someone, despite teleporting to them instantly. And she loses 5+ traps every time she decides to hook someone, so how's she supposed to recover from that as a 110%? We've seen how people who don't know how to play against her get crushed by her, and people who do know dominate her. Why is that?
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@BrightWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/3185729#Comment_3185729
I've had this happen to me more than once. The first time ever playing DbD, I got put against Bubba and he face camped me, then just downed everyone. The last time I played survivor it was against a Deathslinger who was pretty average, but I screwed up and got downed. He hooked me and instead of doing gens, two of my teammates came to get me off hook, leading the killer right back to me, where they both got downed and I got sent into the second hooked state. Our other team mate, was off doing gens. They managed to get two done, but ultimately ended up loosing the game. it was quite interesting to watch.
And the message remains consistent. Your teammates, not because they're out of SWF but because they make bad plays in general, are what causes everyone to lose. This wouldn't happen if we had a better matchmaking system. Kills and escapes are too simple to determine where someone should be placed. It literally works best on fringe scenarios. I happened to kill a survivor who almost always escapes, I get higher MMR. I escape a killer who usually kills everyone, I get higher MMR. Those are scenarios of pure luck, not skill, and are being used for matchmaking purposes. It has absolutely nothing to do with skill, and although many have tried, it doesn't "prove" that one side is more powerful than the other or anything like that at all.
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Distortion blocks the killer's aura reading, but Object turns it against them.
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Like Spirit or Hag, having to play as a 110% killer without using your power fundamentally kills your momentum. He has to be 115% or else 1 miss gives the survivors a mile and a half of distance on you, as opposed to the mile it gives now. More killers need to be brought to 115%, not less.
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No. There's still potential to win. 1 survivor can loop a very long time against most killers, giving the other time to finish the gens, and soon 1 or both of them can escape.
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It's not gonna change my experience. I'm gonna brute force that pallet down even if I have to take the stun.
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/3185249#Comment_3185249
But those people do have a perk for that. We are not talking about preventing migraines vs an advantage, we talking about a perkslot vs said advantage.
Then make it base instead of a perk. That's the point.
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@Araphex said:
https://forum.deadbydaylight.com/en/discussion/comment/3165715#Comment_3165715
Problem is I've play well over 20 games.in the past 2 days, all losses from either teammates going down early or nobody body blocking for saves. Instead they go and do gens which is clearly not a winnable strategy. I've even tried it myself. Teamwork is the only way to win as survivor and solo Q doesn't have that at all.
On the contrary. Solo, when matchmaking works, allows for a great deal of teamwork. Teamwork is more than just altruism like body blocking and stuff. It's the collective efforts of everyone. Sorry for your losses; we all know it's the teammates' faults. But I've had positive as well as negative experiences.
There was one match where there was this Leatherface that downed 1 person and camped them to death, and I knew that was his plan from the start, and my teammates should have known, because after he hooked that person nobody else went down or even got injured, meaning he was Insidious'ing at the hook, which he was. Rather than pushing gens with me, which would have left this killer with a 2k at best, the 2 dunces waited next to the hook knowing that they couldn't do anything without hook trading, they didn't even do that, and instead let the person die on first hook AND both went down themselves for no reason at all! Even still, I kept pushing gens til the next guy that was hooked died, picked up the remaining slug, and she kept pushing gens while I was taking the killer on a very long chase until inevitably getting downed and hooked. At this point, we're at 1 gen and I have Adrenaline. She screwed up on the Merciless Storm skill checks, but assuming she didn't miss them, finished the gen, and was able to work on a gate if the killer was camping OR sneak around and unhook me if he wasn't, we would have been out of there, at least one of us. That's how much power survivors have even after making the worst mistakes possible, and we need more solos to realize that, rather than giving up and not getting good.
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The killer literally won't have enough time to deal with all that.
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The camera turn at the end is new to me, how it lets you change where you slam or throw them, but for the most part it looked like a normal rush where you turned your camera while moving straight.
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@Pulsar said:
https://us.v-cdn.net/6030815/uploads/5ZXK2NRS05CH/2rujsttk2an91.jpg
release me from my motion sickness hell bhvr
please
No trade-offs. Same blind angles as before, bigger fov for killer. It's how it should have been from the beginning.
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The base fov really needs to be better for killer, and I don't care how the devs go about it as long as it gets done. I have friends who literally won't play killer because it makes them sick, the fov and all that.
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If her blink attacks become special attacks, can we revert the Awakened Awareness nerf?
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@versacefeng said:
Killers have more and better chase perks than survivors. You're complaining about nothing.
Not really. For example, there's no chase perks that cause exhaustion, because those are reserved to ones that require survivors to work on gens or be injured already. Aura reading perks like I'm All Ears are only helpful and mindgameable loops, unlike jungle gyms, shack, and the Macmillan/Coldwind long wall pallet tiles that you can see over. There have been attempts to make good chase perks, but like Furtive Chase, they always fall flat.
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@pizzaduffyhp90 said:
I still get her and want her back to her old self
Yes! The version of her that had a perfect amount of counterplay for both sides.
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@Tsulan said:
Whenever I read a complaint about boring killers, I instantly have to think about how interesting running in circles around a rock feels.
Right on.
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@GrimoireWeiss said:
Is this a 2020 post or something? Slinger and Pyramid Head received changes ages ago.
People are gonna keep complaining about Deathslinger simply because if he aims well, he maybe gets a down on you, even though Huntress is literally the same but better and doesn't receive these complaints. Pyramid Head is the same, and so is Pinhead with Engineer's Fang: people get mad that the killer gets rewarded for aiming well and making predictions. The only reason Huntress is exempt from this criticism is I guess because she's been around longer and everyone is so attached to her. If it wasn't for her sometimes hitting people with hatchets around corners, you'd never hear a complaint about her.
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@MikaelaWantsYourBoon said:
Spirit is no longer problem tho? She already nerfed, i don't know why people are believing she is problem.
Nurse? She needs some add-on nerfs and that's all have to be done.
People are gonna complain about Spirit til the end of time, not only because she has a stigma around her due to being a former top 3, but because of the myth that simply wearing headphones while playing her makes her unfair.
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Can't think of a killer who's boring.