danielmaster87
danielmaster87
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@Marik1987 said:
https://forum.deadbydaylight.com/en/discussion/comment/3184884#Comment_3184884
I dont play Pig that often, so I assume my MMR on Pig is not in highest levels.
It's essential that you preface with that when talking about balance. If not, there's bound to be confusion. I could say that I usually 4k with Trapper when I play him, even though I haven't played Trapper regularly for like a year or 2. My MMR would be much lower with him, so I'd get easy survivors all the time, who lose to no gen defence/Infectious Fright Trapper.
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I'm sure he gained a lot from that.
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@lagosta said:
It just seems too much of an investment to make Self-Care work. Why not bring a medkit and free 2 perk slots? Or even substitute those 2 for Pharmacy and free up 1 perk slot?
Because then you can also bring in a non-medkit item.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3183983#Comment_3183983
Oh they've done that plenty of times, but I chalk that up to my bad reaction time + the inability to full flick in 2 frames on controller.
I just don't find him to be that difficult in comparison to a lot of other killers. Prolly because he isn't as screwed over by BHVR's lack of controller options and his mobility makes up for any shortcomings of skill.
It is harder to play him on console. I've had misses with his power that essentially felt like the hit got vacuumed back towards me. The flick, as you mentioned, isn't possible. His mobility isn't enough. Mobile killers are only a threat if they can get the down, and that's proven by the rarity of Hillbilly and Demogorgon at top level, because they do have mobility but they have to have so much go right for them to get a down.
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@Marik1987 said:
https://forum.deadbydaylight.com/en/discussion/comment/3183995#Comment_3183995
I never lose as Piggy with Videotape/Ruleset Nr. 2
This addon-combo is sick. Also Deadlock is the MVP-Perk on Piggy, if u dont use the Videotape.
I love the Amandas Letter-Gameplay (only with indoor Map-Offering) too.
But you're talking about pink add-ons and Deadlock, probably the most reliable gen slowdown, not Pig running just any build. I feel that the majority of people think that since killers got a better attack cooldown and kick gens and pallets faster, all killers are suddenly playable and don't have to run their best builds all the time to compete. Even when you use Deadlock and Video Tape, you're gonna have a tough time with Pig, or you should anyway. If you're never losing with that, keep playing and you will.
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I want DBD competitors like VHS to succeed, but right off the bat VHS has a terrible model. All I see is the killer getting stunned over and over by survivors, having to hide behind walls from the survivors, and even being killed by survivors. And that's the objective of the survivors, not just extremely hard to pull off bonus things, like it would be in Friday The 13th. That's where they went wrong.
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@Killmaster said:
All the more reason that Distortion needs a major buff.
What?!
Also, Distortion wouldn't do anything against Hoarder, because it gives a notification, not an aura read on the survivor.
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I never pay much attention to those sound notifications because I'm too busy chasing, except for when I'm playing Pinhead, which is really the only killer you should be using Hoarder on.
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It looks like, as usual, they can do the 1-2 middle gens and then the map is completely split. Can't do anything if that happens. This isn't even going into the strong pallets and structures that spawned.
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I'd disagree, but the picture makes up for it.
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@LiquidPhat said:
https://forum.deadbydaylight.com/en/discussion/comment/3182687#Comment_3182687
You seem like your never happy with anything. "I have a beautiful wife and kids, I have a well-paying job and I live in a great house - but I know its all fake and I won't allow myself to be fooled by this happiness" Okay pal, good luck.
The projection is outrageous, but expected.
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@Marik1987 said:
https://forum.deadbydaylight.com/en/discussion/346026/can-we-talk-about-killers-for-a-sec
Another man who cares about Freddy? Thats really refreshing and nice. I will completely agree with you. However, Pig for example has huge slowdown, while Freddy has nothing. Its hard with him, especially now without slowdowns besides PR. Overcharge and CoB arent that huge of a deal.
Pig has nothing just like Freddy until she gets a down. Even when she gets her slowdown going, the gens might be done before she gets to use all her traps, and they might get their head traps off in 1-2 attempts. It happens. Also YES, Overcharge/Call Of Brine are crazy overrated.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3182708#Comment_3182708
Mid-chase non-stop-continuous aura reveal makes mindgaming impossible. Which is why all sources of in-chase aura reading should be situational or restricted. Eg, I'm All Ears has a 40s cooldown and requires a rushed action and can be countered by having someone else in the 48m do it so the one in chase won't be revealed and only works for a few seconds. Floods of Rage requires an unhook from a Scourge Hook and only works for a few seconds. So on and so forth.
C21's only "requirement" is essentially just slam an object in chase and you’ll almost always be in range for the effect. Can be done however many times you need it up to the number of your slams, can be done every single chase, etc. Blood Amber is bad design for similar reasons. Until that key runs out of charges, it is literally impossible to mindgame unless the killer has on-demand Undetectable they can use mid-chase.
Considering Compound 21 and Blood Amber keys are rarely seen, I don't think they're problematic. If that was the meta then I'd understand, but it's like that one guy, hope it wasn't you, saying that we should nerf Clown's Cigar Box. It's something that so few people even complain about, it can't be that strong. It's unfortunate that I'm All Ears and Floods of Rage have those restrictions on them, but those are their activation conditions. If they didn't have those, the perks wouldn't exist. All these aura reading things at least require some sort of trigger, something you have to do to see auras, and that can be as simple as equipping the add-on and using your power.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3182711#Comment_3182711
It's really not that difficult to land hits against most players, even on controller. The starting hitbox is chunky and the bump logic on most maps is simple.
So a survivor has never done a wiggle and caused you to miss? You pretty much have to start the hit as you're touching them, or do it early but commit to one direction or the other. It isn't as easy as landing a basic attack, I'll tell you that.
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@Sadako_Best_Girl said:
https://forum.deadbydaylight.com/en/discussion/comment/3182687#Comment_3182687
Problem is most people don't want to play competitively, and the ones that do don't really care if you are playing at the max of your abilities (hard tunneling, proxy camping, slugging), they will just answer by doing the exact same thing you are doing: Playing efficiently. And the problem is that this game just isn't designed to be played competitively, it has too many RNG elements to be considered remotely viable for competitive play, and the most efficient playstyles are very uninteractive.
Nothing is stopping you from playing the way you like and having a competitive mentality, if you just play "scummy" you will start noticing the differences on your kill rate. Just don't get mad when the other side also plays at the fullest of it's abilities.
They don't want to play competitively, but somehow also want to speak on game balance. I get that the game has a lot of RNG, but I'm not for completely standardized maps like some people have suggested, because then you always know what to expect and it gets boring. I am for getting rid of crutch RNG stuff like 4%ing and hatch. It's funny that killers playing efficiently is always misinterpreted as scummy, but survivors being efficient never is. No, what I get mad about is getting called unsportsmanlike for playing to win. It still doesn't mean I can't get mad at how quickly and easily survivors can complete their objective compared to the killer.
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@[Deleted User] said:
Speed add-ons makes him insane.
But consider how much control and precision it takes for the killer player to land those high speed rush hits. It's not as if the survivor is running out in the open in a straight line.
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@SuzuKR said:
Alch Ring/C33 are the only real main offenders. Ring needs a rework, C33 would be fine if the Hinder was removed.
C21 is also bad design and should probably get a rework.
How is Compound 21 bad design?
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@Brokenbones said:
It's his addons that make people say he's OP
mainly alch ring and compound 33 I think? IDK if Adren vial counts since it at least has a downside
I saw someone say Alch ring was balanced in a video once, I don't know how they came to that conclusion but I think it was a very misguided one.
It's not about being balanced, because high rarity stuff is imbalanced on both sides, just not to a crazy degree like people make it out to be. Do pink and purple add-ons not deserve to be strong? They're hardly without counter either. Alchemist's Ring may refresh the rush tokens, but that still doesn't allow an instant follow-up attack, and the counterplay to his rush did not change. Compound 33 has less counterplay, but you basically have to juggle playing safe while also not throwing pallets down constantly. Adrenaline Vial definitely isn't OP, even though people will die on a hill arguing the opposite.
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You nailed it. When people talk about the strength of Blight, they're factoring in his best add-ons, perks, and techs. Base Blight is something to scoff at. You have to respect pallets, you're weak to windows, you're not going terribly fast, and your hitbox on your power is inconsistent. Sometimes I honestly feel more attached to him due to his aesthetic rather than his gameplay. He's not S tier, because that spot is reserved for Nurse and nobody comes close, so he's really A tier, and that's with him running strong stuff.
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They're not there. Only you and I can see them.
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Killers are weak, which is why they needed stuff like pre-nerf Pop/Pain Res to play catchup. The best examples of killer weakness is when you play M1 killers like Freddy or Pig, with or without perks. They have nothing for them in chase, so you're struggle to get a single down against good survivors. I don't allow myself to be fooled when I get 3ks and 4ks, because I'm reminded that those were given to me rather than earned, and that's a result of survivors having the advantage from the start. Top caliber or approaching top caliber survivors can just do the gens in the blink of an eye, and regardless of it they go down quick or not, you're not gonna be able to get them out of the game in time to play catchup. Remember, Prove Thyself and toolboxes were not touched, and new gen speed tools like Overzealous and Deja Vu were introduced.
It's so rough for killer, I literally don't try out new perks but for a few matches and on certain killers, because unless it's blatantly meta shifting like if we got a new Pain Res equivalent, it's probably not worth shoehorning into your build to see if it works or not. This mentality has crossed over to how I play survivor, not really testing out new/fun perks or builds. It's the price of being competitive.
When you play killer you either stop caring about losing, or you do everything you can to minimize your losses, which often times isn't enough. There's still too many broken loops for survivors on every map that have no gameplay for 90% of the killer cast. Quicker attack cooldown and 10-second longer gens didn't change any of this. The biggest downside of playing killer competitively is that you're constantly hit with gaslighting, virtue signaling, and skill questioning from the community. It takes guts to make posts like yours, truth be told.
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@Murgleïs said:
Try tunneling fast and hard 90% of your problems will be solved as Killer
Just that easy, huh?
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It synergizes with a lot of stuff.
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@Regulus47 said:
Once again, the Devs make concessions for lazy killers who don't want to bother improving at the killer. OhTofu was right all along, unsurprisingly.
How is it lazy to complain about a bad hitbox? It was smaller than the survivor for crying out loud. Now it's fine.
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@pseudechis said:
There was a golden time when players would hook trade and make smart saves and focus down gens if someone was getting camped.
Now it’s just whine whine whine.
Yep. Pretty much every team I straight camped against in the pre-The Realm Beyond era would do that. It's still possible, but people don't want to do it. Next they'll want Reassurance base.
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So what do you want now?
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It is an annoying part of the farm maps. Can't see!
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His charge-up does feel bad, like trying to ready a pounce from Victor without the Toy Sword add-on. It gives survivors way too much heads up/room to maneuver.
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I don't think we need to "address" Pain Resonance again, since it was one of the most fair killers perks that got nerfed. You get the most regression only from getting the most hooks that you can. And it used to have info which encouraged you to pressure gens and leave the hook, but now that's gone. If you nerf the perk further, Pentimento will replace it, since it's probably their next best option.
Prove Thyself however hasn't changed, and is one of a few remaining survivor perks from their old meta. It pretty much negates the slowdown downside of multiple survivors stacking on a gen, and pressure killers into bringing Discordance, which I see as a pretty mediocre perk that only a handful of killers can make use out of. If you nerf Prove Thyself, we'll see if it gets replaced by Stake Out/Hyperfocus, and see if that perk combo is actually strong. 2 birds with 1 stone.
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Not gonna lie. Just play selfish. If a decision leads to you personally getting out, do it.
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@dictep said:
Devs dont care. Play as killer or civilization v
Right on.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3178548#Comment_3178548
Just don't even start with that. Nobody is using it in tournaments. It's never needed to be nerfed. It was so useless it got buffed to an insane degree compared to what it did before and still nobody uses it.
I use it, and while solo will be solo, the gens get done more consistently when I happen to equip it. Of course, the killer can go after me the whole match from start to finish, in which I wouldn't be able to use the perk at all and it would be wasted, but at least then I'm just wasting 1 perk and not a whole Built To Last/Streetwise toolbox build. I'm gonna keep saying Deja Vu is underrated because that's what I see. If people haven't even tried it or tried combining it with other gen speed things, I don't really want to hear them complaining about gens taking too long.
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Pretty much. If you think saving your teammate is gonna be more efficient than sitting on the gen, then go for it. Otherwise, don't waste your time.
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@[Deleted User] said:
He's just kinda trash against good survivors right now. Windup's too long, can't "glide" along objects. If those 2 things weren't the case you could probably use him at more tiles but nope.
I feel like people calling him A tier are being way too generous.
The windup is too long. It's like playing Twins without Toy Sword.
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I've tried DS, Dead Hard, Resilience, Adrenaline. If you can just manage to do the last gen, you could be sitting pretty. Some of these teams are legit uncarryable though, and they will get you killed. Sometimes you're the martyr and they escape. My disagreements with MMR are the same as yours.
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There's complaints about that one every single time it gets repeated in these tomes. Nobody wants to sit next to a killer that whole game, and because there's no in-game indicator that the challenge is done, you have to be extra sure you did, which means spending more time than is necessary just following the killer around.
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@bm33 said:
The survivor challenges on this tome level are basically "be selfish and screw over your team" challenges. Heal yourself only running Self Care and escape, escape through hatch, hide next to killer for 2 minutes... Guess kill rates still weren't high enough so they're using the survivor challenges to help by making more players throw the game for some BP and rift fragments.
It's not the kill rates why they're making them. They just don't know how to make challenges.
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People really don't want to admit that in certain matches, you have to camp and tunnel if you want a chance at winning. Even when they do admit that, they play it off like it's a 1/100 thing. Try 1/3. There have been countless times where the survivors weren't that good in chase and could have been more efficient on gens, but did that stop 3-4 of them from escaping? No. The time it takes to down survivors at certain tiles is too long unless they make the mistake. At jungle gyms and shack for example, there's no mindgame once that pallet's dropped, meaning you have to break it and let the survivors get to the next tile for free. Even if it's like 20-30 seconds to down them, that can be a game losing chase on its own, simply because the other survivors are being efficient on gens. They should be done in like 5 minutes, which is why you see so many people bringing Adrenaline and Hope for late game, because it's basically guaranteed at this point.
I don't know why people act like you can't be efficient in solo. You can, as long as you don't have bad teammates. There's no reason for games to be going on for 10 minutes+. Believe me, I've seen bad teammates and there's not much you can do to carry them, let alone escape yourself. But is that the killers fault? No. Just because the survivors aren't playing well doesn't mean the killer has to forfeit playing well themselves. Most of the time, that involves camping and tunneling, because that's what gets consistent positive results, unlike going for 12 chases. You have to make a shortcut somewhere or you will just lose, unless the survivors say, "You know what? I'm gonna not block my teammate from going down. I'm gonna not commit to this gen. I'm gonna search this chest."
You can't balance around camping and tunneling with base mechanics. It punishes killers who are resorting to that playstyle because they're already in a losing position, which you are from the start as killer. And let's not forget the unintended side effects of that. Base BT? Free body blocks for the unhooker. It has to be perks that counter these playstyles, not base mechanics, because survivors don't need 20 perks vs the killer's 4. They should have to give something up to counter these playstyles. Why is it the killer is always at their mercy, and not the other way around? Killers have to give up 2 perk slots for the possibility of Call Of Brine/Overcharge to work, the only combo that actually rewards you for stopping to kick gens, and all the survivors have to do is come by and tap it.
It's as OP says. You only see those killers, because they can actually move around the map, punish survivors who run loops bad, and not waste much time playing pallet break simulator. But don't mistake them being strong with them being unbeatable. There are so many counters to these killers, and so many more for the ones who weren't mentioned, which is why nobody plays them.
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They're over exaggerating certain things based on misconceptions of other things. Killer isn't OP just because you can't escape in solo. You can't escape in solo because your teammates are bad. Killers don't camp and tunnel because it's easy. They do it because they're risking getting a 1k playing any other way.
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Too hard to decide. They're all pretty weak.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3178495#Comment_3178495
You are right, and that's the same kinda logic that surrounds IW now. "I don't get unconditional 100% noise reduction = trash".
I sorta get that its a bit thougher to swallow the exhaustion part, but that's the stealth part,ie you either stealth it OR you make a run for it
Mhmm. They complained even before its nerf simply because Stridor Spirit existed. They won't settle for anything less than total silence that trump's everything. Probably the same reason why people hate Doctor and his static blast.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3177563#Comment_3177563
If you equip deja vu....
No. I dont want to have to bring a dead perk to negate a challenge. This is the same reason the 1% of killer challenges I have left are because they force perk use with completely worthless perks.
Deja Vu is good.
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Why did they nerf Self-care anyway? That don't make no sense.
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That's what I've been saying. People compare hatch and keys to how broken they were before and say, "Now they're useless." Not useless, in fact as you said, it can be free. The killer cannot patrol 2 gates AND hatch.
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So you want Unbreakable at base when you already have BT and Guardian on steroids at base?
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Play against him like Blight. Take tight corners so he doesn't have an angle.
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@Wowie said:
https://forum.deadbydaylight.com/en/discussion/comment/3177700#Comment_3177700
I almost regularly play weaker killers. I hate Blight, he's boring, and so is Nurse.
I play Michael, Pinhead, Twins, and Trapper. Also sometimes Bubba (I used to main him back in the day but now I only boot him up like once or twice a week).
You really don't always have to tunnel and camp, you're just so used to playing that way that you're incapable of playing any other way.
Right, so I can go for 12 chases, no other strategy, and win?
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@Junylar said:
Set up killers are annoying to play against and are encouraged to camp hard by the game. It's one of a thousand game design mistakes of BHVR.
Hag doesn't get much from camping.
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@Friendly_Blendette said:
Pretty much like the current incentives work only say Twins would have it or Hag or whatever killers are least played at the time in order to try and promote killer diversity in matches.
The incentive would be making them viable.
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Her 2 yellow recovery add-ons. The one that affects the expired bird recovery, and the one that affects recovery on launched birds.