danielmaster87
danielmaster87
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I've argued numerous times that he should never have been nerfed, and... Well, I'll leave it at that.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3162775#Comment_3162775
I was seeing solo players before patch tho. SWFs was more popular, yes but solo survivor was never that rare for me.
Now whenever i play killer, it is always sweaty SWF teams. Do you know how much boring to play against them?
I know very well how boring it is to play against them. Your decisions become meaningless, because you get punished no matter what you choose to do. It's why SWF gets complained about so much, because the game isn't balanced around 4 survivors being good AND having voice communication.
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Counterforce.
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@OrangeBear said:
That's just what happens when the killer character sucks. I don't often hear about Pinhead or Artist tunnelling or camping and it's because they don't need to.
Partial agree. Killer players will start camping and tunneling when they realize the killer they're playing sucks, like when Deathslinger first hit live. They're not confident in their killer's ability to win the game even when doing really well in chases.
It's not that Artist and Pinhead don't need to tunnel to win. It's just that they wouldn't be playing off their strengths if they did that. Artist can multi-task, shooting birds across the map as she's engaging in chase with someone else. Pinhead has to interrupt the box to keep the chain hunt going, or else he's just an M1 killer with inconsistent anti-loop. That's the only reason why they don't tunnel.
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@MikaelaWantsYourBoon said:
Because there is not enough survivor players. Solo survivors left. They destroyed game for casual players as well. So mostly you will get sweaty SWFs.
I do see a lot of SWFs in my killer matches, but they were present before the game was "destroyed for solo" as well. You're gonna see them all the time at high MMR regardless.
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@ThiccBudhha said:
It is easier to be a high mmr killer than a high mmr survivor. You are probably better than you realize because a lot of killers do not understand killer. So if you do, that already puts you in the top ten percent, ez.
Right. They think that every killer plays the same, chasing and downing. But Hag really doesn't work that way, because if she's chasing as a 110% then she's losing out on her strength which is surprise attacks with the traps.
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@ThatOneDemoPlayer said:
I've been saying this since the goddamn PTB, but no one listened and said he was "A tier" and that he was "A better Demogorgon"
How much better is the question.
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Survivor buff, killer nerf.
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@VentureBrosFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3161253#Comment_3161253
you can close hatch and then there will be egc which is stupid that you find hatch and then you need to patrol gates but game can end. The same is with slugging but it does not change the fact that it takes really long.
It takes so long for killers to close out the game playing normal. None of the other games in DBD's genre make it this complicated to kill the survivors once and for all. It's second chance after second chance, not just with perks, but with base game mechanics.
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@Archvile said:
https://forum.deadbydaylight.com/en/discussion/comment/3161312#Comment_3161312
Only indoors map ever cause problem for the playerbase as far as navigability is concerned, because outdoors map are designed in a way where "naive pathfinding" (just going around obstacles while still moving in the general direction of your target) is always possible. RPD was especially horrible at this which is unsurprising since it's literally designed to be labyrinthine and hard to navigate (otherwise you wouldn't get a map in RE).
I don't know what to tell you. Maybe we shouldn't be balancing around people who can't learn a map after the 7th time they've played on it.
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3161298#Comment_3161298
Lol, that's cute. Yeah but the real truth is people take the path of least resistance.
I don't get it, I don't get it. We push killers to playing the most efficient, which means camping and tunneling, because we call them baby killers when they get a bad result, but then we also give them flak for playing like that. You could argue that killers aren't really learning killer or improving by camping or tunneling, but then again, there's no room/time for them to grow because they lose over and over when they don't camp and tunnel.
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...What? How is "everything" about RE now? How does it detract from the game? And I know you're not hating on my boy Negan.
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I also think that the matchmaking incentives are helping.
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I don't know, man. They didn't want it to be strong because then it would be "abusable", but now they don't want it to be "weak". They flip-flopped.
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They keep getting rewarded for this behavior.
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@DBK1 said:
Can't argue with the inclusion of her stars gear, but hopefully next time around RE5 Jill with the blonde hair gets added. Was pretty hyped up a few days ago haha.
I was just hoping her stars outfit would somehow change her face to be more anime like in RE1 Remaster. I guess it's too much to ask, because they didn't change Leon's RE4 face either. And Chris is just weird looking because it's his RE5 face on his RE1 outfit.
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@Chaellooo said:
https://forum.deadbydaylight.com/en/discussion/comment/3161099#Comment_3161099
All they did was copy paste Jill's cosmetic onto Feng. Hate how Bhvr gives her new outfits every patch
Lol.
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You're still cutting out a significant portion of the station. I think it was a cool idea.
@HugTheHag said:
It's stilll as convoluted as ever, too.
Mid-evening I had to switch to Deja Vu just to find gens.
New maps are always confusing until you learn them. And Deja Vu getting more use sounds good to me.
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I'm hoping they just scrap breakable walls as a mechanic. They don't know how to use them. You would think that breaking the walls would help the killer 100% of the time, but on certain maps like Dead Dawg it literally creates a god loop, or extends one. They influence map design in a bad way as well. "We put a god window here, but it's okay because you can just break the wall." As if killers need to waste more time kicking pre-dropped pallets.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3160222#Comment_3160222
Legion is so miserable to play against that I've stopped playing him simply because I'd get more DC's than Kills.
Eating a penalty is better for those people than playing against Legion and I feel it.
You can't play a killer you like because people keep DCing against them? That's horrible. He's not even like Nurse level.
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@Ayodam said:
You mean killers are still camping & tunneling despite the new BT and Reassurance? Well, color me surprised.
It's almost like they don't have any confidence that they can win without doing those things.
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@MikaelaWantsYourBoon said:
No, you have to be wrong. Reassurance is great perk against campers, it has to be. Killer mains told me, they said "Reassurance is good perk,".
So how camping is still viable and strong.... I trusted killer mains on that :(
I wanted to see how the perk played out. I want it to succeed. But you have to remember, it's a DLC perk, and not everyone saved up 1.8 mil bp like I did to get the perks on the first day, so a lot of people probably don't have the perk or are using the level 1 version of it, so it's not seeing much effect let alone much use.
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The whole "He was grabbing survivors who weren't in front of him" thing, I don't buy it. I think sadly Wesker is gonna be a killer like Nurse who has wildly inconsistent attack hitboxes.
I think how the devs handled fixing his bumping into everything was to nerf his grab's hitbox, but I don't think they have to do it that way. I'm no game designer, lucky us, but I would try to find a way where the bumping into objects hitbox was small and the grab detection hitbox was still big. This idea could also be applied to Victor, Demogorgon, Huntress... oh it would solve SO much.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3160891#Comment_3160891
BT basically became a required perk pre-basekit though wouldn't you agree?
Like you remember how easy tunnelling and camping was when it was perk based and wasn't there?
No, because survivors were smart and brought BT. There was no such thing as easy tunneling, even with Pyramid Head because smart survivors avoid his trail like the Plague, going down rather than running through it.
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As survivor, yeah. It felt like we were so safe.
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@KOj420 said:
https://forum.deadbydaylight.com/en/discussion/comment/3161247#Comment_3161247
Again, 'skill issue' is not a valid point.
I'd just move on. They don't want to form an argument. It's easier to just to say "lol no".
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3158164#Comment_3158164
When everyone's always questioning your MMR and skill level, yes gaining MMR is important. If I faced nothing but baby survivors, my opinions would cease to be valid, because I wouldn't be experiencing the level that I'm talking about.
Maybe you should let go of rank elitism then?
This sort of top-down balancing is only effective for turning games into spectator sports, it doesn't help general playability because the average player's game is completely different from what tournament level players play. Trying to focus only on this elusive 'high MMR' bracket has a tendency of making the game worse for the vast majority of players.
What you find fair or unfair in any game can still be valid, in disregard of your rank.
Additionally, the hatch is not going to be the reason you're not at your proper MMR. A hatch escape doesn't deduct from your rating, it just doesn't give you the heavily diminished value from the fourth kill because, if not for the hatch, it would be a freebie anyway. If MMR is working as it should, then your MMR will, over time, wind up where it should be, especially as killer, since there's no one but yourself to rely on. Getting a hatch escape is just going to make it take a little longer, which is healthy for the MMR system, because a larger sample size of games means a more accurate representation of your actual competence.
So basically, what you are arguing for is a change that would likely have severely negative impact for both survivors and killers (What's the fourth survivor going to do if there's no hatch? Hide away as long as possible in hopes of frustrating the killer into quitting is my guess) because
A) You believe that MMR determines the validity of someone's opinion, full stop
and
B) You are so impatient that you want literally every last point you can get your hands on
Not a good look, bud.
https://forum.deadbydaylight.com/en/discussion/comment/3158154#Comment_3158154
I can't believe you literally said hatch got nerfed, therefore it can't possibly be problematic anymore. The same would never be said of something on the killer side. This is where we are.
That is literally not what they said, they said the hatch was 'Gutted to the ground', not just nerfed. There's a very stark and obvious difference that you chose to ignore there.
You really don't want to admit that hatch isn't perfect, do you?
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@VentureBrosFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3158238#Comment_3158238
Either the game ends or hatch stays, if there won't be any hatch and the game won't end survivor will just hide and it would be really hard to end a match. I think this was the main reason why hatch was created.
Hatch just rearranged the chairs on the Titanic, as it creates the same problem it was meant to solve.
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@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/3158164#Comment_3158164
Perhaps you're the baby Killer here?
The hatch ALWAYS spawns next to the last Survivor in the game.
Let that sink in for a second.
Y'all have been breaking records for putting words in my mouth. I never said it always spawns near the last survivor, but that it feels that way. So not all, but probably 90% of my matches where this situation happens, it feels like that.
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@MikaelaWantsYourBoon said:
I am just glad you are not dev, probably nobody would play your game. Your game would not survive even the first week.
Terrible suggestions, probably one of the worst. Like i said, i am glad you are not dev. You could kill DbD probably before first year anniversary.
Right, please show me another successful game where you can be losing throughout the whole match, and then the game gives you a free chance to win, not based off of your skill or anything, but luck.
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@VentureBrosFan said:
Yeah, I remember playing as survivor (this was before the hatch nerf btw) and she was just hiding from the killer all the time. Killer was camping whole match so we had two survivors doing gens instead of 3. After killer closed hatch she just escaped because of key. I don't understand why hatch exists. If survivors lose they lose as team, if hatch is here not only killer lose 1k but also survivors can lose 1 teammate, because they can just hide all the time. The game should automatically end when you kill third survivors, the last one should be automatically sacrifised or moried.
Disagree on that last statement, but everything else makes sense.
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@GrimoireWeiss said:
Why do you care so much about this? A 3k+hatch or a 4k are literally the same thing, unless you're one of those who want the increase the magical invisible number (MMR) that no one cares about.
Hatch and exit gates exists so when the game is lost survivors at least try to do something when the game is lost. When the game is lost as killer you can always squeeze out at least a 1k with camping or tunneling, but when the game is lost as survivor the best thing you can hope is to escape through the hatch at the end.
If I'm going to die anyway when the game is lost I might as well AFK instead of wasting my time.
Also at least try to share your opinions with actual facts. The hatch location is decided randomly while the map is loading, it has nothing to do with the killer and survivor positioning.
When everyone's always questioning your MMR and skill level, yes gaining MMR is important. If I faced nothing but baby survivors, my opinions would cease to be valid, because I wouldn't be experiencing the level that I'm talking about.
So all I have to do to get an extra kill is SIMPLY camp or tunnel? Why didn't I think of that before?
I know the spawn logic of hatch quite well. It just seems like it's always spawning near the survivors for me, and allows them to jump through anyway when they screwed up and waited too long before I got close enough to close it.
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@EliskaMM said:
https://forum.deadbydaylight.com/en/discussion/comment/3156247#Comment_3156247
You assuming that the survivors lost. Sometimes the hatch is the only option, bad at that anyway, bc the gate spawn RNG is horrendous most of the time... Either spawns on the same wall or opposite to each other.
Why killers should be rewarded but survivors couldn't? I get that most of the time the hatch escape is survivor who you, the killer, hasn't seen, but what happenes to the survivor who runs the killer the whole game, or most of it anyway, and their only means of escaping is hatch? Why they should be punished?
Not to mention that hatch got gutted to the ground while devs promised "more ways to escape will be added to the game" so hatch is not a problem. Most of the time the killer finds it first, not to mention that if both parts get there at same time in 99% of the cases killer closes it in survivor's face bc it gets overwritten.
This is why I dread talking about this topic, because people refuse to give the killer the benefit of the doubt. Every single time, y'all say "The hatch is for the survivor who played amazing and had trash teammates." #1 That's balancing the game off survivors playing bad. #2 You must realize that hatch also largely rewards survivors who wait it out rather than assisting the team to pull off a legit escape, and also emboldens the toxic survivors because hatch will always be there to bail them out. But I never hear y'all say "The killer deserved that hatch close because he played well." On the contrary, the killer is instantly suspected of having "steamrolled" the survivors from the start, or was toxic, or didn't go easy on the survivors simply because some were potatoes.
I can't believe you literally said hatch got nerfed, therefore it can't possibly be problematic anymore. The same would never be said of something on the killer side. This is where we are.
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@SgtMittens said:
https://forum.deadbydaylight.com/en/discussion/comment/3157706#Comment_3157706
The "people agree with me in droves and upvotes" is one of the saddest I've seen recently. That's not validation of any kind. This "trusted" tag is a joke. It has to be this forum's equivalent to Yelp's "elite". You have to convince someone you think your opinion is important.
You might have missed it, but I've been questioning that, not boasting about it. If people like what I say, as is indicated by the upvotes, then why won't they say anything? Why is it only those who disagree with me who feel the need to comment? I don't understand it.
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Well we're not gonna do what Friday the 13th does with its survivors. If you start adding special stuff like personal attributes and stats to the different characters, 1 is going to be picked all the time and the other 80%+ of the characters will never be touched. That's what I see every time I get on F13th.
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@ThiccBudhha said:
I genuinely believe end game should be a survivor sided mechanic. It just makes sense to throw them a bone after 3 of them are massacred. That being said, I do agree that the mori overhaul was bottom priority because it is a change for killer players. People pretend they do not have a survivor bias for whatever reason, but yeah... pretty obvious if you pay attention to their changes. You know, like how reassurance was not changed to prevent end game trolling of a killer, but it was changed to prevent trolling survivors. But survivor mains would no kap be like, "sEe ThEy BuFf TeH cAmP!" Ha ha ha... You just can't make it up.
You can't make it up. The same survivors who just assumed that once Reassurance was out, every 3-man SWF was gonna automatically use it to hold games hostage, are now complaining about the nerf. They asked for it. And it's not even a bad perk either; it's still more usable than Kinship. And the wording of it all: it was changed because "a survivor could be prevented from being sacrificed against their will." They wanted to make sure that the people who wanted to rage quit could do so and feel happy, even at the cost of screwing over their remaining teammates. It's always about survivors' feelings.
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Hatch is not a perfect endgame mechanic.
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She can go invisible in exchange for being slightly faster, but while you're in that mode, you can't see survivors at all. You basically have to guess where survivors are all the time.
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@GentlemanFridge said:
https://forum.deadbydaylight.com/en/discussion/comment/3155679#Comment_3155679
That makes no sense. Why would they show such blatant favourism?
Besides, I’d argue that a good Hag is much, much more oppressive than Artist.
I don't think either is oppressive. Have you played as them both?
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@skylustv said:
https://forum.deadbydaylight.com/en/discussion/comment/3155686#Comment_3155686
I agree with you before boon totens existed
Boons just kill her. CoH and Dark Theory are stupid strong against her.
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Do you also refrain from playing Freddy because he's so strong you'll 4k every time?
I say we make all killers 115% (4.6 m/s), just so we don't have to play this "they should be 115" "no, they should be 110" game every time. That lays the foundations for us to balance around killers being good in chase.
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@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/3156708#Comment_3156708
Perhaps there's a reason for this result?
Closed-mindedness. On this issue, I can understand people screaming "killer biased", because it's affecting situations in which the killer has most likely got 3 kills already. But my argument is: that isn't a good enough excuse to ignore the issue entirely.
On other issues though, like Pop getting nerfed multiple times, Ruin getting nerfed multiple times, Wraith nerf, Deathslinger nerf, Pinhead nerf (why?), people just don't give you anything.
"It's OP."
"Why?"
"Killer main, get good."
That kind of stuff. And people have agreed with what I've said before, sometimes in droves, but they show their support through upvotes rather than comments, which kind of makes me look like an outsider who is the only one arguing about a certain issue. If the forums are full of killer mains, I'm the sugar plum fairy.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3157460#Comment_3157460
Lmao what........
Also blight is considered superior to demo because of mobility, and he gets 5-7 "shreds" at the loop.......?
No, but the movement is similar. It's more similar to Oni in his power, because you can dead angle his rushing hit. He can't hit you if you just turn a corner hard enough, which is why I complain about his turn techs inflating his power level. But you don't ever hear about this counterplay because people act like he has none. To me, Nurse is S tier and nobody comes close, not even Blight. Blight would be top of A.
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Probably the most overrated killer in the game. Without unintended flick techs and slide techs and stuff like that, his movement is very choreographed and counterable. People are that Demogorgon's shred is weak because it's linear and won't work on round loops, so why can't the same be said about Blight's rush?
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/3155296#Comment_3155296
I feel like you are really contradicting yourself.
The game is survivor sided, because the killer cant win, but if he wins, he wins too hard, and they get the hatch.
This makes me ask: do you derank a lot to get easy survivor matches where you "kill too hard"?
Either your mmr is high, and you mostly get sweaty swf, that give you a hard time, or you are low mmr, where you can "kill too hard".
Otherwise, mmr is not working, and there should be a hatch in the matches where you "kill too hard", because you didnt earn them, but they were handed to you by bad matchmaking.
Or its just the difference between solo survivor and swf, and the last patch shifted the balance way more to the killer side, where he has easier time to handle swf and just stomps solo survivors. Then again, for swf the hatch makes next to no difference, but for solo survivors, there should be an escape, because there is no team you won against.
Tell me why hatch should still open after the exits are already powered, or how that's killer sided.
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@Ghoste said:
Killer finds hatch first the majority of the time, and the exit gates are usually not too far apart. I see your point, but calling endgame Survivor-sided is a stretch.
So you're saying it's killer-sided?
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/3155244#Comment_3155244
"Hatch is a good mechanic"... I mean I guess for points. But basically rewarding someone for losing doesn't seem very logical.
I know, right? Everybody thinks hatch is perfect somehow.
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@Grandpa_Crack_Pipe said:
Oh boy, here comes An Opinion™.
It's common sense to me, but I know that others won't see it that way. It is my opinion, not exactly fact, although I've used facts to justify what I've said. I was feeling somewhat confident in making an actual post after a long time, but seeing how little constructive criticism I'm getting, I think I'll stop putting my ideas out there, because it always results in this.
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@neb said:
Who cares about hatch escapes, are you seriously complaining about hatch now? Do you remember when people used to do 3 man escapes with hatch? That was literal pain. I don't care if someone gets hatch, I've already won. You can't convince me that I lost because someone got hatch. They got a pity escape. If you recognize that, then you won't care if someone gets it or not. If I wanted to, I could just slug for the guaranteed 4k if need be.
Again with this: "It was more powerful before, therefore it's fine." If only the same logic was applied to killer stuff.
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@Raptorrotas said:
https://forum.deadbydaylight.com/en/discussion/comment/3155651#Comment_3155651
I think it's not fair to dismiss only one faction for trying to fulfill their goal. Survivors want to escape, kills want to kill all 4 survivors. ( game recognizes both with bonus reward of 5000 for survivors and 2500 for killers. )
Feel free to dismiss the next questions if you think theyre just us vs them whataboutism:
Should we tell survivors too to be happy with just powering the gates and then offer themselves up? Thats about 71% of the survivor objectives done (5 gens + open gates + escape)
You're the first neutral reply on this thread. Everyone else is just regurgitating insults and skill questioning.