danielmaster87
danielmaster87
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Comments
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@YOURFRIEND said:
Constant cleanse is underrated. If you can deny plague getting her power at a time of her choosing it can be very useful.
It's safer just to not cleanse until the gens are done.
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I care about winning as either side. But at least as survivor if I die, I'd like my teammates to get out. I'm shocked to see myself getting sacrificed, and then spectate to see that my teammates haven't even touched an exit. As killer, I hate losing but it's normal.
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That sets such a bad precedent. People already theorize that their plan is to release a killer strong, then nerf it once everyone's bought it. We don't need to encourage them to do that. Killers should be strong.
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They sound fine.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/3138187#Comment_3138187
Well it is one of if not the only real killer friendly map and even that depends on the character they are playing.
You call that killer friendly?
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Yes. He has no 1v4 otherwise.
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Yes! I will love playing as Wesker and Rebecca.
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You've got perks on top of Endurance and Haste base.
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It destroys 110% killers. You have to commit to such a long chase just to get a hit on the survivor.
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@CosmicParagon said:
https://forum.deadbydaylight.com/en/discussion/comment/3138115#Comment_3138115
I hope you aren't advocating for MORE Iri Head nerfs, it's arguably the most balance Iri rn
I can imagine just about any pink add-on getting nerfed, because the community doesn't think that higher rarities justify higher power levels. Leprose Lichen, All-Seeing Spirit, Hellshire Iron, you name it. Nothing is safe anymore.
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@Dead_Harder said:
Im convinced this is an elaborate troll.
My dude straight up used Viktor until 3 of the survivors were injured and then he proceeded to use Charlotte to get downs instead of Viktor.
This is, big killer weapon energy.
Op is a straight up Chad.
Right. You should be using Victor at all times, start to finish, unless you're hooking. That's how Twins wins.
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@Aven_Fallen said:
Yep. You totally dont need to run BT anymore. /s
Do you?
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@adam1233467 said:
I dont think so, everyone is talking about buffs to wesker, nobody is talking about nerfing at least
They're saying he's overtuned, they're saying he has "oppressive" builds, and they're asking the questions. I smell a nerf coming.
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I think so too.
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@Adjatha said:
Everything is balanced around the lowest level of play and the question of balance at any higher levels is put on the shoulders of the players instead of evolving gameplay. There is no dynamic scaling to the game's difficulty, despite having an MMR value assigned for all players before the game begins.
Survivors who play correctly will always win.
Truer words were never said.
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The math has been done, so I can no longer argue with it: the grind is more. The thing I think we can all agree on is that the 20k BP nodes that you're forced to buy are stupid. Literally, who wants to do that? Spend 20k to prestige, when before it was free?
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Of course there is. That dopamine hit.
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Those killers that you "can't" escape from probably wouldn't be deterred by a 5 second DS either, so try again.
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@KayTwoAyy said:
What if I told you that Prove Thyself did the exact same thing it does now, when gens took 10 less seconds than they do now, and no one bat an eye?
Tons of eyes were batted back then, if you were paying attention.
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Can they? Yes. Will they? No.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3134641#Comment_3134641
Who said he's strong?
That's the point of the post: He's too strong against solos, so either nerf him or buff solos. It's lose-lose from a killer perspective because he doesn't come close to beating SWF, so imagine solos at that level.
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@Vampwire said:
It depends on what exactly were calling tunneling. I've had survivors call me a tunneller because I go back to the gen they were working on and find them there unhealed and greeding for a gen. I wouldn't say that's tunneling and is really just punishing greed.
But, if you're going out of your way to get one single person in a way that's going to make you lose, then it's stupid. Imagine there's 4 gens left, and the killer just camps and tunnels a guy just because they can. It feels like you just lose because of a killer cheesing the mechanics. And while sometimes tunneling can be a good idea, its more often than not used to spite a single survivor for any reason.
How do you spite a survivor for any reason? It'd have to be a pretty good reason. Sometimes, it just isn't personal. You tunnel somebody out so that you can win and not lose, because trust me, once that opportunity has passed, it's gone for good. Then you'll be sitting with a 1k at the end, terrible performance as wonder, "I bet I could have won if I tunneled that person out." I've been through it many times.
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/3134608#Comment_3134608
In recreational sports, when a team has established a significant lead over their opponent, they will substitute their top players for their benchwarmers.
In competitive sports, a mercy rule is instuted for similar situations, so as not to humiliate the opponent.
In both scenarios, the practice is considered a show of good sportsmanship.
Whether it is to be considered poor sportsmanship to continue beating your opponent is neither here nor there. The fact of the matter is that showing mercy, and allowing inexperienced players an opportunity for growth and development, are behaviors of a good sport.
The gaming community as a whole (not just in DBD) should be pushing to practice better sportsmanship.
The lack of accountability in our anonymous online environments, paired with the attention-seeking attitude of the younger generation has facilitated too much toxicity for far too long. If we are going to continue coexisting in this virtual environment, we should be asking more of our peers, and hold eachother to higher standards.
It is not virtue signaling to want to live in a better world.
What you're talking about isn't done solely to give the other team mercy. It's to give the 'weaker' players some experience, so as to not pay them to do nothing, and to build them up for when one of the good players gets injured or something and they need to sub out. In a way, it's almost anti-sportsmanlike, because you're basically saying, "We could easily beat you as is, but because we're in such a lead, we're gonna let our benchwarmers loose and see if they can't hand you a point or 2." That's what you see in FIFA online when the opponent puts their goalie upfront, basically showboating.
You're allowing the other team to play still, but you're giving them false hope as well. They probably see that you're letting up and may have a shot at making a comeback, but even if that did happen, it would be because you screwed up by throwing away your advantage, not because they just played that well. You see this in DBD when survivors have a huge gen lead and use it to waste time body blocking and spamming second chance perks for style. It's not to let the other team win as much as it is to showboat and then escape back to guaranteed victory.
The comparison you're making just isn't there. What smart survivor team just stops doing gens to give the killer a chance? No, they do it to be altruistic and show off because they've basically already won and they know it. You see killer do it so little because they almost never have that kind of advantage outside of playing a top 2 killer. It's not because they're bad sports; they want to win and win decisively after losing so many times to factors that are outside their control. Notice that teams who lost in real sports year after year usually want to keep their top spot instead of returning to being losers.
Your suggestion is so idealistic, as opposed to practical, that it could only ever exist in casual play, which is the part of a game's playerbase that needs to show sportsmanship the least. When you lose in this game you lose hard and repeatedly, and that's not fun, so why would I waste my time being what you would call sportsmanlike when I have nowhere near the advantage to do so? Even if I did have that advantage, survivor has so much comeback potential that letting up for even a second could cement a loss for me, which I don't feel like experiencing for no good reason. That's reality.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3134613#Comment_3134613
Exact to your Its so simple
Oh, so that's what you were doing. I literally explained like 5 things the survivors had to do, so clearly I wasn't saying it was THAT simple. I was trying to get the point across that going against Pinhead isn't much different from other killers. You know what you have to do to beat them, so do it instead of just saying, "He's too strong."
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I would like bots in customs. It would somewhat solve the problem of you being short 1-2 people.
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@Crowman said:
Much needed change. Having her range addons make her blinks faster was downright unfair.
It was basically reduced charge speed add-ons.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3134586#Comment_3134586
Pinhead only need to hit survivors and hook them.
Survivors need to do Gen, acknowledge surrounding on other Gen to assume if they're the best one to go for the box while the 2nd guy go to unhook the 3rd guy while the 4th guy in chase. So no such thing like both go for Box and unhooked guy dies, or both go for unhooking and Chain hunt activated and kill the chasing guy.
Well, everyone can underestimate the other side's job and overestimate their own job.
The gaps between Solo & Swf isnt chasing skill, its just the efficient Gen, where Solo already suffer against other killers. Pinhead just adding the 6th Gen.
I don't even feel like responding because of that first line.
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/3134581#Comment_3134581
Tell me you've never played a sport IRL without telling me you've never played a sport IRL
I wasn't much into sports, especially because of my knee problems, but regardless I don't remember that using a certain formation in football was considered toxic, nor hitting the ball a certain way in baseball. It's only when you spike the football or shout slurs at the other team.
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@Murgleïs said:
It’s useless. Any decent team will repair gens while the chain hunt is active (yes you can).
It only takes 1 person simply picking up the box to stop everyone else's chain hunts as well. Even at their strongest, Pinhead's box protecting builds suffered from consistency problems.
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I don't see it, this "oppressive" killer that solos can't possibly deal with, when I look at Pinhead. Loop him, instabreak the chains on stuff, solve the box, work on gens for as long as you can before he activates the chain hunt (if that ever even happens). It's so simple. Compare how much work Pinhead has to do to beat survivors vs how much work they have to do to beat him. He already got nerfed, which took him away from his top 3-4 killer spot, because people complained about losing to a killer who can hit you like 7 times with his power and still not down you. Even the strongest of killers have massive weaknesses that you can exploit, trust me. Let's not unjustly nerf him again.
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Leave toolboxes alone.
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/3132799#Comment_3132799
It is poor sportsmanship to camp and tunnel very early in the game.
And, before you or anyone else suggest I'm one-sided in my opinions about this game...
It is poor sportsmanship to continue cranking gens when the killer has zero downs with 2 gens left.
In either case, I stand on the side of "recognize when you've establish adequate pressure, and take your foot off the pedal so everyone can play the game."
Those are made-up rules and virtue signaling. The sportsmanship part comes from saying GG, or at least not being toxic like tbagging or head nodding when you're winning. You don't lose sportsmanship for playing in a way that you have to in order to win.
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@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/3134316#Comment_3134316
Here's a simple question for you:
Why were there hardly any complaints about Prove Thyself at any point before this recent patch?
Generators take longer than before with or without the perk equipped.
Of course more players are going to be using the perk with the recent changes -- That's exactly what they wanted??????
All I see is another Dead Hard that's going to spiral out of control with zero justification once the parroting starts.
There were loads of complaints about Prove Thyself, because it was always a meta perk. It's totally justified, the hate this perk gets, because it gets rid of the downside: the slowdown that survivors get from stacking 2, 3, or 4 people on 1 gen. And it's one of those perks that SWF uses a ton compared to solo. As long as Prove Thyself is in one of your matches, you don't even feel the 10 extra seconds on gens, which really you don't feel anyway. Efficient survivors (on gens) destroy killers, and that has not changed despite the killer buffs, mostly because of perks like this.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/3134316#Comment_3134316
Actually its 50+ seconds total plus the extra time you get from faster downs due to base kit changes
Don't ignore those
No, I see what y'all are doing. Never before did we factor in chase speed and slowdown perks into how long it took to do gens. We always said "a gen takes 80 seconds, or 40 seconds with 2 survivors." But all of a sudden, after gens get increased by a mere 10 seconds, now we factor those things in so that they sound like they take even longer. I'm not stupid.
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@jajay119 said:
https://forum.deadbydaylight.com/en/discussion/comment/3132792#Comment_3132792
No disrespect intended, but if the gens are still flying for you then perhaps introspect is the most needed thing here.
Gens are flying because Prove Thyself and toolboxes weren't touched, and neither was SWF, meanwhile survivors got even more gen speed things like Deja Vu, which I bring in all my solo matches. The gens have 10 seconds more, not 30.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3133101#Comment_3133101
If you hate Bodyblocking for a survivor so much just use one of the several perks that deals with it. Bodyblocking is fine imho, there are substantially larger issues in the game to tackle like matchmaking and maps
That doesn't mean the issue disappears, just because it's smaller. My solution isn't game breaking either.
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Because all the new survivors and killers have to be morphed into the Dead By Daylight art style, which just makes them cringey looking. Leon and Jill looked so short compared to their RE2 and RE3 Remake counterparts.
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I just have more important things going on in life. I talk more on here than I play the game at this point. Maybe that changes in the next week or two.
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3133114#Comment_3133114
No im just explaining how lethality affects gens. I uhhh in fact know thats not his power, lol.
And yeah i agree that survivors should be time efficient and work on gens while ignoring hook till last sec. Yet that rarely happens and a hook means at least 1 person gets off gens in 99% of games.
And even if they are time effiicient there are ways to force it. If you have bbq or other info perks and know which survivor is best situated to make a rescue you can and should immediately start chasing that survivor to force those that are far away to stop what they are doing and rush to the hook. This specially works in your favor in bigger maps. And it has the added affect of concentrating 3/4ths of the survivors in one part of the map if you can end the chase with the closest survivor soon enough. Which is in your favour.
I play nurse with just PR as slowdown and even in bigger maps i almost never feel like im out of options or gens are going too fast. Even vs pretty good swfs. That is mainly because i can get downs pretty fast.
That's because you're Nurse, dude.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3133073#Comment_3133073
He's nowhere near A tier, he's just a weaker Demogorgon with no mobility and a 1v1 that's slower and unusable in round loops
Demogorgon doesn't have much over Wesker, and he certainly isn't A tier himself. If you're using Demogorgon's portals at any point in the game where you're not already winning, you're playing him inefficiently (even if you're playing him "right" by using his ability) because of all the time waste. That's the 1 thing he has over Wesker, besides maybe how his shred hits people at windows (although we don't know if they're gonna buff Wesker to where he can grab people at windows with his power). When Demo uses his shred on someone, he just injures them. When Wesker uses his, he infects them, and if they're near the edge of the map and he throws them he basically downs them for free. Demo doesn't have any passive slowdown like the Uroboros Virus. He also can't instadown with his ability like Wesker can against a max infected person. Neither can use their power at round loops, but at other loops, Wesker has 2 charges on his power in case he misses. Demo just misses. Wesker also has a bigger TR so he can use TR builds better than anyone else. No, as a Demogorgon enthusiast, I don't see how he's stronger than Wesker.
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@brokedownpalace said:
The Huntress players that annoy me are the ones that miss multiple hatchets in a row so they chase you until they're breathing down your neck and then they can finally land a throw. Like just basic attack me at that point.
Idk why it annoys me so much.
There's a practical reason for that. If you hit someone with a hatchet, it's like STBFL x10, so it's better in every way compared to just M1ing.
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It's just unspoken etiquette to stay somewhat on topic. I believe he was talking about queues and then you said something about how a survivor sounds. He was asking for meme comments like yours though when he ended with "my blades are thirsty", because that just dissipates any air of seriousness he was trying to build.
OR you thought that him ending the title with "..." was asking people to finish the sentence with their replies, in which case I completely understand why you said that.
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3133082#Comment_3133082
Lethality is gen slow down. If you down some one, that person needs to be rescued. That means some one needs to get off a gen. If you down that guy coming for the save, no gens will be getting done at that point.
Doesnt matter if you have no map traversal or if you move at 50% survivor speed, if your power is downing survivors by looking at them, you have the best gen slowdown in the game.
But his power isn't looking at them. It's a dash that's in need of some qol changes. And you're missing the point with lethality. Nurse and Blight have lethality, yet 5 gens get done against them all the time. You can leave your teammate on hook until they're about to hit the next stage and then get them. If the killer camps to make sure that doesn't happen, then you stay on gen and get them done that much faster. Even with 1 guy getting hooked and another guy slugged, they only need to send 1 guy to get someone off the ground or the hook, and the last 1 keeps on the gens. I don't think good survivors will ever even be in that position where someone's slugged and hooked at the same time; that's very much there fault. The neutral state of the game is not favorable for killer, and they can't really do much to switch it off of neutral.
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He definitely is harder on console, but you can still do stuff with his power. You need to take advantage of that brief second of bump time to reposition around the obstacle you just hit. You can also do the weird slide/hug techs where you look down or whatever to increase turning, because I've done it a few times. As for situations where you're close to a survivor, clearly within rush attack range, and then Blight does a lunge instead instead of instantly hitting them, causing you to miss, I don't know what to tell you. Same thing with when you bump next to someone and want to rush attack immediately, your camera is always going to freak out and you won't be able to hit them. PC players have no such problems, because his power is so much more responsive with a mouse that can flick and everything. So it is harder on console, but not impossible. Trickster though is literally impossible.
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Here's my take. The attack cooldown right now is good. However, survivors are able to do stupid stuff, as you said, because the attack cooldown is still a bit long. So what I suggest is that as long as there is a survivor touching the killer, the killer's attack cooldown should be that much faster, like 1 second or something. That way, survivors would get punished for running inside you, multiple survivors body blocking, and people committing to gens in your face. These are common sources of killer frustration.
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You only get distance if killers swing into it, but alas that's what killers are forced to do sometimes. You can literally option select killers at pallets and windows, because if they don't preemptively swing then you get the pallet/window. Turns out .5 seconds is still quite a long time, else you wouldn't notice the animation. The reason we wanted Dead Hard nerfed is because we wanted to be able to lunge again without getting punished, but this version still punishes that. Killers just aren't allowed to lunge and end those chases .5 or 1 second sooner; too OP.
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@Cameragosha said:
He is worst killer now , wesker looked like F tier.
Sadako or trapper still stronger than wesker.
F tier? Never. Where are you even getting that. You make ME look optimistic towards killer. He's probably gonna be A, but still not viable because he can't deal with the gen rush.
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@Cybil said:
He's very fun to play against while also somewhat oppressive with the right builds. It's hard to get an accurate read during the ptb though. Most killers are still learning and the ones who have a good handle on the killer are going against survivors who aren't taking things seriously.
It's possible to read his intentions and counter him by vaulting or by putting something in between the two of you. In this situation Wesker is usually forced to go for the M1. It's usually a good idea to play around with vaults when he's trying to use his power as he can't grab you or lunge through the vaults during those animations. A good Wesker can space his dashes out perfectly though and either cop a feel just before a vault or force the survivor to vault into an unfavorable position. Some really smart Wesker players were running bamboozle to avoid any vaulting shenanigans and it worked heavily in his favor every time.
You would think that Dissolution would work well for him, but the one or two killers I saw running that perk hardly got any value out of it.
I don't think he's going to be oppressive. Blight can't even be oppressive, and he's considered top 2. What you're describing is a killer having good synergy with perks, which is something we don't really see anymore aside from Starstruck/Floods of Rage sweaty Nurse builds, but she makes any build look OP.
His vault still feels kind of jank and slow, unless you do it on those long-fall, 1-way windows after a survivor has just vaulted it, in which case you get massive catch-up. I still feel it's gonna be like a Blight/Nemesis/Artist/Sadako thing where there will be many times where you tried to use your power (which is what you should be doing, else why pick the killer?) but you miss it instead of just going for an M1, which ultimately lengthens your chases by many more seconds than you can afford. Ultimately, whether you're good at using his power and ending chases quick or not, he's still gen rushable. Every perk you bring to strengthen his "oppressive" chase is 1 less slowdown perk for you, so do so at your own peril.
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He's A tier like Artist, but unless you're S tier in this game, you ain't a viable killer. He's going to be nowhere near oppressive, except against bad solos. I like him though. Imagine a killer having a decent passive slowdown in this day and age.
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@Taxman232 said:
https://forum.deadbydaylight.com/en/discussion/comment/3132534#Comment_3132534
Let's hope not, with all the slow down perks it is the only thing that makes a 90sec+ gen bearable
"All" the slowdown perks. What do you mean? It's not like a killer can run all of the slowdown perks. Just 4, and then they would have no chase or info perks. And 90 seconds? Wow, because 80-second gens never got done.