danielmaster87
danielmaster87
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@Leachy_Jr said:
I mean, it's not surprising why it's being ran after 90 second gens, but damn, I take a microsecond longer on a chase and suddenly a gen that was on 0 is now on 70.
My dumbass over here thinking I'll take off DMS pain res for a few days trying out newly buffed perks like monstrous and coulrophobia. Ye, prove and circle put an end to them fun builds quickly. Curse the amount of sweaty squads on weekends.
Has anyone been having any success with discordance? I wanna run it but it just seems like the gen will be done before I get there, and/or it won't be worth it in the long run because I don't usually run gen kicking perks.
How is it annoying though?
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@SpaghettiVase said:
https://forum.deadbydaylight.com/en/discussion/comment/3132792#Comment_3132792
again there's still a lot of perks you're not going to ever see in use from survivors until the game is over then you realize what happened. Also if you're letting survivor's get away with Prove Thyself that's a problem with your lack of in game pressure.
You can't be everywhere at once, so no matter how good you are, you're always going to give survivors tons of Prove Thyself value by not pressuring them. It's far from specific to me.
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@INoLuv said:
survs need no buff, killers need some of their addons to be basekit, killers are still weak
True. There are so many killers that need their add-ons as base.
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You can't take full advantage of its effect. In the few seconds you're walking away from the hook, it's not making them die faster because you're still within 24m.
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@Wowie said:
https://forum.deadbydaylight.com/en/discussion/comment/3132816#Comment_3132816
I have over a thousand hours, a majority of which are on killer. Yes, I'm saying it's bad form to tunnel at 5 gens and it shows lack of skill.
And I understand that, it's just an example. You know exactly what I mean.
The ultimate deciding factor to if someone has skill or not, this community has decided, is the match result. Did the killer player fair and skillful and get 1k, or did he play mean and get 4k? Clearly, the one with 1k is worse, people would say. But the reality is that skipping over strategies that would have helped you win is the exact opposite of skill. That's why so many skilled killers camp and tunnel even though they're really good in chase, because they get way better results camping/tunneling than they ever would have with going for multiple chases.
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Pretty much only Leatherface. Instant dread when he starts chasing me, because as soon as he instadowns me I'm at his mercy for if he wants to face camp or not. Similar with Pig and her head trap. All the other killers though, the only reason they'd be boring to go against is because my teammates just can't handle it. It's boring losing to Trapper or Wraith or something stupid like that because your team couldn't do gens or last more than 15 seconds in chase, after you've just played out of your mind to carry that game.
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@Wowie said:
https://forum.deadbydaylight.com/en/discussion/comment/3132797#Comment_3132797
That's not tunneling. That's gen rushing.
Is it #########? Yes. But so is being instadowned by a phead immediately after getting unhooked.
I can see tunneling as a last-resort strategy if there's literally no other way you can get decent pressure, but too many killers tunnel at 5 gens.
He can't instadown you like that anymore, because you get 5 seconds of BT AND Haste for free. And I've still yet to see a reason why killers can't tunnel at 5 gens. Like it's only okay for them to tunnel once they're already in a losing game, is what y'all are saying. They can't just do it for advantage, like survivors do when they all split up on gens at the beginning?
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I just don't like when people say there's no reason for killer to tunnel. On top of gens going super fast and other things, people call out tunneling when it's like 2 or 3 survivors left, you know, the point where it's almost impossible not to go for the same person 2 times.
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They're the ones who keep getting lucky with him, so they keep playing him. Constantly high rolling to get bad opponents, early lvl 2 mutations, and godlike zombie rng.
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Actually I do see sweaty SWFs all the time. It's 9/10 matches when I play Demogorgon, 7/10 matches for all my other killers.
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Not much. Gen jockeying as survivor or else nothing gets done. Tunneling as killer or else I give up some kills for free.
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/3131156#Comment_3131156
The scenario you described is a design flaw, and I'd advise killers with a bone to pick against such strats spend their time and effort fighting for change with BHVR, rather then settling their score against random survivors in future games.
...because i'm tired of getting roflstomped as a solo surv because killers are camping and tunneling first hook at 5 gens.
4 games today this happened, and in all 4 the surv on first hook had kindred. The info provided wasn't enough to help anyone escape in those 4 games.
Killers camp and tunnel when it's not at 5 gens. What makes it extra offensive when it is at 5 gens?
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@Crowman said:
Survivors don't like being eliminated out of the game early. That's really it.
There's nothing bad about the killing tunneling out the survivor. It can be really good for the killer if they find the weak link and knock them out early as a 3v1 is much easier to handle than a 4v1.
The only thing right now is it might be a bit too easy for killers to tunnel out a survivor and that might warrant a nerf.
How is it too easy for killers to tunnel? I mean besides Nurse and Blight.
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@Wowie said:
https://forum.deadbydaylight.com/en/discussion/comment/3130571#Comment_3130571
You can't tunnel a gen.
Yes you can. You're about the finish the gen, the killer hits you once, you keep working on the gen mid-attack cooldown and it finishes. You keep pushing gens even if it means the killer downing you immediately after.
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@SpaghettiVase said:
https://forum.deadbydaylight.com/en/discussion/comment/3132700#Comment_3132700
that's like 90% of perks. Just about perk can be unknowingly countered before you get in the game.
No it isn't. You can tell when a survivor has Off The Record, Unbreakable, Dead Hard, etc before the game is over, because they used it. Besides a toolbox, how could you tell if someone had a gen speed perk? The gens fly anyway.
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@Nun_So_Vile said:
It's not killers being weak that is your problem...
Besides going overboard and saying "Gens should take 2 minutes", what was it he said that led you to that conclusion?
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You can't tell if survivors have Prove Thyself or not until after the game, so running Discordance could just be a wasted perk slot. The alternative of survivors working on separate gens, as opposed to working together on one, is only worse for them if someone actually does have Prove Thyself. You're screwed either way, but at least if you stop them from working together with Prove Thyself, you'll get wrecked less.
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@Oiry said:
https://forum.deadbydaylight.com/en/discussion/comment/3130940#Comment_3130940
Yeah, that's what I tried, but then when the chase lasts 60+ seconds... its a huge waste of time. Its a coinflip that you loose either way right now :(
You don't lose either way. You either predict right or predict wrong of when to let go of the gen.
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/3131352#Comment_3131352
No. That was replaced with their perk tiers being unlocked at prestige levels.
@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/3131352#Comment_3131352
Perks may be found on other characters' Bloodwebs once at least tier 1 has been unlocked. Tier 1 of all perks gets unlocked at prestige 1, so instead of 30/35/40, the "teachable perk" mechanic has effectively shifted to level 51.
That changes everything.
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@SirCracken said:
Agreed. The "nerf" to the grind only applies if you play multiple killers. New players, especially players who are new to survivor, now have to prestige each character three times before getting their perks. Taking even more time and bloodpoints than it did before.
It's amazing how bad Behaviour is at actually addressing the problems in their game.
Don't their perks still become teachable at level 30, 35, and 40?
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Don't work on gens that the killer has kicked when your just saw him injured someone.
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The grind has been reduced. Not enough, but it has been reduced.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/3129487#Comment_3129487
How Truly Solo Q sucks because it only goes off the simple parameter of kills and escapes, this allows too many people who shouldn’t be were they are, like once matched with a Zarina who healed against Plague.
They're healing against Tier 3 Myers, man.
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So is it one thing you keep seeing killers use/do, or is it 10?
But as usual, probably not their fault you're getting obliterated in solo. Look at what your teammates are doing. When the killer is just on you, are they pushing gens? When you're on hook, is one of them coming to get you, or all 3? And since you're going against meta killers with meta perks, are they using any meta perks?
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Does Botany actually stack with CoH for healing yourself? I stopped running those 2 together because I didn't notice any difference between regular CoH self-healing.
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Even when you destroy the totem, they just put the boon on another one. You're not gonna be snuffing 5 boons and still win.
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As long as there are people who put a hideous amount of bp into their characters, only to play like complete trash, I think it's fine.
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He's A tier. About as strong as Artist.
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Blight I guess. It's not just his strength or his speed, but how much more polished he feels compared to other killers. Even he fails at giving me the hits and the turns that I want, but it at least feels smooth unlike Doctor, Twins, and Artist who are super janky. I use both rush recovery add-ons, the brown and the yellow, so that he flows even better.
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If I lost consistently to a killer who takes 3 hits to down a survivor, I'd be mad too. But for real, I think the main reason people don't like him is that he breaks pallets quickly and he has zombies. But as usual with people complaining about weaker killers, they're missing crucial counters.
If you don't want Nemesis to be insta-breaking pallets all game, don't let him get an early lvl 2. Play against him like you would Oni. Early drop pallets so that you don't give him that initial early hit or 2 that he needs to get going. It's easy to do that since he's tall enough to see over many loops, and is so loud that Undetectable basically means nothing. Also, in some cases using a cure after Nemesis has infected you can be a bad thing, because when he comes back and whips you again, he gets that much more mutation, because whipping a non-infected survivor gives like triple the mutation as whipping an already-infected person. And remember, every whip hit on a non-infected person is a free sprint burst.
People had a hard time coming to grips with the zombies when Nemesis first came out because they're like, "Now we have to deal with a killer AND zombies! Unfair!" but it's not like you're facing the original ptb zombies, which had far superior AI. Assuming they don't get stuck on something nowadays, they still don't do much. They move much slower than even Nurse, they have very short attack range, they can be kited around, and they can be blinded/killed. Blinding them holds them still for like 20-30 seconds, which is huge. Even more huge is when you kill them with a Head-On or a pallet, which keeps them dead for a good minute, which also stops Nemesis from killing them to raise his mutation. "But using a pallet is such a waste of resources!" Any Means Necessary exists, or you could just use one of the weak pallets instead of the strong ones. You can't say, "All of these pallets are unsafe!" and then not use them to kill zombies.
Of course, there's always additional anger towards licensed killers because of "pay to win" allegations.
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Probably has to do with the insane amount of gaslighting killers are getting because of the recent buffs. "If you can't win now, you're just a baby killer." No, it is still completely acceptable to get 0 kills against good survivors. It feels like everyone is basing how 'strong' killer is based off of them going against weak solos, using a full meta build, camping/tunneling, or playing Nurse/Blight. But as soon as you remove one of those factors, killer is astonishingly weak. And, of course, the 30-second AFK no perks/no add-ons on all killers challenge, because that streak was totally legit. T_T But seriously, if you're someone who has played as killer for years and made it to top ranks/top MMR, you know exactly what I'm talking about. If you're not one of those people, you'll get there in time.
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They'll call it tunneling even if you intentionally drop chase with the person. They find a way. Mental gymnastics.
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@Ivansanchez224 said:
https://forum.deadbydaylight.com/en/discussion/comment/3128896#Comment_3128896
You just don’t want easy wins taken away from you. The game should be more challenging for both sides. The killers being able to see the survivors aura and not even know that you’re coming for them is unfair considering that killers are much faster than the survivors so there’s nothing they can do at that point except get downed and hooked.
Something I've pushed before, and still do to this day, is that info doesn't even matter that much for killer. There's no time for it. You're better off bringing any other perk than an aura read perk, because even when it helps you down survivors faster, the gens still fly. The survivors don't have to do well on chase because their objective is faster, so anything that doesn't affect their objective doesn't really do anything.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/340824/the-game-is-too-easy-for-killers
Yeah, I stopped reading after "I don't think killers should be able to see the survivors aura at all"
People actually believe that. They've said it's fundamentally OP for a killer to see the survivors' auras. They wanted Cigar Box nerfed, bro.
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Geez, when are you guys gonna take a hint?! The game hasn't changed! Play Demogorgon, Pig, Wraith, Trapper, Ghost Face. You literally can't win against good survivors!
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@BenOfMilam said:
It's pretty rare to get games like that, but stick out soooo bad since they take so long.
Solo queue is not as bad as people make it out to be. Hard part is that you're getting three gen'd most games since no one really understands that they need to do one gen in the middle early and leave the gens in the corners for later.
They literally have a perk to counter 3-gens. It's called Deja Vu. Highlights the 3 gens that are nearest to each other. You do those, and you never get 3-genned. It was even buffed recently to give you 5% extra gen speed on the highlighted gens. Like Kindred, I don't know why every solo isn't running this.
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Try to stay up in chase for more than 20 seconds also. And stop going down next to each other. There is no reason why the killer should ever have 2 people slugged or 1 hooked and 1 slugged. Run meta perks! I see an awful lot of people complaining about killer perks, but never using their own tools to their advantage. People just love to throw games, man.
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@FridayNightPizza said:
None of the maps are balanced, I don't see why this one would be any different.
Finally someone with common sense.
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@Seanzu said:
They already are, you get substantially more points hooking multiple other survivors and killing more players.
But what about their game result? Does it improve at all by not camping?
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3127782#Comment_3127782
Other than the fact that kinship, also, is a bandaid solution, there's also to point out that it's basically useless in soloqueue, as there's no way whatsoever to tell your teammates that you have it. It's only good in swfs, and still niche, because it requires that specific person that has it to be on the hook and camped
All it takes is for people to start using it and then it will be common knowledge to all but the worst solos. It happened for Kindred, BT, Unbreakable, and all these other perks.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3127782#Comment_3127782
Kinship is trash. If memory serves correctly, even you made a thread proposing changes similar or the exact same to I have in the past.
I did. It doesn't mean that it doesn't hurt campers though.
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@Kweh said:
https://forum.deadbydaylight.com/en/discussion/comment/3126954#Comment_3126954
Isn't that the strat touted the world-over? To find and tunnel a clear weak link out of the game to force a 1v3. That at least seems like a common idea to me.
But how does the killer, who has as little experience as the survivor they're facing (if matchmaking is working right), know to tunnel the weak link? The survivors at this level aren't bothering to search up "how to counter tunneling" so the killers wouldn't be searching up "how to kill efficiently" either. Everyone at this level is going in trying to figure out for themselves how to win, and probably haven't even asked the community about anything because they don't even know yet that this community exists. Y'all are just assuming that it's only ever going to be an experienced killer against inexperienced survivors, and that's really where we've gone wrong with survivor-sided balancing.
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3126947#Comment_3126947
Because it's a band aid solution? That literally said in the last miss chapter they are reworking survivor's meta perks because they want to address problematic tactics (camping, tunneling) without people feeling forced to run certain builds.
Guess what? They are releasing a perk that in its current state will definitely become meta because it bandaids a problematic tactic.
Kinship, which is not DLC perk, can also be used to punish camping. It's just that nobody uses it because they'd rather the devs make camping completely unviable somehow.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3126959#Comment_3126959
That's what I'm saying the Killer would be looking for the survivor that's around the hook that used the perk because that's how it's going down on the PTB. Since a survivor has the be that close the Killer will look around for the culprit. Then the chase and looping starts.
...So are you saying this perk is a good thing or a bad thing for the game?
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3126874#Comment_3126874
The thing is that it won't it actually encourages it because how the perk is set up. Remember it notifies the Killer when the hook timer is paused by the perk. That will tell the Killer that there is a Survivor in the area and they will patrol around the Hook.
This then will set up for the part of it that can be abused by Survivors. While the Killer chases the Survivor they will be looped around the hooked Survivor. Here comes Survivor #2 who then uses the perk again to pause the timer. Survivors 1 and 2 will keep going back and forth using the perk while Survivor 4 works on Gens.
The perk itself has a hard cap of 60 mins.....that's just a stupid place to put a hard cap. I have been a part of that so nice 60 min hostage negotiation on both sides when a few Survivors and I tested it out with a Killer using Weaker and we all wanted to do a few tests.
It will need a rework before live servers by either increased cool down or limit how many times it can pause the timer for any one Survivor.
I don't think that's going to happen. If the killer notices the survivor isn't dying on hook, they'll chase someone else. It's only the logical thing to do. Why you would ever bother to make someone stay on hook for that long when the killer has already left is beyond me. Just take that extra time to do the gens, plan an endgame hook rescue, and execute it.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3126923#Comment_3126923
It is the same argument as why SoloQ players or casuals deserved to be destroyed by killers overbuffed to face swat SWF at the other end of MMR?
If you play with friends that are relatively new to dbd they also dont deserve to be hardtunneled by most killer they go against
How do you know they're going to be tunneled just because they're new? If matchmaking is working as intended, they should be going against some killers they're level, maybe some killers your level, and maybe some killers in-between, which was an anti-smurf measure baked into the MMR system. Neither solos nor SWF are given a safe zone just because.
But you're comparing apples to oranges anyway. You went from the buffs and debuffs conversation to suddenly talking about playstyle. Tunneling is a playstyle just like being altruistic is a playstyle, but being efficient (in the case of SWF) is not, and that's the one thing you've left out.
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I don't know how you process that new "Kinship in a bottle" type perk and still say that camping isn't being addressed.
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If the survivors are smart, they'll only ever bring a boon if it includes CoH. If they don't bring it as part of their boons, like my friends unfortunately do, what's the point?
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That's me. I tried once. I tried twice. Huge waste of my time. Never again.
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@Dhurl421 said:
I think the issue is you can't really nerf SWF without nerfing soloq, which isn't great as is. And like you said, you shouldn't punish people for playing with friends.
The solution is getting soloq as close to SWF as possible with icons of what you're doing/quick communication texts, then balancing killers around that. But survivor teammates are so abysmal, I'm not even sure adding icons or quick chat options would help.
Why can't you nerf SWF without nerfing solos? Imagine there was debuff SWF got that didn't affect solos, and that's just off the top of my head.