danielmaster87
danielmaster87
About
- Username
- danielmaster87
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@ThanksForDaily said:
https://forum.deadbydaylight.com/en/discussion/comment/2912994#Comment_2912994
Excuse me...what? Killer meta is strongest it has ever been.
Bunch of slowdowns to choose and stack together. Killer meta perks they're like a kid staring a bunch of candies and doesn't know which of them to pick first. One of the most dump posts i've ever seen. And of course, it's a killer mains post.
No, it could be much stronger. Those Pop and Undying nerfs made no sense compared to what survivors have been getting. And even if it was the strongest meta for killers, it still wouldn't be enough.
You're making a rookie mistake in thinking that a variety of killer slowdown perks translates to killers overall having more slowdown. That's not how it works. To equip one of the new gen slowdown perks, you have to swap out an old one. You don't get Pop, Ruin, Jolt, Eruption, Pain Resonance, AND Oppression. You just get 4 of those, and if you do that, you don't get any info or gen blockage perks.
Survivors are looking at a candy store of perks, not killers. Killers have to bring meta to be viable. Survivors can run 1 or 2 meta perks and be viable. Killer build: Corrupt, Deadlock, No Way Out, NOED. Survivor build: BT, DS, Plunderer's Instinct, Lightweight. I've seen it myself.
You belittling the poster for supposedly being a killer main just shows that you don't really get it. Killer mains are the most degraded and longsuffering in this whole game. Playing becomes a second job to them because it's so unfun, so don't you dare start disrespecting them.
-
@malloymk said:
https://forum.deadbydaylight.com/en/discussion/comment/2913011#Comment_2913011
That's not true. I've had my head on ganked by lag almost as much as I've gotten it to work.
I want to say I've never successfully baited out a Head-On as killer, and I play a lot of killer. Always been hit by it. Maybe it's because I'm on console.
-
@IlliterateGenocide said:
Bring.
"Iron Grasp", "Agitation", "Starstruck", 'Save the Best for Last", or "Mad Grit"
or hit people before you pick up if you are being swarmed like that.
It's never that simple, especially bringing such weak perks like Iron Grasp or Mad Grit just to compete, the exact opposite of what those perks allow you to do.
-
The best and easiest buff to killers is usually reverting their nerfs, and we're in luck because he has had one.
-
Breakable walls are a survivor sided mechanic paraded around as a killer sided mechanic. "Just break the wall". But they're essentially like pre-dropped pallets, and they're saying that wasting time having to break a bunch of pallets is fine, not game losing.
-
Why hasn't this been done yet?
-
Start a timer after a gen gets popped, and during that timer, windows that survivors run near get blocked until time is up.
-
Any killer. But if I had to bring up a few examples, I'd say Blight, Twins, and Pinhead. If you make one mistake with any killer, you're done, and these killers highlight that.
-
It's problematic because:
-Its affect is infinite, and its totem can be relit infinitely.
-It's a boost to healing.
-Its placement can override any hex, and remove Pentimento forever.
-It's one perk for the whole team at the cost of a mere one perk slot.
-It can be combined with other perks that are one perk for all.
-Killers have to seek it out to get rid of it.
AND
-It's a boon.
Not just one of these things. All of them. There is no "or" in there.
Let's just agree that boons were a bad idea. They give way more value for one perk than any perks before them, and probably any after. It's way too much value. The idea is stupid as well. You're telling me survivors needed this, needed a perk where they can give a boost to the whole team for 1 perk, by using the killer's own totems? Why do survivors have any dominion over those totems whatsoever? And boons also destroy the lore, absolutely ruins it for whoever cared. Do we just suspend the idea of the entity controlling everything is a thing, and that survivors now have as much control in its realms than it does? None of it makes any sense, it's fundamentally overpowered, and it's ruined the game for killers.
-
@Tiufal said:
How about we just accept that healijg is a mechanic of the game, and its fine? Its always the same with healing perks. killer prtend that healing in a fair amount of time is criminal, and at the same time killer cry about survivors doing gens injured. Killer hypocrisy at its best.
Survivors doing gens injured, and killers getting mad at that, has more to do with how unsafe it is yet they get away with it scot free. You'd think it would be unsafe to stay injured to gens, because although survivors would be doing gens faster, killer's chases would be faster because they have to hit survivors only once to down them. But Dead Hard exists, and there's plenty of strong pallets and windows, and Iron Will and Shadowstep exist, and Styptic Agent exists.
It's not killer hypocrisy, it's damned if you do/damned if you don't, for them.
-
What's to discuss? It's not meta.
-
Love me some Call of Brane and scrounge hooks.
-
@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2913068#Comment_2913068
gas heaven is way bigger map and in that map, when you complete the middle in garage generator, you get that strong window from garage opening which is pure time-waste window for a lot of killers. Gas heaven can have safe strong filler pallets and strong tilesets with no breakable walls. with dead dog saloon, there is no reward for survivors completing top generators. in many ways, you can consider that generator loss from the start. There are some killers that can defend it... like... nurse and maybe hag, but you should not go out of your way to really defend it. Bottomline is that you should treat generators as resource similar to how survivors treat pallets as resource. Not every generator is worth defending unless your going for 4k at 5 gens challenge which won't happen vs strong survivor teams anyway.
On dead dog saloon, you have option to make problematic areas weaker. On say fracture cowshed, you do not have choice to make loops weaker. They're just that strong with no possible way to change it. Not saying breakable walls are good way to balance maps but for that map in particular, breakable wall fix problematic areas of that map and make the map pretty killer-favored if the killer is remotely good.
It seems like no matter what gens you defend or don't the gens still get done. That's why I've been pushing the meta of Corrupt/Deadlock/No Way Out/NOED, because there's no point in defending the gens, so might as well slow the game down as much as possible and prepare for endgame anyway.
The problematic areas on Dead Dawg stay problematic. Breaking the walls isn't enough. All 3 windows at main building are still strong, with the exception of the top window next to the gen, and even then depending on which direction the killer's chasing, or if the pallet's against the wall on the bottom floor, it's still strong.
I still uphold that all maps are survivor sided. You can't try to reason that there aren't enough strong pallets for survivors, because every map has more than enough pallets, strong or not, and pre-dropping them is enough time waste for 5 gens to be done. And windows can be used infinitely, except for 3 times in one chase, so you never run out of those, and that's what makes them basically as strong as pallets.
-
@Hi_Im_Chucky said:
Okay, I’ll try and digest all this later. Survivor related question, How DO you do the box when chain hunt is on? Both my friend and I couldn’t figure it out. I assumed it was because the killer increased the time to solve box and we didn’t know a trick. I tried hugging a wall but that didn’t help.
Thanks for the info and build suggestions. I’m most interested in OpenX build, sounds more my speed until I figure out this chain thing.
You have to dodge the chain and then start solving it. As soon as you're clear of that one, and begin solving, the chains shouldn't interrupt you anymore. Dodging the chain is easy because it locks on you and fire, but it can't change directions, so you wait til it shoot then move, and that gets easier the further away you are from it because you have more reaction time.
-
That 4th survivor shouldn't even have a chance of escaping unless they managed to do all the gens and open the exit. It's not a hard thing to do, so when they get into those positions where the killer's winning, why do they get a free comeback as a game mechanic?
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2913045#Comment_2913045
Undying could be absolutely ridiculous.
Not with Counterforce, which they should have just left as the anti-Undying, but no. Not only did they nerf Undying, they also introduced boons which is like a survivor Undying.
-
@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2912999#Comment_2912999
you do realize that this map is one of strongest killer maps right for simple fact that most of filler pallets are unsafe and can be won by basic m1 killer. you'd wish fracture cowshed takes a lesson from this map.
I would say there are 6 major time-wasting tiles that the killer has to watch out for.
Window after going up Staircase
Window that is facing Staircase
Shack pallet
The corner-tower pallet
The extended tiles, generally a jungle-gym like structure that has 2 windows 1 pallet and extended T-L wall with breakable wall.
Apart from Shack pallet and that corner-tower pallet, most of these structures can be made unsafe by breaking breakable wall. in fact every time I load into this map, The 3 breakables that I end up breaking is that breakable wall on far edge jungle gym window, the breakable wall on bottom floor window and the breakable wall on top of staircase.
gen spread is not far. a easy 3 gen you can do is on platform gen and other two generator on backfield. Your suppose ignore top generator in main building because that building is safest part of the map for survivor.
When they showed map statistics for midwich elementary school being deadliest killer map, I thought that dead dog saloon would be deadliest map.
So if you just break all of the breakable walls, it's balanced? Not a good argument. Also, the gens are too far apart, at least once the middle gen has been done, a game-ending thing to have happen to the killer. You see the same thing on Gas Heaven where you do one middle gen, and the map is irreparably split. And "just defend it" isn't an option. If you defend the gen too hard, they'll just push on other gens til you lose interest in that one, and then when you leave they push in on that one. Survivors aren't so one-minded like even survivor mains like to think.
-
Giving it exhaustion would not fix it.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2912994#Comment_2912994
Not really.
It's still gen regression and it will be until base game mechanics are changed.
I know it's still gen regression, but that doesn't change that it's been nerfed. Pop nerfed. Discordance nerfed. Undying nerfed (mostly used for Ruin). Even Surveillance nerfed.
-
His movie skin is the only stealthy one, unless you go to Ormond with the frosty one or something.
-
Stop making connection-based perks, I'd say. When the connection to the server is perfect for both players, only then is Dead Hard, Head-On, and the pallet stun perks "fair" for both sides. If just one of them has bad connection, it favors the survivor. And a "bad" connection in this game is an amazing connection in any other game, meaning you have to have a ludicrously good connection to have a "good" connection in this game. We see this even with downing survivors normally, a basic function of the game, because you down them and they teleport, sometimes even allowing them to get out the exit.
-
@EntitySpawn said:
It's more of the fact the map is very small and gens are easy to find so everyone is consistently pushing gens.
Combine that with the strong main building and killer shack near centre it can be quite challenging for any basic attack killer.
The maps definitely not survivor sided though even if the main building is an easy time waste
How is it not survivor sided when there's basically no weak pallets, the gens are spread far, and the main building has 3 strong windows, and one of those is a god window until the breakable wall is broken?
-
This map is nowhere near as killer favoring as people say.
-
Hiding the individual hook counter from killers is just another gate kept qol change.
-
@Pulsar said:
That is the vicious cycle of DBD.
People play nice, get ######### on for it and then stomp some players playing nice, who then do the same to other people.
Nerf the meta on both sides.
The killer meta's already been nerfed.
-
@Valik said:
While I firmly believe that there ought to be a far more robust change to the perk, I think this is barebones and absolutely critical as a minimum.
I think something a bit beefier would be better:
~
While hooked, if the killer is within 16 meters of the hook, hook progress is slowed by 5/10/15% for each other survivor working on a generator.
When another survivor is hooked, their hook progress is slowed by 5/10/15% while you work on a generator outside of the killer’s terror radius.
(This is revealed to other survivors while you are hooked)
~
But having it work on both states and letting other survivors know when it is in effect is the least that the devs could do to make it a lot better overall.
No, it shouldn't slow down the hook progress. It should pause it like it does now or it's pointless.
-
@Mooks said:
That’s at least what people will say regardless of what’s happening.
fact is that variety in killers is kinda low independent of skill/mmr range.
also, do you have any example of high mmr streamers that actually only go against Blights and Nurses? I haven’t seen those yet (but i haven’t gone out of my way to find them, so this is a serious question, I wanna see if there are actually people that only go against those 2 killers)
It is suspicious that people claim they go against Nurse and Blight all the time. I rarely go against them even though I thought my survivor MMR would be pretty high at this point.
-
I find that 4ks are usually handed to you rather than your skill getting you to that point.
-
The blood test idea is so good for the source material. If we were gonna do a survivor for a The Thing chapter, the obvious choice is MacReady, but for more meme potential the survivor could be Garry. https://youtu.be/bLZky9aMQTg
-
Solos already feel like SWF as long as they do the gens quick instead of screwing around.
-
If you're gonna DC, then just don't get in a match in the first place. You can't just DC out of all your problems.
-
Right, are you one of those people who think entity blocker and stuff like the OoO nerfs were unfair?
-
If BT becomes basekit those endgame saves are gonna be performable by just about anyone, as long as you're an M1 killer.
The zombies are quite annoying to deal with... as Nemesis, and that's a lot of the reason I don't play him much. They can get stuck multiple times in the same corner, so you have to kill them to reset them multiple times, and I've had that scenario play out in multiple matches. I don't think the devs ever commented on the blatant changing of the zombie AI from the ptb, because those were clearly superior.
-
I know, right?
-
They were a bad idea. Perks that give 4 survivors a perk from 1 survivor equipping them usually are.
-
You'll find their aura reading abilities to be quite useful.
-
I don't think so.
-
@randonly said:
i agree with the change, but much simpler than just showing an indicator that someone is using that perk, it was easier to create a system that allows you to see the perks that survivors are using in-game (press esc and see beyond of MS and the offerings, the perks for example) and that will help with other perks like Head on
Another to help against camper: I don't know what was the reason for the change in Petrified Oak, but since the hooks are always practically close to each other, i think could make it increasing the sacrifice time in the 1st phase of the hook.
ps: I'm surprised you made that suggestion.But know that we're just talking about band-aids here, as perks aren't supposed to solve game design problems for both sides (killer and survivor).
Hooks are so not close to each other these days. There was a patch a while back that reduced the number of hooks in the match, so now it's common for killers to not even make a hook.
I made the suggestion because I just want to see the perk work.
-
@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2909805#Comment_2909805
“For some reason”.. hmm, I wonder why. (No, I don’t.)
- Only works during the struggle phase
- Doesn’t tell other survivors its in play at any point
- Still requires another survivor to come near the hook, basically offsetting the extra struggle duration gained (at least without coordination on comms.. ironic, given the perk icon and background, haha)
- And at the end of the day, really doesn’t guarantee you’ll still be rescued or make a lasting impact on the trial (depending on the killer and your teammates)
It still has potential imo, at least in swf. I'm all for buffing it as well.
We could try giving the perk notification to the survivor who procks the Camaraderie, so at least they would know.
The crazier buff I had in mind though is making it work for both hook states, not just the second one. If it comes down to it, that could be the solution perk for camping, just as DS and BT are the solution perks for tunneling. It wouldn't stop camping, but it would severely punish it if survivors used the perk. And since they'd actually have to equip the perk to use it, the killer knows they can only have 3 chase/other meta perks max, which gives them an incentive to go for chases, coupled with Camaraderie not allowing them to effectively camp anyway.
-
Yes, Power Struggle can do this because what the perk literally does is lets you drop a pallet while being carried, even if the pallet is too far to stun the killer when dropped. It is unfortunate that it works like that, and I wouldn't be against buffing the pallet stun hitbox for survivors dropping them while being carried with Power Struggle.
They also need to get rid of the hack that lets you have Power Struggle instantly from getting downed.
-
Every killer is overrated, but I think Plague is especially overrated right now. You can't just play her in a CoH meta and expect that's all it'll take to beat good survivors.
-
There are many unviable killers and it shows. You can beat a team with one of the stronger killers, and then switch to a different killer which you're equally as good at, and lose to that same team. What is Trapper or Ghost Face gonna do better than, let alone as good as, Nurse or Blight? Nothing. Their toolset is too weak, and it needs to be buffed until it's not. If they stay the same, they're just gonna stay unviable, because you can only get so good with those killers, and even with that top level of play with them, you're not gonna be able to beat certain teams no matter what you do. It's up to the survivors to make the mistakes and give you the kills.
-
@tippy2k2 said:
https://forum.deadbydaylight.com/en/discussion/comment/2908719#Comment_2908719
So all a killer player needs to do is become a professional level player in order to play as 75% of the killer roster?
Well that sounds easy enough, brb, I'm gonna go do that.
Yeah, no other game's community demands that kind of skill from players just to play normally. It's crazy.
-
@Bennett_They1Them said:
For me, since coming back from that break, I can't seem to get more than a 2k on PH without camping a bit.
Nurse. It's almost always a 0k. Because the stupid MMR system doesn't make your other killers' specific MMRs go down that much from the ones you're better with, you're gonna have to lose a lot just to start playing against people of equal skill if you're trying to learn/practice Nurse.
-
@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2909727#Comment_2909727
Kindred is pretty popular in solo queue, but Camaraderie is very bad. The issue is that survivors can’t run many perks outside the meta if they want to guarantee having a somewhat decent match.
People also aren't experienced enough to know that Camaraderie is in effect. If you see the survivor's struggle bar stop, you know it's in effect. But hardly anyone uses it for some reason, so they're never looking for it.
-
@PeeVeePeeGod said:
https://forum.deadbydaylight.com/en/discussion/comment/2908581#Comment_2908581
Just because the devs said it's a valid strategy doesn't mean that they should be trying to incentivize it. I'm like 99% sure that when they said that they also brought up how it really sucks for the person that does get camped since they essentially just die and that they were going to try to make it better for the person who gets camped (which obviously hasn't happened). There's no reason for there to be anything that could incentivize camping when just about everyone dislikes the playstyle.
If camping is that bad, why isn't everyone running Kindred and Camaraderie?
-
@Tiufal said:
Making killers viable doesnt mean you have to run the most tryhard addons and jerk-like builds. You should instead have to learn how to master those characters. There are quite a decent amount of players that main one or more characters that are considered weak, and have almost good times with them. If you wanna play variety killer you have to spend much more time in learning them or just accept that you wont be able to play them properly, and that people will call you out if youre playing jerk-like to compensate your false idea on havin easy wins as killer.
My viable seems to be different from everyone else's viable for some reason. Viable means having the potential to beat any team. Only Nurse has that potential. If we aren't making killers strong enough to beat any team, even when the killer plays well, we're basically throwing our hands up in air when we play them and say, "Welp, looks like I'm just gonna have to lose this one." That's what it's like.
Playing like a jerk means playing efficient, something you're forced to do but that survivors claim is toxic. Real toxicity is things you don't have to do to win, like tbagging and flashlight clicking. People love defending those "strategies". I don't deserve to be sent "gg ez" or tbags because I had to camp in endgame while using Clown, as opposed to walking away and giving a free escape. It's literally all I could do at that point.
And easy wins on killer? Please. I haven't had an easy win on killer in forever. Using the strongest stuff is still a sweat fest against survivors who know what they're doing. When I lose in solo queue, those killers are the ones that have easy wins, because there's no reason for the mistakes my teammates make over and over, or the inefficiency.
-
@Lochnload_exe said:
After seeing enough of your posts I am just convinced you are the killer variation of sluzzy, and if you aren't then they are always such cope takes lol the fact of the matter is still that both sides can turn the tide by bringing a lot of things for their favor, no matter what killer. Yes there is killers that are WAY better than others, and yes some killers need buffed, but stop acting like every time you turn on the game BHVR personally kicks your knees out and kisses your mother because you wanted to play killer. Killer can do just as mean of stuff, both sides can be bullied or bully. The only problem is MMR which hurts both sides.
Wrong, wrong, wrong. I am not the killer Sluzzy. My opinions are not even that killer sided. I just call things how they are, because nobody else does. When you're facing bad survivors, then and only then do you have an easy game as killer. Everything else you have to sweat, even when the survivors aren't playing well themselves, because they mostly beat you through gens, not chases. Believe me, I've tried to face camp or tunnel someone from the get-go, just to see how unfun and OP it is against the survivors, and it always results in me losing because the survivors I go against aren't babies.
BHVR doesn't have a problem with me, they have a problem with not understanding their own game. MMR doesn't hurt the game in any way. We miss old matchmaking because it placed us against babies all the time who we could beat. MMR is revealing all the imbalances in the game to us, and the devs are just gonna do nothing with that info. I hate that MMR puts me with bad teammates, but at the end of the day my pain comes from them being bad more than anything else. On the flip side the survivors I face are always strong, not even decent sometimes, just quick on gens and that's it, but that's enough to beat any killer.
-
@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/2908887#Comment_2908887
Yes, if you're good enough
I reject this entirely. I don't believe that "If you just play good enough, you can beat any team using any killer." Some killers literally aren't strong enough. The gens are too fast for them. Why else do you see 2 killers only at high MMR?
-
We've seen how a killer tunneling can lose them the game. As long as y'all are actually playing well, it's not that big of an issue.