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danielmaster87

danielmaster87

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danielmaster87
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  • @AnnoyingNarrator said:

    I think by now most people know that Prestige is not worth at all.

    So I want to ask what you think would Prestige worthwhile.

    For starters, I would like the blood effect to be applies to any outfit you have instead of just the default one. I think this is possible because it would similar to the effect of being contaminated.

    The outfits are fine enough reward. I just don't want to lose all my perks, items, add-ons, and offerings in the process.

  • @PeeVeePeeGod said:

    I feel like this change would cause more camping rather than encourage killers to not camp. If it's still active after the killer hooks someone then they would most likely end up looking for the nearby survivor rather than leaving the hook.

    But camping is legitimate strategy. The devs said it themselves.

  • Just make all hooks scourge hooks when you equip one of those perks, except maybe the basement hooks. That way, you can actually get to use the perk you equipped.

  • I think if it gets buffed, it's definitely gonna get called OP whether it is or not, especially after this Hemorrhage buff.

  • A popular idea is a castle map.

  • @MikaelaWantsYourBoon said:

    He was not op, he was strong for sure but op? No.

    He was boring for me, i never loved reworked version.

    Just bring back Old Freddy already, he was best killer in game.

    If they could somehow bring back that version of him, and make it viable, then sure. If not, I'd rather not have him, just being honest.

  • They're actually doing the opposite. They're blaming matchmaking for bad balance. "MMR is ruining my killer games!" Oh, not the 3-4 meta perks on all the survivors? "MMR is ruining solo que!" Oh, not the fact that your killer is a camping Leatherface? As I've said, MMR doesn't cause your problems. It simply brings them to light.

  • Rarely, and usually only when my low MMR friend joins me.

  • Now that you mention it, this does happen all the time.

  • You're preaching to the choir, but you'll be mocked if you don't give more detail than that.

  • @Entinaty said:

    Honestly the developers should be the ones to actually be bearing the brunt of the criticism due to not developing solo queue properly. Adding the icons to show that a person is doing a gen or being chased or what not is a good first step but it can be improved upon. Why not add a pinging system to the game? Why not add simple dialogue options that give simple messages such as "heal me" or "i'll go for the save"? It may not be perfect but it should improve the QOL for solo queue at least a little. I mean if other games such as Identity V and Apex Legends have some form of these systems then I find it odd that it can't be implemented by the front runner of this particular genre, Dead by Daylight, in 2022.

    While I find it important to ingratiate players into the game and community I don't believe that it is wise to design the entire aspect of the game around newer players or casual players only. For instance, take a game developer like From Software that is known for creating notoriously difficult games. They always have a certain standard and those who play them either rise to the challenge, struggle a lot and then eventually break through or struggle and realize that this particular genre of game may not be for them. DBD needs to also set this type of standard so that we as players know if we are falling below it, meeting it or exceeding it.

    I find that having full transparency about SBMM may go a long way to fixing the overall issues of the game. For example, how about a system that sets a standard MMR for all Killers in the game and then matches it to the Survivor teams MMR and Killer's MMR are within the same ranking the Killer's stats remain the same but if the MMR of the team is higher than the Killer has certain cooldowns and/or addons enhanced to compensate and if lower have addons/cooldowns limited. May not be perfect but at least one idea.

    My mentality still stands that if you balance for the advanced players, when those casuals start learning and eventually enter the advanced player community, they will reap the benefits of a balanced game. It requires experience and skill to do well with either role, not just advantage.

    In a way, it's similar to the difficulty of Dark Souls. They need to set a standard and actually be consistent with it, and consider "Would competitive players appreciate this or say it's catering to casuals?" Because right now they're all over the place. From patch to patch they're changing direction, saying in one patch, "We want to balance for all players, not just the top .01%" but in the next patch, "This is too strong at top level, so we're nerfing it." There is zero consistency.

  • @MigrantTheGreat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2907365#Comment_2907365

    Rin Yamaoka's nerf is not justified! Apparently she had 1 problem but the community and BHVR we're too blind to see what addressing that issue would do and now, she's only seen as often as moonbows and there's a 60% chance her player isn't having fun if you see her!

    No killer deserves to be gutted to where nobody plays them. It takes away from the variety pool. As a solo survivor I'm currently sitting at IRI III and the past 3 days I've mostly been dealing with Nurse and Blight and honestly it gets boring. I liked it better when it was Nurse, Spirit, Freddy (I can't recall if Freddy was still viable or not at the time of..,) and Blight.

    I don't mean to us vs them, but I feel that things that survivors say are problematic can ultimately boil down to skill issue, while killers use the things that makes them viable to feel like a threat. Maybe I'm too understanding of killers, but I invite you to try and get me to see from your perspective!

    No, don't give ground. You have a great understanding of killer.

    Spirit's nerfs were WAY out of line. She needed her stand-still mindgame taken away because it was stupid, and that's about it. Make her scream when she goes into her phase or something, and that's all we'd need to know that she's not just standing still. She still had good, healthy gameplay otherwise, to play as and to vs, because it promoted mindgames using sound, which survivors are usually in advantage of anyway. You could do so much to confuse her even while injured. Double back, fast vault x2, slow vault, slow vault then fast vault, crouch, crouch then double back, start walking, fake the double back, double fake the double back, use Iron Will, use Diversion, use Quick and Quiet. But nobody wanted to use all the tools they had at their disposal, and instead complained til Spirit got nerfed to death. Those who say Spirit is still S tier/top 3 are kidding themselves.

    People claimed* that Freddy was so OP before his nerf that he was S tier/top 3, and then he got nerfed because of that, because he "took no skill". I found the whole ordeal hilarious. Still do. He took loads of skill, being an M1 killer and all. He had slowdown similar to Clown's which he could preset at loops for later, which caused him to catch survivors off guard when they'd run to those supposedly strong loops. He could also use them for info if they were triggered from afar. He could also use them on the fly, and still can, by setting up a snare at each side of the loop, wait for the survivor to step in one, double back so they'd have to go through the other as well, and that would barely give him the hit before they got to the pallet. He could teleport to gens, or fake that he was teleporting, which caused the survivors to respect him or give a free hit when he actually did tp. It was mostly used to stop gens from getting done, by teleporting their and using Pop or letting Ruin do its regression. Survivors being Oblivious while in dream was/is nice. His slowdown add-ons were also nice, even though they were a mere 5% slowdown.

    Now, Freddy is a complete joke, and he wasn't that strong to begin with. His snares were reduced to 5, which pretty much stops him from being able to set them preemptively at key loops, because placing more than that limit would undo the first one placed. That forces him to only use them on the fly, which a survivor could and can still counter by just running away from the loop when he starts doing that, or just drop the pallet early. Dream pallets were also reduced in number, which was a stupid decision that Almo clearly had input on as he said, and I quote: "Freddy's pallets are stronger than his snares" which shows he had no understanding of Freddy. Freddy's clocks being buffed is huge for survivors, because his snares/pallets/Oblivious don't even do anything to them unless they're asleep, and the yellow meter that the new clocks put on survivors causes them to reach sleep later, and become immune to getting put in the dream world even when Freddy hits them. His slowdown add-ons and most of his other good add-ons are also gone, now replaced with the most useless crap imaginable, like "survivors' footsteps are louder while in dream" and "survivors' gen repairs are louder when in dream". Those are the most insulting change of them all. And this was all unjustified. Freddy was not this unbeatable force that survivors made him out to be. Did he slow down the game a lot? Possibly, with the right perks. Did survivors beat him anyway, in the same way they can beat Hag despite how drawn out the game may be? Absolutely. Pre-nerf Freddy may be the most overrated killer of all time, and he has pre-nerf Wraith and Clown as contenders.

    Try to hear out these survivor mains arguments if you wish, but do not be fooled by them. They do not understand anything I've said above, even when they themselves have played those killers.

  • @Sludge said:

    Nurse and Blight are so strong I always die on first hook, it's crazy.

    It's unfortunate if those killers chose to camp you to death, since they're probably the only killers who have the potential to consistently win without playing that way. But that's not exclusive to those 2 killers. Literally anyone could play that way, and they get away with it too if your teammates are inefficient and don't punish it.

  • @_AdamFrancis_ said:

    Another thing is the terrible optimization. I should be able to bump into a wall as Blight without having a seven-second freeze.

    Yeah, I'll try to slide tech by looking down, and suddenly my camera jerks up because I bumped even though it's supposed to be a slidey surface, and I'm totally disoriented in addition to the freeze, allowing the survivor to get huge distance on me instead of the other way around. Same thing with bumping near a survivor, because you do an attack that's literally right in front of you where the survivor is, yet somehow they don't get hit. Maybe it's me missing, or maybe it's the freeze/camera jerk/aim dress combo, but I'm so tired of it.

  • @Chusan said:

    Yeah. I stopped playing. I just started the game few days ago. I'm using some yellow perk while all 4 of the survivor are using all the "2nd/3rd chance" perks. how would this be fun? Your killer base is also part of the population.

    How MMR works, you just have to hope that you lose enough to where it puts you with survivors who are also still learning. Then you can start playing for real instead of getting bullied by people way out of your league. I haven't faced inexperienced survivors like that in forever since my MMR must be sky high.

  • @_AdamFrancis_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2908361#Comment_2908361

    Let's face it. The game WAS fun and good, but as soon as the new animations came in the game went terribly downhill.

    The new animations actually would have been great for modernizing the game, but nobody wanted them. Want to know the best argument people had for getting rid of them? "They look like they have to poop." Those are the kinds of immature people who have the devs' ear, deciding the balance of the game.

  • I always dread facing Leatherface and Nurse as well. With Leatherface, my teammates always go down instantly, and with Nurse I'm the one going down instantly.

  • We need an anti-cheat. But if even AAA developers can't do an anti-cheat system right, what chance does BHVR have?

  • Until the game isn't survivor sided, the answer is still no. We need viable killers.

  • Because people keep claiming that MMR ruined the game, when the reality is that the pain they're experiencing is coming from the game itself, not this system. MMR didn't make killer or solo a sweatfest. It just showed us the problems that were already there.

  • @Shaped said:

    Was the game ever balanced?

    No. Anybody who says "X is/was the best time in DBD", no. it. was. not! The game has yet to hit its golden age, because so far its massive potential has been put to waste.

  • @TheMruczek said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906724#Comment_2906724

    Well, BHVR could do that, tho it would still make him boring to play and face for the majority of ppl. I just want mix between old and reworked Freddy :(

    Please tell me how he'd be boring. This is the same thing I never got an answer to when he first got nerfed. He has so many different tools at his disposal, none of which are without counterplay, nor is he an unbeatable monster, even for solos.

    @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906724#Comment_2906724

    If you mean Freddy 2.0, DCs will be through the roof. And rightfully so. Freddy 1.0 with some modifications is the way to go.

    The DC's will be through the roof like before, but never rightfully so. People who couldn't deal with pre-nerf Freddy honestly need to realize they've been playing at a casual level. Whether they're in on the meta game talks and all that or not, we can't just pretend that they know what they're talking about when they say "Freddy's boring! Too strong! S tier!" DC'ing in this game has always been an abuse of civil disobedience towards the devs, and it's almost never the mature, experienced people doing it. It's mostly the people who don't want to adapt to the killer they're playing against, and DC til the nerf so that their basic level of play can actually beat that killer.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2907880#Comment_2907880

    So you want to balance the game around a minority of the playerbase... I hope you don't want to become a game dev, you'd certainly fail at it.

    As would you. NetherRealm Studios does not attract loads of people consistently, especially the competitive crowd, to their fighting games by balancing around people who don't know what frames, combos, or blocking is. The survivors that are being balanced around right now don't understand counterplay, looping, efficiency, and least of all their objective. If you want them to be able to beat killers who actually play well, just so the game is "fair" and doesn't "exclude people", be my guest. We're headed that way already.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2907896#Comment_2907896

    How could it not be enough when you stack those and then be able to stack 4 more slowdowns? How long should a gen by default be in your opinion then?

    Ideally, a gen gets done in no faster than a minute, on average. The gens should not all be done sooner than 5 minutes into the match under any circumstances.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2907874#Comment_2907874

    Can you explain how do you agree that Dead Man's Switch + Pain of Resonance should be basekit?

    What he's trying to say is that those perks could be basekit and it still wouldn't be enough. I don't think they should be, but that perk combo is overrated af.

  • @Colton147147 said:

    Killer perks are much more overpowered than survivor perks.

    How?

  • @[Deleted User] said:

    So you want to make all killers as strong as ~5% of the playerbase so everything else gets stomped by them?

    The noobs won't know the difference anyway. They'll call killer OP no matter how the game's balanced, because they don't understand their objective. At the level that matters, where people actually play good, yes we should be balancing around that.

  • @remoirel said:

    sheesh u have nearly 6k posts and all you seem to post about is how bad killer is

    What else should I be talking about then? What do you want me to talk about? How easy it feels playing SWF or how bad it is playing solo? Showing off an unviable build I found? We can't just ignore the issues. We have to keep bringing them up until we're noticed.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2907547#Comment_2907547

    Can you show stats that prove what you just said? Actual official stats, not the someone on the forums saying "i escape all my solo Q matches, source: trust me bro".

    Because we can ask the survivors. "4-man?" and they'd answer "Naw, all solos." On Playstation you can even check if they're playing together in a party, and often times I do see 2-3 man SWF. The 4-mans, or what blatantly seem like them, are usually on PC against me, so I can't know 100%, but 99% anytime I suspect they're a SWF, they are and they win easy.

  • @JeanCharpentier said:

    https://forum.deadbydaylight.com/en/discussion/319468/every-time-we-try-to-make-killer-viable-attacks-and-nerfs-ensue

    Just the fact that Corrupt Inter + Dead Man's Switch + Pain of Resonance combo became META on most killers show how broken the game is.

    Equipping those 3 perks bring the gen speed to what they should be at base speed. In fact, all those perks should be base kit and still they are not enough to win against good SWFs on a regular basis (unless if you camp/tunnel of course).

    DbD'stte of the game is in the worst state it has ever been, mainly because map design hasn't improved (even on new maps, most of them are beautiful but layout is garbage OP for surv) and because of the SBMM.

    Survivor mains (most of the playerbase are survivor mains, let's be honest) do not even know the killers' struggle.

    The only viable killers are Artist/Nurse/Oni and Blight and only if you completely master them.

    Moreover, Blight and Oni needs the use of exploits to be able to compete, they are totally garbage without them.

    Every other killers are way too weak at a high level of play. It would be okay if the SBMM was working but unfortunately, once you have reach above average MMR, the MM matches you with high MMR survivors to lower their queue times.

    That is why most killers have left, all the remaining ones are camper/tunnelers or Nurse/Blight/Artist main, mostly.

    Developers refuse to admit it but they have hardly failed and they are unable (or literally do not care) to balance the game.

    It would be easy :

    • smaller maps (8k to 9k m2 max)
    • less pallets
    • 1 LT max per map
    • 1 pallet/window jungle gym max per map
    • if there is a building, 1 window max
    • Corrupt/RoP/DmS becomes a built in trials mechanics and are no longer perks
    • DH nerf

    Devs have said they have removed all the infinite but it is a big LIE. Many RNG spawn create infinites between 2 windows.

    With all those changes, they can add a hook mechanic as the PH's cages to avoid the camp and the tunnel.

    But no they keep releasing perks to bandaid the gen speed. To the point the killers can just use those perks and they cannot equip perks actually helping them in chase or map control. It is BULLSHIT.

    Agreed on all fronts.

  • @EntitySpawn said:

    Most killers loose against high mmr solos anyway, they dont need to even be a swf.

    Right you are. Killers need to be on top of their game every waking moment, but survivors can simply be decent and get a 4-man out.

  • @Marigoria said:

    If you want to beat efficient SWF, you will just destroy solos.

    I completely agree that killers need to be more viable against SWF, but as someone who plays mostly solo, I don't want to have my games to get even worse just so killers have an easier time against SWF.

    You can play however you like. Want to tunnel? Go ahead. Want to camp? Go ahead. But I feel like a lot of people who use these "strats" then come on here and say how survivor meta is OP, even complaining about DS and BT. These 2 perks are only "OP" when you tunnel and camp, otherwise it's like they're not even in play.

    Unjust nerfs you mention:

    No one asked for a Billy or POP nerf. The Freddy nerf was also, again, overkill. He only needed his slowdown addons changed so he couldn't stack them, everything else was fine.

    Undying nerf was justified, so was Spirits and Pinky Finger. I have no comment on the other ones.

    As for popular nerf requests: I have not seen anyone asking for a Pig nerf, besides her being able to be afk and still get kills. I main both Pig and Freddy when I play killer, and don't think a killer should get kills by being afk.

    Blight and Nurse need their addons looked at, same with Hag, but that's about it.

    I don't think you understand what the word Taboo means. 90% of these forums is talking about Killer viability.

    They're tolerated at best. I see many killer suggestions but none are implemented, and few go by without being criticized.

  • @BenOfMilam said:

    https://forum.deadbydaylight.com/en/discussion/comment/2907308#Comment_2907308

    yeah pretty much. big time investment to get just a single hit without even burning a pallet. didn't say his anti-loop was good, it just seemed to me like OP doesn't understand how the killer's power works and wants to blame everything but himself.

    That's an easy accusation to make. I never looked at OP's post with that mindset.

  • @AcelynnBen said:

    No this is fair and balanced and doesn't need to be changed because killers aren't players just bots and they don't deserve to have fun

    -literally every survivor main atm

    And then they wag their fingers at you for making an exaggerated statement like that, when they don't even realize that that is literally what they're saying, just wording it differently.

  • @Devilishly_Rowdy said:

    So i have 3 steam friends who recently bought dbd this month and we played some survivor together. I asked them if they gave killer a try and all of them said the same thing like "yeah i tried, but it's stressful and i get nervous lol, it's not for me. I feel like 4 people are ganging up on me. I just play some friendly killer to get daily rituals done and that's it" The funny thing is these 3 friends of mine still have the nerve to say killers are op and be toxic towards killers, even when they don't have the balls to play killer themselves. The point is i don't see many new players wanting to play killer, they just wanna chill and actually have fun playing survivor, even if it means waiting 15 mins for a match, and i don't blame them.

    A lot of people like my friend don't want to play it because the fov is so bad. It's even given other people motion sickness. It absolutely needs to be changed.

  • @TeabaggingGhostface said:

    That would make survivor 360s ineffective so bhvr won't do it

    Tbh 360s shouldn't be possible anyway

    There's a reason its called a DEAD zone after all

    360s are probably the most jank thing in this game survivors have. It's literally so stupid.

  • @BenOfMilam said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906859#Comment_2906859

    If you think you timed your shock right and you didn't get a hit out of it, you didn't time your shock right. There's a trick to it, and I'm certainly not the best doc ever, but his anti-loop takes a lot of skill to get value out of it.

    Takes a lot of skill, in other words it isn't good. It's based more on luck and how the survivor's playing more than anything else. How else do you justify a killer hitting a survivor with their power 5-7 times at a loop and not getting a down, let alone an injure?

  • @Pannat1 said:

    Doctor slow himself down so much to the point where survivor can just keep looping for 2-3 time until the pallet is drop, so it's literally the same with normal m1 killer or even worst, as a normal m1 killer if you run loop tide you might get pallet drop faster then doctor cringe shock

    You have to use Discipline - Carter's Notes to make your shock faster, and you still have to preemptive the shock so that the survivors' preemptively commiting to a vault/pallet drop action on their end doesn't beat out your shock. But absolutely, without his best add-ons, Doctor's anti-loop always wastes as much time as it saves.

  • Yes, but how? Her TV's are usually pointed away from survivors and into walls and corners, disorienting you upon coming out of it. She also has to go through that animation and then demanifest just to tp to them again, which kills the argument that she can "spam her teleport" or that it's "instant", because in reality it's really slow and clunky. She needs her best add-ons for condemning people just to have a sliver of a chance to get a condemned kill on them, which she not only has to throw the game to pull off, but it also doesn't touch up on her overall chance to compete either. Like most weak killers, she NEEDS her pink and purple add-ons for you to play her normally.

  • We would escape many matches if my team played collectively half as good as I did. They're so inadequate on average, they bungle basically every game plan and build that I go for.

    Built To Last/Streetwise toolbox build? Get downed once, farmed off hook, and no body blocks. Nobody takes the heat off me so we waste tons of gen speed.

    Quick healing build? I spend all match healing people and myself, but they put to waste the time I've saved them. So we're healed a lot of the time, but no gens get done because I wasn't on them.

    Resilience/Prove Thyself build? They want to go down fast instead of do gens really fast.

    Anti- tunnel, camp, and slug perks? Not even that can save them, because they all want to get slugged next to each other.

  • What makes me laugh with this game is the bad takes. I've seen loads of them. If you ask me, I can share a few.

  • Flashlight saves aren't toxic. Flashlight clicking is.

  • I can't give you much. Just focus on ending chases fast, or knowing when to drop it when you're chasing someone too long. Focus on getting 1-2 people out and then go for everyone else. It's the only way. I could give you more advice, but as long as CoH and Dead Hard pervert how difficult a typical match is, everything I say will either make it seem like killer is easy, or that you have to use X, Y, and Z perks to win without you having the experience of knowing why those perks are the best.

  • Still waiting on that All-Kill map.

  • We could start by reverting the add-on nerfs.

  • Combine that with all perks being reduced to 1 tier (no more tier 1 & 2, just tier 3), and the grind will be reduced like crazy.

  • Right, we'll see about that NOED change when survivor is actually balanced.

  • @[Deleted User] said:

    Sadako is not weak in anyway, she is hard to use and requires much more practice than most killers in this game.

    She is not Blight, Billy or most killer's difficulty, you don't play this killer for a chasing level but more strategically. Buffing someone who has a hidden potential (people do not realize) may make it unbalanced for those that know how to play.

    That is my opinion, feel free to disagree and provide arguments!

    She is weak as well as hard to use. Her speed up from teleporting out of the TVs has the same level of inadequacy as Wraith's current speed up out of cloak. Survivors can get rid of 3 (or was it 4?) points of condemned by putting in 1 tape, and that also turns off a TV so she can't teleport there. They stay turned off forever, whether they get turned off by survivors or whether she teleports to them. Her invisibility does nothing in chase, she can't hit anybody while she's in that mode, and she even gets slowed down a little bit while going in and coming out of it for some reason.

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