danielmaster87
danielmaster87
About
- Username
- danielmaster87
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@GuyFawx said:
That would be too easily abusable even tho I do think she needs help shes would snipe without really trying
I don't see how, since even when you spread 3 out, they can still easily miss. They're not fast enough nor is their hitbox large enough.
-
I have noticed her crows flying right past survivors. I've seen it with my own two eyes. Making her crow hitbox fairer for the killer is in order.
-
@MikeyBoi said:
The Artist is gotta be the most unfun killler to go against next to nemesis and trickster. No let’s not make the dire crow hit box bigger..god no. Nice bait
It might not be bait.
-
This is not a step in the right direction. These killers changes are very mediocre. The killers will 100% still not be viable.
-
Corrupt but without garbage Pop.
-
It's a competition of which is less exciting, not more exciting. Unless they feature a good killer or a buff to them, I could care less.
-
@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2902528#Comment_2902528
But are those killers invisible?
Invisibility is nothing in this game. Wraith and Sadako are invisible and are some of the worst killers in the game.
-
@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2902510#Comment_2902510
They can’t move at great speed without turn restrictions and also is still practically invisible.
Her speed makes up for her being 110% and her slow startup animation. 115% killers have a net gain on her in terms of speed and chase time.
-
@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2901919#Comment_2901919
It’s fine if you don’t find her fun but don’t act like she’s not a good killer.
https://forum.deadbydaylight.com/en/discussion/comment/2901921#Comment_2901921
You know she has two add ons that counter pallet camping right? Even if she didn’t, she can still manage it by simple pressing space bar and catching up with great speed.
Tell me one thing she can do that other killers can't do better. They certainly don't have to blind themselves to hit survivors, do they?
-
@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/2901910#Comment_2901910
Nah, yall just like complaining too much. Boons are fine. CoH is fine in its current heavily nerfed state.
Our complaints are warranted. Killer strong perks are nerfed or can be destroyed, but survivor strong perks haven't been nerfed or they can't be destroyed. As usual with the kiss-ups in the content creator community, they make it appear as if boons are fine and everyone is in agreeance with that, but none of it's true.
-
It's better with flashlights or pallets, so that the killer can't immediately pick the person up. Combine that with Soul Guard and it's a safe getaway from off the ground. It even stacks with Unbreakable and No Mither's increased recovery speed if I'm not mistaken.
-
Because Spirit sucks, bro. I never saw her when her nerfs were announced, never see her now, and saw her just a sliver more before her nerfs. Some killers, like Spirit, Artist, and Hag, only interest a niche portion of the community, because I've never thought Spirit was THAT fun, and Hag and Artist are lots of fun to me yet boring to others. But imo Spirit didn't need to be nerfed except one or two specific things, and now nobody wants to play her, especially since people still think she's OP, because who wants to get into a killer who's probably gonna get nerfed soon, due to 'popular demand', at a point in the game where pretty much no killer needs nerfing?
-
No. Let's just come to an agreement that boons were a bad idea. They can only ever be too OP or too weak. They cause more problems than they solve. The game has in fact gone further downhill because of their inclusion, something that none of us could have imagined before their announcement.
-
If you have problems with him, I can imagine how you fare against Huntress.
-
Nerf all their useful add-ons like what happened to Hillbilly and Pinhead.
-
Corrupt/Deadlock. Nuff said.
-
No, it's fine. It's annoying to get caught on walls because of it, but we're just gonna have to deal with that.
-
It just needs more deactivation conditions. Have it deactivate from getting in lockers or touching exit gates. You're not getting tunneled if you're touching an exit. And deactivate it in end game so survivors don't get a free escape.
-
Work their transition speed add-ons into their base kit. Victor should come out asap, and you should be able to switch between him and Charlotte asap, and Victor shouldn't get a 5-second cooldown from getting a successful down. How about we do that instead of giving them more nerfs and more second chances for the survivors? Twins have been nerfed six ways to Sunday, and we're tired of it.
-
We can't raise the bp cap because "it's not fair to max out characters as soon as they come out" and "it will make people play less".
-
@Megmain80 said:
https://forum.deadbydaylight.com/en/discussion/comment/2895959#Comment_2895959
Silent bell w/aura reading is incredibly powerful and they aren’t even perks. Anyone who says these are not a problem in a match is not being honest.
No, I'm being honest, and sometimes I feel I'm the only one on here who has played Wraith at high MMR. Wraith before his nerf was nothing against that caliber, and no perks or add-ons could change that. I used All-Seeing and Silent Bell on him and performed worse than with other add-ons. Those are extremely overrated, because they do nothing to speed you up or alleviate Wraith's slowdown out of cloak. His best add-ons are purple Windstorm and purple uncloak speed. And after his nerf, not even with those can save him. Survivors have absolute control in chase, because he can't hit them without uncloaking, so sometimes survivors force him to uncloak and chase normally because otherwise the entity blocker never kicks in for the windows.
Wraith slows down so much to uncloak, that the survivor can preemptively run to the next loop and get to a safe position with no fear, and then they can call Wraith's bluff, which is where he uncloaks at the pallet and 99's it so that the survivor drops the pallet and they get to stay cloaked, so what the survivor does is they fake that they're gonna drop the pallet so the Wraith 99's his uncloak, and then he has to do it for real next time just to be sure, and then the survivor can mix it up and be in the killer's head. And survivors don't even have to do that, because even when Wraith uncloaks at or under a pallet, the survivor can get around the loop safely with no fear of Wraith's speed boost out of cloak, because it's been gutted and doesn't let Wraith pseudo-antiloop catchup like he could before.
You can't play hit and run anymore, and playing a simple M1 killer just doesn't cut it because the chases are too long. Most people just say, "Wraith fast and invisible so therefore OP!" like there's zero nuance or discussion of different scenarios when they're talking about him. Those things aren't enough to make the killer strong, as I've explained above. Wraith has never been OP or deserved a nerf. He actually needed buffs and qol changes before his nerf so he could maybe be viable. But now I guess he's just gonna fall back into obscurity, just how survivors want it.
-
Bruh.
-
@CharlieChatBox said:
https://forum.deadbydaylight.com/en/discussion/comment/2899688#Comment_2899688
That's why the slower speed only triggers after the psuedo bounce. Being able to Slam at any point of a Rush is pretty useful.
Though I am now wondering if triggering the Slam Manually should eat a rush token. Thoughts?
Would it actually make sense though? Bumping onto nothing mid-rush?
-
Make his range and shock delay add-ons base. There's no reason why those aspects of his power should be variable.
-
I agree with this idea, but I do see one oversight. You know the strategy of getting a gate to 25% so that the first red light doesn't light up, making the killer think that a survivor hasn't touched it? Assuming that the progress will go down reasonably fast, that strategy will become more consistent if a survivor screws up and gets it to the first red light, and then it goes back down to where the red light turns off. Unless of course you'd like the red light to stay on once it's been turned on, something that survivors will inevitably argue against to the death if gate regression becomes a thing, so that they can use the strategy I've just mentioned more effectively.
-
I concur.
-
Rushes being slower is an interesting idea, because it gives more control instead of being fast fast fast, but it needs to come with something that allows the Blight player to capitalize off that effect. And if the rush is too slow, nothing else matters because the survivors can just react with plenty of downtime to what you're doing.
-
I also hated this add-on when it came out. I tried it once, but it was just too bad. All killer add-ons should be useful. None should be meme add-ons.
-
No, this is the same thing as her stand-still mindgame where you could mindgame yourself without the killer even having to do anything.
-
Broken is fine. It's just that the perks that use it suck. If you don't get a protection hit from Forced Penance, it literally never comes into play.
-
How could it never be balanced? There's a million suggestions for how the game could improve. Just none of them have been implemented. And no, we are not seeing survivor nerfs and killer buffs all the time. Look at the Pyramid Head nerf, the Freddy nerf, the Spirit nerf, the Pinhead nerf, the Wraith nerf, the Deathslinger nerf, on top of perk nerfs like Pop, Coup De Gras, and Gearhead. Meanwhile survivors get boons and a new Boil Over which everyone knew was going to be abused, on top of less hooks in maps overall so that killers can't get hooks after downing people. And now they're talking about BT basekit. I can see where you're coming from, that the game will never be balanced, because you think these balance changes favor the killers over the survivors!
-
Otz did a video specifically about this. Basically, if you know where the survivors are spawned and where you're spawned, the box will be in some area that is ideally far from both of your positions, whether that's on the side or in some corner or whatnot.
-
Well there should be no debate at this point that auto-Dead Hard does in fact exist. There's no way it doesn't because of some of these crazy whiffs. A survivor will 360/push into you 2-3 times AND THEN Dead Hard at the exact right moment in response to a short hit? No way that's legit. There's probably a plethora of other hacks that we mistake as legit gameplay as well, like those magic disappearing scratch marks, or silent footsteps, or Iron Will for free.
-
For sure, but it's already been done on other killers so I don't expect that to happen again for a long time.
-
The problem is that the hit economy sucks right now. Hits don't mean anything, only downs. So M1 killers are unviable and instadown killers are slightly less unviable. I guess it doesn't matter either way, whether survivors are healed all the time with CoH, or if they stay injured with Dead Hard like before CoH, because they still take too long to go down to stop the gens. Yes, even a short chase can result in a gen getting done from 0, especially if the survivors are aware they're in a 3-gen. You're not getting 2-3 kills off those scenarios, you're getting 0-1. You can't just commit to a down at that late point and expect to get more kills, unless you have like NOED/Way Out, but even then that doesn't matter if you still have a lot of hook states to go through.
-
X to doubt.
-
Blight's. It's like an actual horror movie track.
-
You're definitely not baiting. I keep hearing people say that killers get nothing but buffs when that's the opposite of the reality.
-
@I_am_Negan said:
Just bait it out
Half the time their so focused on when you're going to swing their not paying attention to what's in front of them they run in to walls, trees and things. Don't swing like a crazy person and you'll be all right.
Are you serious? Just wait for the survivor to play bad? Why didn't we think of that before?
-
The Nurse just because she ignores all the OP loops, and Blight because he's a decent killer with decent add-ons (can't have that, can we?).
-
Nerfing Blight or Artist's base in any way.
-
The same nonsensical reason you'd use Undying. You're using a perk that can be destroyed... to protect a perk that can be destroyed... and both can be destroyed anyway.
-
@Cardgrey said:
https://forum.deadbydaylight.com/en/discussion/comment/2897444#Comment_2897444
Hmm I'll be honest if a bit mean. Cause honesty sucks sometimes. Ruin is weak af.. what makes it seem strong isn't the perk but how others play if the killer chases someone and you get on a Gen and glue yourself to it only leaving if said killer comes to you they get 0 value. It has the same weakness legion had/has spread out and its power is decreased. It's good for 3 Gen setups but that's more on the survivors.
And by the time you're at a 3-gen, there's no way that Ruin's still up.
-
@mibbs said:
https://forum.deadbydaylight.com/en/discussion/comment/2895882#Comment_2895882
I would take the death there for buffs elsewhere is what I mean. Rather have less hook camping for better quality of life on actual play
They're already punished for hook camping. You can't release Victor when you're within a certain distance of the hooked person, which denies you your power even if you're not intending to camp. Same with Artist.
-
It basically is basekit. You have to play around it so much, you're conditioned to it. So any time you have a survivor 360ing you or just pushing into you, you have to wait a second to respect Dead Hard, and then you have to wait a second time to swing in case they were baiting you. And that can sometimes lead to a survivor making it to safety via a pallet or window which they otherwise should not have made. It's a perk just like DS, BT, and UB which forces the killer to change how they play even when those perks aren't in play, for fear that they are in play, because they're just that game changing.
-
@C3Tooth said:
There are times a survivor gone into 2nd hook stage because 2 other survivors have to commit their Gen to complete while the last guy being chased. No one wants to go for unhook at 80% Gen and come back with whole Gen reset.
Alone the possibly of giving Killer a free hook. Ruin still stands high tier.
That's a fluke, I'd say. Ruin is nowhere near as viable as people make it seem. Those scenarios you said do happen, but it's not that drastic, and destroying the Ruin can just take all that pressure away. Hexes can be the most useless or most game-carrying perks based on the rng of the totem spawn, and the survivors' motivation to look for totems.
-
It's overrated. It's better when you can combo it with Pop or perhaps Eruption, but you wouldn't use it on its own for gen defence. It would be nice if it was base though.
-
Absolute misery. The matches aren't even close, with you barely being able to get kills through even the most perfect plays.
-
The perk's design is awful. You can tell it was nerfed. A hex that simply makes hexes take longer to cleanse? What an asinine perk! It's like a survivor main designed it!
-
The one that turns her TVs back on after a manifestation hit, for sure. Otherwise your TVs are off forever.