danielmaster87
danielmaster87
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He and Legion both.
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@Hawk81584 said:
https://forum.deadbydaylight.com/en/discussion/comment/2895976#Comment_2895976
what it really amounts to is killers dont like it because it doesnt fit their bill....if it were a killer sided map, id assume we wouldnt ever talk about it
It's not a matter of killers simply not liking the map. It's that god pallets are literally unfair from a design standpoint. The killer should be able to get a survivor even when they've dropped a pallet; if they can't, even with Bloodlust 3, it's literally not fair because there's no gameplay to be had.
And please, tell me one killer-sided map that exists. There isn't one, not one that favors all the killers. Only ones that hold a sliver of favor for the killer, using a specific build, under even more favorable circumstances which aren't up to the killer at all. Every map has enough resources for survivors to use to run the killer for 5 gens and then some.
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@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/2895963#Comment_2895963
Under the premise youre really bad.
No. As in if you're an M1 killer with no instadowns, you're spending double the time to down people, whilst even the instadown killers struggle to kill survivors before the game's end. If you're an M1 killer and 3 or 4 people are alive, 1 being on hook, then they can literally guarantee that all of them escape by giving BT and body blocking for each other. And if your excuse is, "Well, just don't play M1 killers" then you're conceding that a great deal of the killer roster is completely unviable.
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/2895992#Comment_2895992
Yeah, unfortunately I think there are a lot of mains. I think the easiest identifier of a "main" is that their complain about other mains. People tend to assume that other people operate similarly to themselves, and project. So I think there's a good probability that the vast majority of people whining about one type of main or the other are mains themselves.
And similarly to you, I played killer almost exclusively for a long while; like my first 800 hours was all killer. Since then, I'd say I've played more surv by a 2:1, and settled somewhere at 50/50 overall.
But your casual player is probably going to be more likely to play both sides, as that requires learning two sets of mechanics, which is an investment of time. And casual players probably make up the majority.
So yeah, I'd bet most players play one side disproportionally more than the other.
Two things I disagree with: It isn't exclusively mains that complain about other mains. The average player has a reason to complain about mains because, as I said, those people are very biased and for some reason have sway over game balance. Also, I actually think that casual players are far more likely to be mains than not. There are A LOT of solely survivor streamers, who in turn attract casual survivor mains, or inadvertently encourage them to become survivor mains by showcasing, sometimes deceptively, how "fun" and "varied" survivor can be. Same thing with killers.
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I don't believe that mainers are in the minority. I mained killer for like a year before ever giving survivor a second glance, and it made me super oblivious to the other side's problems. And that's the problem with people who never play the other side, and I'm talking mostly about survivor mains ngl, because they have these super biased and out-there takes, and because there's so many of them they validate each other without actually having intellectual discussion to support their views. A killer says something like, "I don't think hatch should give free escapes", and you'll hear "REEEE! It's not a free escape, and it actually favors killers! Stop expecting 4k all the time, baby killer who can't even kill everyone!" But there's no substance to a single one of their points. Sometimes what you say does have to be simple, cut and dry, but there's an overabundance of that which, 99% of the time, can't be supported with a scenario or example.
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@Hawk81584 said:
remove the map then. we will only play one map from now on!
That sarcasm isn't necessary, especially since this is legit criticism. Maps being too survivor favoring is no joke.
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I've come close to winning on it many times, but survivors just had too many god pallets. 99% of the time on that map, the survivors are just toying with you.
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Play just for chases, and lose over and over until you're low enough MMR to win that way consistently.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2895955#Comment_2895955
"You can't get camped and tunneled if you don't go down."
Great advice! All survivors can make run killer forever. And yeah, i agree arguing with you looks pointless. Have a nice day.
You can play super safe as survivor, and make a few reads, in which case you literally don't go down before all the gens get done. But no, you won't necessarily be able to do that every time, nor will you have to. If you run a killer for 2 gens, they lose the game, because they don't have enough momentum or enough of their objective completed at that point to make a comeback, and will probably have to settle with a 1-2k with NOED.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/318571/survivors-cant-get-new-meta-perks
This guy gets it.
Survivor Mains act like Killers get AMAZING new perks every patch. Listen, just because Killers use new perks does not meant they are meta. It means they are not chained to the same six perks. You could ban TWENTY perks that I could not use as a Killer, and I'd still put together a fun build.
Ban just five perks for Survivors - Dead Hard, Borrowed Time, Iron Will, Decisive Strike, and Unbreakable - and watch the entire Survivor Main community have an absolutely freaking meltdown.
I wonder if people who complain about this alleged "killers getting the best new perks all the time" even understand this game's perk system for killers. It's the exact same thing as the survivor perk system: You have to unequip a good perk to equip another. Killers don't get to stack additional good perks on top of their 4 perk slots, which is what these people make it sound like. And these perks we're getting are way worse than they make them out to be. "More new gen defence?!" Yes, but who uses Eruption? "More new Exposed perks?!" Yes, but who uses Starstruck?
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We don't. We expect a 2k, but we can't even get that without playing dirty and bringing the strongest stuff.
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I don't think Midwich is really that strong for killers. It has the same pallet setup every time, as opposed to crazy fluctuating RNG loop spawns like on all other maps. But I don't that alone could make it killer sided, because basically all of those pallets are playable.
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@Megmain80 said:
https://forum.deadbydaylight.com/en/discussion/comment/2895766#Comment_2895766
Gaslighting from a killer main I see
I'd say he's the one being gaslit. He seems pretty reasonable to me based off of what he's suggesting. Did you have an issue with him saying that Silent Bell and pre-nerf All-Seeing was fine? I don't think there's anybody who's played Wraith that thinks those add-ons were ever really OP. They're just silent sound and aura reading, no lethality.
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His nerf should be reverted. It's not even like Hillbilly where they added a whole overheat mechanic and add-on pass. They literally just made him worse.
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@CharlieChatBox said:
You can be playing the exact same killer with the exact same build, and automatically know how you're probably going to do on maps as soon as you load in, barring any excessive survivor shennanigry. Feels more like its the Killer fighting the map half the time.
That's why I consider all maps survivor sided. You can't show me any one map that has inadequate resources for survivors to use. They all have enough for 1 survivor to run a killer for 5 gens, and then some. You might get super unlucky RNG now and then, like 3 TLs spawning instead of 3 jungle gyms, but that's something that needs to change as well, the crazy amount of variation there is in maps. They shouldn't be the same every time, but they're just too much depending on the RNG.
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You could argue that. I argue that the devs don't know how to handle an MMR system on top of everything else that demands their attention. But maps for sure are super bad.
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I don't want to be killed as Victor more times than I already am.
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I too have pages and pages of perks on all my characters that I'll never use. This problem cannot be swept under the rug.
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They're mostly fine as is. We just need them to offer more bp like you suggested.
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@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/2894459#Comment_2894459
I played Head-On alot by myself and its the way that killers already have a priority on lockers at a distance you cant react towards unless you use some kind of macro. Most players i watch have no issue at all grabbing them or baiting it out from a save distance. Dont know what guys you look at, but its really easy for killers to bypass headon. It always was.
@Megmain80 said:
https://forum.deadbydaylight.com/en/discussion/comment/2894459#Comment_2894459
I think killers who bait don’t always get close enough to the locker to make the grab, but if they just go straight to the locker while spamming the button they will be able to pull you out before you can do the head-on.
I'm not making it up, my experiences, is the point I'm trying to get across. The Head-On hitbox is honestly ridiculous, similar to pallet stun hitboxes, where you can preemptively step back to avoid the stun, but you still get stunned because the hitbox is huge. So it's either that, or the moment I go in for the locker grab, I never get it. I can literally hover around the locker, baiting that I'm actually gonna go in maybe 3-5 times, and they don't come out, and then they'll guaranteed stun me the moment I actually go in for it. I am mashing the grab button as well, and it either doesn't come out or it gets rolled back, because I see the locker opening animation for a split second and then I get stunned. I don't know if it has to do with me being on console or what, but I seriously hate the feeling that I have a problem with a perk that nobody else seems to, and that there's nothing I can really do to change that.
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@PlaysByShady said:
https://forum.deadbydaylight.com/en/discussion/comment/2894464#Comment_2894464
It was when they added sound occlusion. I remember it distinctly. You could hear gens from outside buildings, etc, so you only needed to be in proximity to hear whether it was active or not. Then they turned the occlusion on so strong to the point you literally had to be in LOS and touching distance to hear it... walk around a doorway and suddenly no gen. Then they balanced that out a little more but it was never like before.
Such a shame still. You used to, as killer, be able to tell exactly where survivors were by listening to their footsteps and breathing through walls, and I can only assume that elevated the skill ceiling for survivor just like how it did when people learned to counter pre-nerf Spirit, because they'd learn to be tricky and strategic with the sounds that they made and at what times. Sadly I don't see killer ever going back to that.
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I've also recently become frustrated with this. Maybe I shouldn't care about the emblem system or the devs' golden standard for kills, but it seems like the two things are counterproductive when you actually go for that amount of kills.
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I don't think it works. You have to be intoxicated to be exposed, right?
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This doesn't prove a thing. Dead Hard is the most reliable exhaustion perk there is. And from experience, the only reason I take off BT and DS is because generally I don't go for saves and the killers I'm facing aren't tunneling me. Against killers who know what they're doing, and tunnel/camp in the most strategically perfect moments, then I'd need those perks. But because MMR sucks, I never get to that level.
I will give you one thing though. The survivors who beat me, even when I'm playing my heart out, sometimes don't even run full meta. They'll be running DH/BT and then randomly Plunderer's Instinct and Slippery Meat. They're literally halfway memeing whereas I'm having to sweat. Assuming they ran full meta, I'd lose even harder than I already was. It feels as if the only reason you can get kills is survivors' massive screwups, because we know how many second chances they get with those perks.
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@toastcrusher said:
I faced 1 killerr who destroyed us yesterday and asked him why he would slaughter us like that....nothing was touched and we al died....he started blaming mmr cause he just wanted a fun game? we should never been put in his lobby according to him..
ITS YOUR OWN CHOICE to play like that....you as a skilled killer should adjust to tthe team your facing and give folks a chance tto learrn the game (imo)
Completely disagree. The killer can go all-out if they want. It's the survivors' jobs at that point to learn the game. If they're facing baby killers all the time, they'll never learn. The killer simply cannot risk playing nice for you until he's found out what caliber of a team you are, because when killers do that against efficient teams, and then decide to change up their strategy to play dirtier, it's too late at that point because they've already lost. You can experience that yourself when you play killer.
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MMR doesn't ruin the game. It's simply showing how bad the game is, which far more people have come to realize as a result. An actual good MMR system would further help show what balance changes need to be made.
Despite that, I think it's easier to just get rid of the MMR system, so we could have randomized fun like before. What we were hoping for, that the devs would see their own game's problems and fix them as a result of this system, is just a fantasy. They've shown they're not up to the task. If they were, they wouldn't still be referring to killer kill rates and map kill rates, which don't tell us a thing about the match.
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@dictep said:
Remove all killer regression perks but pop, and all killers will use pop. The problem is not dh. Killers have a lot of regression perks, and survs only get trash perks in years
I hope you understand that whenever a killer gets a new gen regression perk, that doesn't straight-up mean they get more regression. They have to swap out one of their older gen regression perks if they want to run the new one. And why would they? Pop and Ruin are way better than everything they've released since. That being said, they're still weak perks to me, because survivors can just deny you them by finishing gens in your face, breaking your hex, or denying you downs with all their second chances.
Survivors have not just gotten trash perks. There's a borderline new meta perk released with pretty much every survivor. It's just that the current meta which has been that way for years is so OP, there's no point in changing anything. DH, BT, and UB have been untouched.
And here's something anyone can observe: Killers get their best perks nerfed in an attempt to change up their meta, and survivors get their worse perks buffed in an attempt to change up their meta. There's a double standard, but it's the opposite of what you're saying.
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@Waterfall said:
Meta riders than when they get to high MMR they wonder why their matches are against sweaty killers.
For real. These guys aren't even using Dead Hard tactically as part of their looping. They're just look "Oop, ran into a wall- DEAD HARD!" and you get robbed of a down even when it's clearly an inexperienced survivor. That just shows how crutch it is.
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The audio was fine years ago, and then the devs changed something, and killers haven't been able to rely on sound ever since. Whether survivors are too close to you or too far from you, you just can't hear em. Add to that Iron Will and stuff, it's like killers by design are supposed to track survivors with their eyes and guesswork alone.
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@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/2893632#Comment_2893632
You obviously dont know how easy it is to bait out or even get the grab from a pretty save distance first.
@Megmain80 said:
https://forum.deadbydaylight.com/en/discussion/comment/2893632#Comment_2893632
Um no… killers already have the ability to spam the open locker button while survivors have to wait until killers are closer to jump out. Giving killers priority would be overkill.
Right... I don't think y'all go against survivors with good connection. You can even see some of the biggest streamers out there failing to bait it out. I don't think it's just me, guys. I can't be the first person to have brought this up either.
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It needs its prioritization nerfed first of all. You can't bait it out as killer because the survivor can just wait til the last split second before they get grabbed out and mash the stun through. There is no reason for a survivor to get grabbed out of a locker or hit by the killer after jumping out while they have Head-On equipped.
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@v20trucidar said:
Nightmare buff idea: when the last generator is repaired, it can teleport to your pools of blood, but when teleporting it will spend the pool. example Freddy has 5 puddles when he teleports he will have 4.
The best way to buff him would be to revert his nerfs. That version wasn't OP then and it most certainly won't be now.
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I'd like to see grades still. It's not indicative of skill, but is indicative of play time.
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@AverageKateMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2892567#Comment_2892567
A 2% speed book isn't exactly going to hurt Hag when her power gives her easy map traversal. You aren't supposed to chase people with Hag. She's supposed to survey the area and trap areas of interest
You're not chasing with Hag, but a survivor can trip your trap and then run to a part of the map where the boon is and you have no traps there. Completely safe. Even running through her traps while you're 2% faster, it's probably gonna result in the Hag having to walk a bit before she even catches up, even though she immediately teleported. It's supposed to be instant so that you can swing right out of the tp, but it never is.
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@Aurelle said:
I feel like every time I play killer I always get the worst maps possible. It's usually:
- Backwater Swamp (Both variations)
- Rotten Fields or Fractured Cowshed
- Midwich
- The Game
- RPD
- Eyrie Of Crows
- Mount Ormond Resort
Ormond isn't as bad as the other maps mentioned, but I have a lot of trouble on that map for some reason. Midwich and RPD are probably the worst out of them, with Swamp very close behind. I just don't get why the game decides to give me the worst maps as killer. RNG sucks.
All of the maps are the worst maps.
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If anything, a DC encourages killers to secure their remaining 3 kills, because their bp and score would have already tanked as a result.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/2892543#Comment_2892543
Then you're fully ascended. I was just pointing out that Noed+nwo on their own are unlikely to do much. But make a full build around it and apply the proper macro strategy and you can force a 2k. Epitome of balance.
Sad thing is even with that build, I get 1ks and 0ks all the time. Survivors just have so much power over the killer, the best thing we have isn't enough sometimes.
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Absolutely not. All it takes is for everyone to just try. If they rage quit, it's a self-fulfilling prophecy.
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@ukenicky said:
If you want easy mode on Spirit just use Dried Cherry Blossom. It's arguably even better than old Stridor on her and Iron Will doesn't counter it.
Old Stridor did not need to exist and honestly its current form is pointless. It needs a rework of some kind but certainly not a revert.
Iron Will does counter Cherry Blossom. You can't get close to a survivor if you can't hear them.
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@OneGoodBoyDemo said:
I still can't believe the devs actually nerfed a bad perk that's decent in just ONE killer.
Yes, this perk was op with the old spirit since she didn't have counterplay but things have changed and she is more balanced now, no reason for stridor to remain nerfed.
Our OP girl deserves to be happy again.
It wasn't OP because she did have counterplay.
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You are pulling my leg.
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/2891449#Comment_2891449
Which can be offset by using the add-on to give 2 extra bottles.
So now you're having to use a pink AND a purple add-on to replicate the effect of what was previously just a pink.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2892563#Comment_2892563
That's exaggerating how good it is. Good survivors will just hide and wait it out.
Yes, I've seen that. But it's better than the gates being opened 20 seconds after the last gen gets done.
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Don't nerf him then. Take away the exploits.
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My zombies have gotten stuck in the same spot like 3 times during a match, and I had to keep killing them. This is absolutely game breaking for Nemesis.
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@AverageKateMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2888997#Comment_2888997
Hag is one of the few killers who can effectively trap totems from even being touched while pressing other areas in the map. I'm pretty sure she can handle Dark Theory.
She can't. You don't have time to go around trapping totems unless they're very conveniently placed where you're already trapping. Am I missing something? Since when did picking Hag make you immune to boons/losing your hexes?
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@Blueberry said:
NWO is such an overrated perk in my opinion. Almost never do I see killers actually get much value if any at all from it. Off the top of my head I can't even remember the last time I saw it used and it wasn't nearly a wasted slot.
It makes it to where the game isn't over once the last gen has been done, which is invaluable.
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@Tiufal said:
Another case of git gud and the need to accept your own inability to play well.
Right, are you one of those people who go around saying, "I coulda beat that team. I'm good enough."? Because most anyone can claim that.
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@Bwsted said:
Technically you should use a combo like Corrupt+deadlock to go along Noed+NWO. Just sayin'.
They don't even have to give you 1 down let alone a hit, but they do just to toy with you and give you hope, like a cat playing with his food. They can be godlike and go all out, be godlike and screw around, or just be mediocre because they still have absolute control over the match.
Can I get those survivors in soloQ, please? Thanks.
https://forum.deadbydaylight.com/en/discussion/comment/2890531#Comment_2890531
Knockout is irrelevant against SWF. You're using a soloQ killer build.
I do use Corrupt/Deadlock as well.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2890557#Comment_2890557
NWO is much cheaper than NOED, survivors have no way to counter it.
They can wait it out. The killer gets a notification that they touched the gate, but they can literally just hide it out.