danielmaster87
danielmaster87
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And this was a perk that was buffed, which plays into why survivors always use the same 6 perks.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2890533#Comment_2890533
I just don't use noed because I think it's cheap. I use NWO a lot though.
When you lose enough games you should have won, you'll consider using it.
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You just let the survivors keep benefiting from them. You're wasting your time trying to get those boons. It sucks, but what about killer doesn't?
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Survivors always appear weak when you first start playing the game. So what about when you get good survivors who don't mess up their Dead Hards and things like that?
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@humanbeing1704 said:
I'm seeing this used more lately
Wonder Why people weren't using it when no way out was buffed back then
They sleep on it, the fools. They think Ruin and Pop will serve them better in the endgame.
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It's a "no".
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We look forward to the visuals, but balance-wise they've all just gotten breakable walls and god loops.
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@Flimflam said:
I haven't been able to get more than 5 hooks in almost a week. Every game is literally people just dodging everything on reaction and insane gen speeds even running all gen regression perks. So I'm not sure what you've done to MMR but if you could stop giving me sweat gods that can't be mindgamed after almost a ######### week of hard loss games that'd be really cool.
That's this game's normal.
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@DemonDaddy said:
https://forum.deadbydaylight.com/en/discussion/comment/2888877#Comment_2888877
So what? I don't control anything outside my actions. By design, even if they play bad, I'm still given free chances to escape without the need for objective progress. The team playing poorly doesn't mean I can't play well.
It's true that the hatch exists. But that doesn't mean that you'll always get out, because the killer might get to it first. The way you're supposed to be escaping is through the gates, and that's something that solo teammates make impossible to do when they're uncarryable. I don't care how good of a survivor you are. Even when you go on a 5-gen chase, the gens might not get done, and if you're the one doing gens your teammates might go down so fast that it literally doesn't buy you enough time to do them. You cannot 1v1 the killer, because it's a team game.
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At best, the game has broke even on how bad it was 5 months ago.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2890000#Comment_2890000
At current game? No. Midwich has highest kill rates. If you are talking for pre-rework The Game, yeah. This map was best killer map before rework.
I don't see why the kill rate on Midwich is so high. Yes, the pallets are in the same spots every time. But all those breakable walls, the safe loops, the holding W potential down the halls, the god pallet? Survivors must just get lost and never do all the gens for some reason, since we know all levels of play are factored into kill rate, not just high level. And the old The Game being the best killer map, I couldn't see it. The map favored dark outfits to disappear mid-chase with Iron Will, it still had god pallets, it had more walls so that the killer had to be right next to survivors to see them, and no transparent stairs which caused the same problem. I think people were throwing, or again, the casuals were factored into kill rate.
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It's nice to see that they're using the pallet design in this map to make future maps. :/
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Hopefully he'd bring something new. Tru3's idea for him is surface level, but it's basically that if you are looking at him while he's chasing you, he moves faster. I don't know how the community will react to a passively strengthening killer power like that, but it seems like a fine idea to me.
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Because that result sucks. 50% kill rate isn't a horror game. It's more like the killer barely being able to scrounge up kills. And for fear of punishment for dev bashing, I will say no more.
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Because for some reason, survivors should be able to "mindgame" the killer by running into them, hugging their body, crouching right in front of them, and going inside of their body after a hit.
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@Whoudini said:
https://forum.deadbydaylight.com/en/discussion/comment/2889857#Comment_2889857
By that logic, shack is an infinite because shack pallet is so strong. The map has weak pallets and lot of deadzones outside, with stronger stuff inside the houses. It is defiantly weaker for survs, for starters the fences are gone and the fence vaults and also balcony vaults. Also house of pain has no strong windows. Regardless of if the map is balanced or not which I dont know yet, I do know it is defo not as strong as before.
Shack is an infinite. That's the whole point. Once the pallet is dropped, not even Bloodlust 3 lets you catch the survivor. There are several pallets like that on Haddonfield.
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@HEXSLAYER999 said:
I understand the balance but once again behavior tips the scales. Are the healing nerfs necessary now with the new hemorrhage buff?
A balance with carrying a bunch of healing perks (as well as a bunch of boon perks if you want to talk about that while we are at it). Is that some survivors take up all these perk slots to focus on one thing even if everything on the build doesn’t have a perk that can be useful in chases. For everyone that knows how quick chases can end for the regular player who doesn’t know how to loop.
I just saw a video with the healing speed of someone using boon coh, botany, and selfcare. The healing speed was a joke. So what is the point of using them if not even stacking 3 healing perks can be useful?
especially now with the update to hemorrhage. What is the point. Now with hemorrhage if you don’t fully heal, then the usage of med kits is completely useless too.
it feels like we play in seasons where one side is always stronger then the other.
I hope that the super slow healing speed is just a bug. Hemorrhage should only make you lose healing progress once you've stopped healing, and if that's not how it works, it should work that way.
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@ThatOneDemoPlayer said:
Yes, the CoH nerf was necessary, even with the Hemmorrhage buff. The CoH nerf didn't hit the healing speed that much. What it did was punish Survivors who placed the Boon improperly and rewarding Killers who went out of their way to snuff the Boon Totem.
Blessing then healing with CoH takes longer than healing yourself with Self-Care, so placing your CoH in a good hidden spot is needed for it to be a plus instead of a minus when it comes to efficiency
I disagree with this idea that you could "place a boon improperly". What does that even mean? It's just like how Hillbilly and Spirit players allegedly used their powers "wrong" by simply using them often, and for that sole reason they deserved to be nerfed.
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@Bladeisbest said:
https://forum.deadbydaylight.com/en/discussion/comment/2886771#Comment_2886771
I agree with this response. I would love a suggestion on how they should fix this problem though. What change do you feel would be most important?
Give the killers something for hooking people. That means reverting the Pop nerf and ignoring these talks of nerfing Pain Resonance and Dead Man's Switch. If the killers camp and slug, they don't get anything from these perks.
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@Whoudini said:
https://forum.deadbydaylight.com/en/discussion/comment/2888262#Comment_2888262
Have not tried Haddonfield too much. The fact house of pain windows are closed and the fences and fence vaults are gone seem to be great changes. Are there any super bad loops in the new Haddonfield I am not aware of?
I have yet to see a weak pallet, and have seen maybe 2 weak windows. There are multiple infinites created by the street pallets and the garden pallets. There are god loops in the houses justified by breakable walls. The map is at least as strong for survivors as it was before.
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People keep saying Dark Theory is trash, but then they haven't played as Hag against it, have they?
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@ukenicky said:
Can't wait for killers to get all boons nerfed into the dirt.
Boons were a bad idea. They will always ever be overpowered or useless.
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@Tsulan said:
The issue is, that for the last 2-3 years the pace of the game became significantly faster. Before that, getting 8 hooks before someone was killed and before the gates were powered. Was possible. But now its like winning the lottery. Killers tunnel&camp because gens fly and gens fly because survivors fear getting camped&tunneled. Even when the killer does nothing in this regard. Totems and even teammates get ignored and only gens matter. Which leads to the NOED complaints.
Yesterday i got complaints from a 8k hour streamer who let a teammate go into struggle and suicided on first hook, because i abandoned a gen to rescue a teammate.
The pace of the game needs to slow down significantly.
And that's partly the community's fault as well, because they like fast games. I'll admit, my Hag games get tiring because they last so long a lot of the time, but most of that feeling comes from me investing all that time and effort and still losing anyway.
The people who do gens as quick as they're doing have no right to complain about NOED. They didn't do any totems, and NOED spawns on them half the time anyway. I swear the devs make easy totem spots on purpose. I have yet to see a well hidden NOED outside of maps like The Game.
And the survivors absolutely have control over people getting 2-hooked and DCing on hook and stuff. That's not the killer doing anything, that's the survivors. With Leatherface face camping, I get, because you can't run in at the last second and hook trade without giving the killer a net gain. But any other killer, the survivors can just fake the unhook, get the killer's grab rolled back, and pretty much guarantee the hook trade.
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I don't think there's an OP killers either, and therefore none need nerfing. What's left is to convince others of the same, before it's too late. I'm all for compromise, but for there to be a compromise that results in already weak killers getting nerfed is quite ridiculous.
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Counterforce is better against Pentimento.
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@Gorgonia said:
https://forum.deadbydaylight.com/en/discussion/comment/2888267#Comment_2888267
I'm a survivor main and I hate playing with SWF people because it's hell. But you can't talk about it here, it's like Bruno pretty much...
It's because people are in denial. They literally believe SWF has no influence on the outcome of a match, and therefore killers who blame SWF are just making excuses for their bad play.
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@ThiccBudhha said:
I kind of agree, but also not really. The fact that survivors view handouts as necessary and take them for granted is disgusting. If you get downed by a Leatherface when you had an entire map to work with, not only is it fair that you die for it, but I would say it is well deserved. Git gud, baby survivor.
But that's wrong! The game is built around survivors getting chased 3 times, not once and it's over. And if the game isn't balanced around that, then it should be. You don't see anything wrong with a survivor dying guaranteed (if the killer chooses) because they went down to Leatherface once?
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@DemonDaddy said:
I can't think of a single issue that plagues me when playing solo survivor. For the most part a vast majority of the game is dependent on my decisions.
What if you get garbage teammates constantly, even though you escape often which supposedly raises your MMR?
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@Magicalclawz said:
https://forum.deadbydaylight.com/en/discussion/comment/2888572#Comment_2888572
Thats why i said its just a game not that deep. Do people really take video games that seriously? I mean its just game, if you die then play another match and if you die again play another. isnt that a part of the game? Also killers who complain about losing as well, if you loose 3,5,10 times in a row so what , loosing is the best way to learn. But this mindset is more important for survivours to learn cause they tend to take tunneling and camping to seriously.
But there's no avoiding tunneling, and theoretically it could happen to you every game. The best you can do is last as long in the first chase as possible. And really, does a survivor deserve to lose the whole game because they lost 1 chase? That's why the game needs to be pushed in a direction balance-wise to allow for multiple chases, because it allows both sides to actually play the game. You can't just "play another one" if you're getting the same results each time, even while improving.
I don't know what else to say. You're saying that we shouldn't take video games seriously, but that we should get better which requires you to take it seriously, and if there's a problem it must be the player's fault somehow, never the game's.
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@Magicalclawz said:
Tell me this why is tunneling a problem??
There is no rule book for either killers or survivours. The player can choose to play anyway they want and should not have to explain themselves afterwards.
Survivours who complain about tunneling need to understand that its just a game and move on.
Yes, but they want to play and they can't when they get tunneled and have no anti-tunnel perks. It's a relief to get a survivor like that as killer, but nobody wants to be that survivor. I've only been in that position a couple of times, but I have to say if that was like half my survivor matches, I would have stopped playing survivor entirely.
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@toxik_survivor said:
https://forum.deadbydaylight.com/en/discussion/comment/2886782#Comment_2886782
Cmon deathslinger was cracked at both fortnite and dbd... my guy. Freddy has always been boring to play, but good, and death slinger was amazing before he got conpletly gutted.
People who got off their main game, Fortnite, for a bit to try out their new horror game DBD, that they picked up on a whim, that's who the Deathslinger change was balanced around. No survivors worth mentioning were complaining of Deathslinger's power.
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2888278#Comment_2888278
Nemesis and pinhead are good killers
Against bad survivors. They literally have built-in counters. Taking a few seconds to inject a T-Virus cure, or simply holding Pinhead's box, denies those killers their powers.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2886963#Comment_2886963
https://forum.deadbydaylight.com/en/discussion/comment/2887080#Comment_2887080
Depends on the killer.
Some (Myers, Wraith, Clown, Pig, Trapper and frankly Onryo) are heavily lacking where it counts, meaning that even if you put the time in to master them, you'll have a rough time compared to if you were playing someone good.
You can go and watch high MMR gameplay on these killers - if the map RNG is against you and the survivors are good, sometimes you can play a match out almost perfectly and still lose horribly. A lot of these killers are good at stomping new players (Wraith, Pig and Myers in particular) but fall off fast as your MMR rises.
On the other hand, someone like Nurse, Blight, Artist, Plague and possibly Oni, Spirit and Hag can always do something more.
https://forum.deadbydaylight.com/en/discussion/comment/2888278#Comment_2888278
Eh...Nemesis and Pinhead can at least content tough games. Most killers commonly accepted to be 'B' rank or above usually at least stand a chance.
No they don't. You need S tier. This game's S tier killers are like any other game's B tier. That's how bad it is. How little control you have with most killers is astonishing.
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@Norhc said:
All killers are viable. You just need to adapt your strategy and/or get good.
No. Neither Clown, nor Legion, not Ghost Face, nor Nemesis, nor Pinhead, nor many others have the capacity to beat good survivors. Skill only takes you so far with them.
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They don't need to give you a reason. It's a dumb mechanic and they're gonna keep it.
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She needs qol changes and zero nerfs, just like Wraith and Freddy needed before their nerfs.
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Can't complain about SWF on the forums, man. You're just deflecting blame for your loss. The survivors' performance is never in question, but yours always is.
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Blight is fine, but they'll probably nerf him anyway. I'm already using up all his strong add-ons so that it won't be as painful when it happens.
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The house loops are always badly designed, especially the reworked Haddonfield ones.
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Thank you! Freddy and Deathslinger were never that strong. To be fair, sometimes nerfing a perk into unusability is how you make it balanced. People still say DS is a useless perk, even though it's still used offensively and can guarantee an escape in endgame. People say Balanced Landing is unusable after the nerf, but you can just play with the perk a little bit to see that's not true. People have said that STBFL is OP, but if you make that perk any weaker, nobody's gonna use it... until they do.
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The most degrading part is that even when you tunnel and 2-hook and things like that, you either still lose or you win and get toxic messages. It's a forced playstyle that you're still not happy with because there's no choices, you just do.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2886680#Comment_2886680
Well as killer I run all slowdown to try combat it, it's still far more consistent as killer now but dont get me started on survivor, I'm use to carrying and now I barely have to do a thing to win lol
https://forum.deadbydaylight.com/en/discussion/comment/2886694#Comment_2886694
I dont even know what would help, corrupt helps for sure but even then it's quite easy to do gens if everyone is on them and can loop. This is why I'm so against strict mmr, games are over way to fast as either side and it's those "casuals" or inefficient players that make it fun or worth playing.
Maybe 2 survivors killer mmr or abit higher mixed with players abit lower than the killer? 2 good/ 2 not so good?
If you're using gen regression, you can beat casuals, but it won't help you beat good SWF. They're just too strong. But if you use slowdown in the form of Corrupt, Deadlock, No Way Out, you might just be able to beat them.
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Might makes right. That's what they believe. They think that because they're beating you, they get to be unsportsmanlike and shove it in your face.
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@Tiufal said:
"I killed three survivors that were probably better than me, but the game is unfair, cause they did all gens" ... makes totally sense. Sigh.
They might not have been. As usual, they might have sucked in chase but got all the gens done anyway.
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You'll probably just have to accept that all the gens are gonna get done. That's the new standard the devs want, because their standard is 2 survivors escaping, and only 1 can escape through hatch. And these people saying that it's fine because you got 1 single 3k, out of all your crushing losses I'm sure, are only looking at the kills. You don't know the whole story of a match from just the kills, and that's the basis of the argument for hooks being healthier to match progression. If you got 3 kills, you could have gone for 11 hooks, or you could have had a 1-hook face camp and then 2 hooks on the other survivors from NOED. But overall, people are missing the point. It's not the result sometimes, it's the stress that makes the match not fun.
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@anarchy753 said:
There have been tonnes of these surveys with great questions that make everyone think "wow, maybe that's gonna be an upcoming feature then."
It almost never happens.
My point exactly. I feel like I'm wasting my time filling all those questions out.
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@TheMruczek said:
https://forum.deadbydaylight.com/en/discussion/comment/2885658#Comment_2885658
Didn't they change ds and are going to nerf coh for the third time and dead hard in future? Isn't this considered listening? As much as bhvr can do some very nasty things, they do sometimes listen to us in terms of balance
But there's no rhyme or reason to it. It's just on a whim, on random chance, that they choose to do something. Otherwise, why would they take years to implement some of these changes?
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Punishing the burst playstyle will cause less variety in playstyle, therefore making her more boring, not less.
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At least make them get unstuck themselves and have otherwise smarter pathing as you level up. At lvl 1, they'd be wandering around aimlessly, but at lvl 3 they'd generally be going in the direction where survivors are til they find them. And that's not OP since you have to use add-ons just to level up in a reasonable amount of time, and will help most when the killer is winning anyway.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2885862#Comment_2885862
I don’t see how DS and pop are in any way related other than that they both have to do with hooks. DS was unfair at the time pop was nerfed to 45, but not anymore - it was just nerfed in a different way, and simply reducing its duration wouldn’t have solved the problems it had.
I would argue MYC is op on nurse. On any other killer, no, it is fine.
https://forum.deadbydaylight.com/en/discussion/comment/2885871#Comment_2885871
It’s not that killer perks in general need to have a sense of urgency, it’s that this perk in particular is strong enough to warrant such a limitation. The main drawback of Pop is that you need to go out of your way to kick a gen yourself within a limited amount of time, which might end up costing you chase pressure/allow a survivor to gain more distance than they would have otherwise, and imo that is what makes the perk fair. Gen regression perks don’t really need to be made any stronger than they already are.
What SHOULD happen is basekit regression should be made a bit more worthwhile and the early game should be revisited, so that killers are not as dependent on slowdown perks in the first place.
So a perk that requires a hook and you kicking a gen, which gives any survivor that was working on it a free lead, and doesn't do anything if the gen gets done in your face or there's one that's 5% progressed, needed its window of use reduced by 15 seconds? Those things don't make the perk fair, they make it weak. 25% of a gen gets undone in no time at all. So DS can still be used offensively, makes it to where a survivor gets out for free in endgame, and lasts 60 seconds, and that's all fine because of the assumption that we're getting a base regression buff in the future?