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danielmaster87

danielmaster87

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danielmaster87
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  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2885862#Comment_2885862

    MYC has a long cool down to accompany it though; Pop has no cool down. Also, not sure of anyone who considers instadowns OP.

    DS and Pop have two very different functions, not sure they can be compared.

    https://forum.deadbydaylight.com/en/discussion/comment/2885871#Comment_2885871

    You make it sound like Pop fell out of meta or something, lol. It’s still a very strong and popular killer perk. 45 seconds is just fine. What meta survivor perks don’t demand urgency? Exhaustion for 40 seconds that’s unrecoverable while running, not gonna write an essay on all of DS’s restrictions, Unbreakable requires you to stay slugged long enough to work, BT lasts only 12 seconds. Am I missing any?

    I've made this argument before, that this meta we keep seeing that has gen regression and BBQ and all that is just a farce, and the real meta which is used at top level is completely lacking in those perks. Pop is mid-level meta. You will go matches where you get to use it 0-2 times before all the gens were done. Bad survivors are the ones that allow you to use it over and over and over again and regress the gens faster than they can progress them, which is a joke. So yes, if you're going against bad survivors, who the Pop nerfed was made for, it hasn't fallen off meta.

  • Her puke doesn't hit when it should, and her chanting deafens you.

  • Just run a stalking add-on, another strong add-on, and Bamboozle, and hope for the best.

  • @Tigernutz1979 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2885860#Comment_2885860

    And of course, all 3 bombarded me with messages about killing myself, what they would do to my family, the most hateful messages I've ever seen. All because I said I tried to avoid tunnelling, yet its hard to do when theres 3 identical characters, all with flashlights, all uninjured to start with, and all running together.

    You can't take those people seriously. They're always the victims of tunneling because everything the killer does is tunneling to them.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2885658#Comment_2885658

    They very clearly do. Hell, a suggestion that I personally made was implemented, and it looks like another might be.

    The devs always give themselves softball questions, whether it's on these satisfaction surveys or their Q&A's. Occasionally they'll take a suggestion, but as we can see from the Legion rework, they like to use the easiest to implement things as opposed to things that are complex or are at least from their own thoughts. I saw that suggestion a while back, that Legion should move faster for each person they've hit in their power or something. Would that have made them viable? No. Did they implement it anyway, instead of the promised "rework" which was expected to make Legion at least close to being a threat? You bet they did.

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2883393#Comment_2883393

    It would help the weaker killers, yes, but that doesn't mean it wouldn't also help the killers that are good at using it even more than it already does. The nerf was specifically designed to make it more urgent to use it, and that urgency aspect is what makes it balanced. It really doesn't need a buff, especially now that stacking it with PR for 40% gen regression per hook is a thing.

    Why should killers have to use their perks with urgency when even the strongest survivor perks never demand urgency? I think the nerf was a poorly thought-out and awful idea. Why force killers to run gen defence perks and then nerf the best ones? It's creating this killer meta that is "Let's use the next best thing because we have to." as opposed to something that gives them an actual advantage.

  • I still argue that it should be 60 seconds because DS is still 60 seconds. If Pop's measly 60 seconds is too OP, then what do people think about Make Your Choice? Is that perk also OP? Why not? It grants instadowns, which are OP, as opposed to simple gen regression.

  • I'm surprised this hasn't got a lot of pushback, because it has before. Sometimes people will just accept that a mechanic is part of the game, and therefore there's nothing wrong with it, so they'll just say that and be done with it. "You shouldn't get a kill for it, because it was a DC." Stuff like that.

  • It is jank and nonsensical. But this unfortunately is one of those things where people think that because you have to put lots of time and experience into pulling off these mindgames, it's skillful and should stay as is. If any other game had fundamental fov problems this bad, it would be laughed out of the market. Who wants to play a game where you can't even rely on sight?

  • @KateMain86 said:

    Killers that keep the 3rd survivor on the ground for their entire bleed out timer just so they can try to find the 4th survivor is toxic and simply makes the game an unfun and annoying experience. Being kept on the ground for several minutes and not being able to do anything (unless you have no mither or unbreakable which no one should be forced to use all the time) is unfair. It makes absolutely no sense at all that survivors cannot fully recover over time. If a killer leaves you on the ground for over 2 minute, ESPECIALLY if you are the 3rd survivor and only the 4th is left alive, you should fully recover from the dying state naturally without the use of a perk. How does it make sense that survivors can wiggle off killers which removes the dying state but you can't recover being left alone on the ground back into the wounded state? I am sick of killers leaving us on the ground for what feels like forever so they can try to slug out a 4k. This needs to stop NOW! Give passive full recover to all survivors that are slugged for more than 2 minutes. Killers need to be punished for doing this. Its one thing to do it for a few seconds up to a minute to try to catch someone YOU SEE but to leave someone on the ground when the last survivor is nowhere near you is beyond pathetic and toxic. This needs to change and it needs to happen very soon.

    See, this is what I mean. You're calling killers toxic for doing something they have to do to get a win. It's annoying having survivors get a free escape through hatch, so killers will slug for the 4k. How is that toxic of them? Maybe we should just get rid of stupid hatch, and have a better game ending mechanic so that everyone will be happy.

  • It's always a waste of time. The devs don't really care what we think.

  • @The_Krapper said:

    Welp looks like the shape shifting reptilians finally got him lol jk, but I can agree with this.

    Who are they?

  • Maybe she's not so strong as people make her out to be. I like playing her, but she has her downsides.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2883677#Comment_2883677

    Exactly this.

    You can not punish people that who want to play with their friends.

    You can not nerf survivors without punish Solo-q more.

    Best solution is buffing solo-q to SWF level and then balance game around it.

    We can punish people who want to play with their friends. Just make it a gen speed nerf. Just because you want to play with your friends doesn't mean the killer should have to suffer an unfair advantage against people who actually play the game seriously. We do that because it's impossible to separate the ones who "just want to play with friends" aka those who claim they don't care about winning, and those who play SWF just because it gives them an unfair advantage and they want to win. You can't balance the game around survivors who don't care about winning.

  • @Lycidas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2884179#Comment_2884179

    Uhm..isn't Wake Up a pair of eyes with wrinkles around them?

    And I'm pretty sure PGTW has a hooked survivor coming out of one of those "Jack in the box" toys, no? They usually have clowns in them so it makes sense it's a Clown teachable

    Vigil, sorry, Vigil. Not Wake Up.

  • @t0007319 said:

    Completely agree, I’m curious how hard it must be for new survivors to jump in, get tunnelled and camped, wonder what the drop off rate is for those players, obviously without good perks they’ll get dunked on hard.

    Or maybe that’s how new killer mains are born haha

    Usually when I go on a losing streak with survivor, that's what I do. "I'm tired of this! I'm gonna show how much better of a killer I am than these guys!" and then I get stomped in that too, because the survivors I get are always better than the teammates that get me killed.

  • There's no helping this in the game's current state. No pieces of advice, no counterplay. Just hope that it doesn't happen to you.

  • Probably a similar build to before. This rework is kind of a joke.

  • Not one bit. I've gotten DS'd, BT body blocked, and have been sent angry messages too many times.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2884083#Comment_2884083

    Monitor took me a while as well. But the one I'll never forget is Iron Will, which looked like an alien to me.

    I don't know what I thought Monitor was. A nuke going off for some reason?

  • Wake Up's lines are actually light from a lantern, not just random lines like I thought.

    Pop Goes The Weasel is a person coming out of a box holding a hammer behind their head, not just a skinny Clown with a square belly.

  • @GoodBoyKaru said:

    Fun fact: Bitter Murmur is a hand on a shoulder ✨

    Yeah I couldn't even recall what the perk icon looked like. I thought it was a hand touching a wooden board or something like that.

  • Myers I guess. He snowballs for no reason if my teammates feed him, whereas I usually have to fight tooth and nail for my stalk as Myers.

  • Those killers aren't good against CoH either. They just break even.

  • @GoshJosh said:

    It’s to your advantage if survivors do the outer gens first in most cases. Do you want them to play hide and seek until you find one first or?

    Those 'benefits' do not outweigh the costs of survivors spawning like that. It in no way favors the killer. At least make them run a couple steps to get to the gens. They're literally spawning on them.

  • There's some killers in this game who just... I don't know. Survivors just fall apart against them and I don't quite understand why. Bad survivors, which there are a lot of them, I'm sure skew the kill rate a lot. But whatever coordination, learning the counterplay, or simply understanding how the killer's power works... none of that should be THAT complicated.

    Pinhead specifically, you just don't greed til the last second to get his box. Go for it early and solve it. If he hits you with his possessed chains, just break them instantly on obstacles. And if you have the box on you while getting chased, which shouldn't happen if you practice a little caution, just last as long as you can like normal. If you can do those few things, he should be nowhere near difficult to beat.

  • @nfochairman said:

    The fact that no one sees how lopsided this game is. Survivors literally have time to make mini games inside the game. Killers don't have time to breathe for 1 second. And everyone just pretends it's not real. Everyone is just like so why are killers unhappy?

    I am dumbfounded

    There is an immense amount of gaslighting and skill questioning to say the least. Killers who struggle or sweat are not taken seriously. There is almost no empathy. And I don't know what's more insulting of all the things that they say:

    -You're not putting up enough pressure or using the right kind of perks, playstyle, or killer.

    -Survivor perks, gen speed, loops, maps, and SWF are fine.

    -You're not going against that good of a team of survivors that often, so it's fine.

    -It takes amazing survivors, or skill/meta perks on their part, to beat killers easily.

    -Killers have many inherent advantages against survivors that you just aren't using.

    -You can go for many chases, without gen defence, and still get good results, so you shouldn't camp, slug, or tunnel.

    -If you can't make a hook or stop a gen from popping, it's solely your fault.

    -If you have to use meta perks or a high tier killer, you're getting carried by them.

    -Survivors are always getting nerfed, and despite killers constantly getting outrageous buffs, they're never satisfied.

    I could go on and on, and I'm not even kidding. There are people, who if they only saw the list of things I've put above and nothing else about my comment, they'd be like "Exactly! Preach!" I don't know if they don't play killer, or they play it like 10% of the time and survivor the other 90%, or if they legit play killer at high level and still truly believe that if you just play well enough, you can win any match. It's just not conversation that reflects the reality of this game.

  • ...So not synonymous with the strongest builds. Annoying first and foremost.

  • If it still poses a problem to where 90% of killers are still noviable because of it, then yeah. Dead Hard turns a 2-hit chase into a 3-hit chase, which wastes way too much time, and having to commit to a hold W Sprint Burster every time because everyone has it will have the same result.

  • @[Deleted User] said:

    There is no SWF problem in DbD. It's a matchmaking issue if a killer is completely overmatched.

    It's a balance issue. If SWFs at a certain MMR dominate the killer whereas it would be pretty even if they're solo, then how is matchmaking gonna do anything? That's avoiding the problem, putting killers against survivors they can beat vs ones that they can't even if they played perfect.

  • If you've got a chapter, it needs a map (the exception being the licensed ones).

  • When people camp, tunnel, and use NOED on a killer, it means they don't they're strong enough without it.

  • Legion and Ghost Face got nothing. They needed reworks, and they got small buffs.

  • I think Twins and Artist are fun to play as and go against.

  • They obviously should be balanced around it, and then we can buff solos to an acceptable level of strength. But survivors don't want to do it that way, because it makes them wait for the devs' slow balancing instead of the killers.

  • @Johnny_XMan said:

    Why can’t we balance around good killers?

    So that all these bad killers can get up to speed and stop blaming SWF. Like, it’s beyond a joke at this point.

    You can tell you're facing a SWF because of how stressful it is. You'll be downing people quick, but the gens still fly. You can't just pretend it's not a factor.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2880313#Comment_2880313

    Or even a 4 hook. I've seen matches where survivors didn't care about healing and just pushed gens.

    Which isn't a particularly good strategy against Oni...

    Against my Oni it would. I can't control his swings in his ability. I always freak out when I get close to them and miss.

  • And I don't care what perks they're using, even NOED, or what their playstyle is. That doesn't change that you're being toxic to a low tier killer, this forcing them to switch to higher tier killers so they won't get bullied anymore. How people don't realize this, I'll never know. "Nurse OP. Blight OP. Tired of seeing those boring killers." But let's tbag Clown and Legion, right?

  • @Tsulan said:

    I still haven´t seen a single killer ever asking to get 4ks every time.

    Just a chance to 4k. That's all we want. Survivors deny that there are matches where the killer couldn't have 4k'd, let alone tie, no matter what they did.

  • The power level of the survivor meta needs to go down, not up or stay the same. It's way too strong. Eventually if that does happen, these "weak perks" will suddenly seem strong.

  • The killer has to think that chasing you isn't worth his time. Some are more ignorant and prideful than others, so this is really on a case by case basis.

  • It's not a strawman. They're saying that his ability shouldn't interrupt actions, so it really only does anything in chase. This killer deserved so much more, but got nerfed instead. And now they want him nerfed again. See where I'm coming from?

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2878150#Comment_2878150

    I'm... not sure I'm following your point?

    Is your argument that people should stop talking about balance issues in DBD because... there are balance issues in DBD...?

    No, they should keep talking about them. This game is a competitive game and has been for a long time, and has desperately needed balance changes so that competitive is fair for a long time. People claiming the game is still casual are in denial, and the only reason they still have any claim to the game being casual is because of the awful balance changes that they themselves influenced with all their bad takes. I'm not just saying for people to "git gud" at the game, I'm also saying they need to "git gud" at knowing what they're even talking about.

  • It's not just killer mains, and those killer mains are usually light killer mains. I've suggested removing free escape hatch or reverting the Pop nerf or the Deathslinger nerf, and get called the most killer sided person ever as a result, even by so-called killer mains.

  • @Johnny_XMan said:

    I can 100% guarantee you killers will still cry about this perk.

    Because SWF still benefits hard from it. The self-heal speed is fine but the speed boost to healing others will still be a problem when SWF can coordinate heals so easily.

  • No, it's still fair.

  • The devs have been more than fair to the survivors since forever. Why was Pinhead, Wraith, and Deathslinger nerfed?

  • Should Pinhead just have nothing to his name then? Have a power that just does nothing?

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2872032#Comment_2872032

    You can still hit and run I use that strategy quite often even still, I have an unpopular opinion that circle of healing is for bots who are too afraid to play injured so they stall the game by resetting every time they get hit and meanwhile every time you do that resources are being used by your team , a 5 minute game turns into a 10 or 15 minute game while sure you can take pressure away but you're essentially just ignoring the downsides like the longer that match is in play the more of a chance someone will die in the trial, you guys want circle of healing nerfed and I want it Killswitched and completely redone because it promotes bad gameplay by 75% of the people who use it, I can honestly say the only time I've seen circle of healing used in a good way was in a swf I was in and we did all but one gen and used circle of healing to quick reset and pop the last gen while someone was being camped but other than it being a need to quick reset it's a total waste of time and adrenaline and genrushing will always be better than COH, my theory is once COH is nerfed the gen rushing adrenaline meta will make a comeback.

    Adrenaline isn't really meta. Either you die before the endgame or it's overkill.

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