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danielmaster87

danielmaster87

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  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2876502#Comment_2876502

    If there was an item in Mario Kart that functioned exactly like the blue shell does now, but anyone in any position could obtain it, it hit everyone at once, and it stunned them for three times as long, people would rightfully care and talk about how it's a wildly unbalanced and unfun item to have in the game.

    Mario Kart is obviously a casual game, and what's being described would obviously be a balance issue. There is, therefore, obviously a degree to which balance is actually important for casual games, because they're still competitive in a literal sense and people still want to have a relatively equal playing field- that's part of what makes them fun to play.

    Then it's great that such an item does not exist in Mario Kart. That's why you never hear about balance changes in that game, because it's been fine for the longest and so nobody has complained.

    In DBD you have perks that stun the killer for tunneling you even after he's hooked someone else, or make it impossible for you to even die to them once you're off hook at the end of the game. In a game where people are trying to champion that skill should be rewarded and that's what the balance should be based off of, we've seen no such thing because the devs and their cheerleaders in the community are tone deaf.

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2876520#Comment_2876520

    It's a fantastic perk. If your perk build is a contestant for strongest in the game it almost certainly has this perk. It gives regression, it gives info, and it has good synergy with basically every other good slowdown perk.

    15% regression isn't insignifcant, that is about 12 seconds of work for every single scourge hook you get.

    On top of that you know where the generator with the most progress is and sometimes you will learn the location of one or more survivor too, giving you almost tinkerer like effect of knowing where the generator you need to protect is, and even failing that it at least takes them more time to get that gen finished than it normally would.

    As for synnergy. It's fantastic with ruin as one of the only regression perks that you can consistently hit generators with through ruin and it tells you exactly where you need to go for ruin to do the most damage. When run with DMS you will ocasionally get blocks from it although good survivors will wise up and start letting go of gens, you still have the knowledge to go to that gen thats almost done and force them off of it to actually block it. If run with pop you can absolutely nuke the progress on a gen that's close to done if the survivors stop the regression from pain res (they almost always do) and even if they don't you can potentially just use your pop elsewhere while they let the gen lose progress from the regression.

    It's not any ONE of those factors that makes it one of the strongest, it's that it does all of these things. It plays nice with the strong perks, it has a decent bit of slowdown attached to it AND it gives info at the same time.

    It's an absoutely fantastic jack of all trades and you really can't go wrong slapping it into just about any build, whether it be a more info focused build or slowdown focused build because it does both of those things for you.

    It's not that strong. My biggest issue is it doesn't work with blocked gens, which means Deadlock won't work with it, and Deadlock is being swept under the rug hardcore when it's far superior to other gen slowdown. Even Dead Man's Switch which it's usually combo'd with won't let Pain Resonance put the regression on the correct gen if it's already blocking it, so getting really quick downs with the combo actually hurts you more than helps you sometimes. And 12 seconds of regression? That's nothing, especially if 2 people are on the gen. The truth is you can't always drop chase to go stop the gen. You have to commit to downs at some point. And assuming you do go to push people off the gen, what's to stop someone else from coming to finish the gen after you've pushed the first person off?

    You guys are absolutely cherry picking the best possible scenarios for Pain Resonance and acting like that's happening every single match. That Ruin is up at the same time and hasn't been cleansed, that you also have Pop equipped and are able to kick the nearly finished gen before it's done every time, that Dead Man's isn't already blocking the gen that needs to get Pain Resonanced, that it's still just as worth it to have to personally go and push people off gens to get value from Dead Man's Switch as it is for people to scream and get the gen blocked.

    This gen regression meta is meta for the mid-level at best. You will cease to get notable value from gen regression perks at a certain MMR. The survivors will either not go down quick enough and that causes the gens to be done, or they will go down a lot and the gens get done regardless. And the info from Pain Resonance isn't anything impressive either, for the same reason BBQ isn't impressive, because against efficient teams it doesn't matter if you know where everyone is. You have 1 target only in chase, and your goal is to down them as quick as you can, and the info from perks like Pain Resonance and BBQ do nothing for you in that. Running info perks or gen regression perks and having them matter is a luxury you will only find at the mid-level.

  • Well they do. How can someone be so survivor sided if they've ever played any killer? They ask for nerfs to killer perks and add-ons in the name of them being "OP", but I think the reality is they don't want killers to have any semblance of strength whatsoever. Look at the Pinhead nerfs. Look at people asking for nerfs against Dead Man's Switch and Adrenaline Vial. And I like to think I play both sides very well, and care for the well being of both, yet everything I say seems to be misconstrued as being "killer biased". Killer biased is saying "Spine Chill OP", and I don't do that. I think most people who play this game, or at least the ones giving all these bad takes, need a reality check because it literally feels as if they just play one side.

  • @lauraa said:

    Camping for sure. You cant stay at the top if you dont at least periodically proxy camp. I say this as somebody who begs survivors for an excuse to not proxy, but map sizes and gen spreads dont always allow for it.

    Camping on first hook AND at 5 gens is pretty ridiculous though. Like, at least use "genrushing swf!!1" as an excuse before resorting to that

    Camping at 5 gens, not at 5 gens, what's the big difference?

  • Just get the god roll on getting matched with terrible solos who don't have boons.

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2867000#Comment_2867000

    Pain res is already one of the strongest perks in the game right now. Floods of rage is pretty good on certain killers, the other one I agree could use some buffs, but this isn't it. It just being a select few hooks is fine.

    Pain Resonance is such a meh perk. The fact that people are saying it's the best shows how weak killer perks are. 15% regression, only on unblocked gens, based on if you hook someone on a hook that's only available to use some of the time, and doesn't matter at all once all the gens are done. Oh yeah, it's real strong.

  • So killers shouldn't be rewarded for getting downs, even when they worked for it and have a perk based around it?

  • @FrostyEyesSusie said:

    I don't understand why scourge hooks are even a thing. It should be on every hook, period. If you already got the down, you should be rewarded for it.

    Because survivors think that if your perk does anything semi-significant, you should only get to use it sometimes, not all the time. They get to use their perks whenever they want, but killers doing the same is illegal.

  • @JimbusCrimbus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2872697#Comment_2872697

    Strawman argument. Balance and casual aren't mutually exclusive. Sit down.

    No, it's not a strawman. It's true. People want to be bad at the game but also do good, so even though they have no concept of high level killer or high level survivor, they want to talk balance changes. If the pros and talking balance changes and the noobs are talking balance changes, they want the game to be competitive, not casual, whether you like it or not. People don't care about balance in a casual game. That's an oxymoron.

  • @Nikatara69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2871819#Comment_2871819

    Killers always will be crying, because they want put 0 effort in game and always win.

    Wrong.

  • Blighted Crow is fine. Tinkerer is fine. Together they're fine. Blight's a little bit faster because of an add-on, he's got Tinkerer so he can (hopefully) stop the gen, even he won't most of the time because he'll push someone off and someone else will come and finish it. And the survivors can hear him coming too, if not from his loud rushing then from his loud breathing. Tinkerer has always been overrated no matter what killer or perks it's combined with.

  • @jesterkind said:

    I think you're dramatically overstating the effectiveness of all the other boons, here.

    No. I'm not one of those people who says "Shadow Step is stronger than CoH!", but they're strong enough to be part of the problem. With 115% killers, you might not feel Dark Theory, but as a 110% that boon will destroy you.

  • @Milo said:

    I wouldnt mind if the killer got a notification of which boon perks were active on that boon totem. (When within range most likely)

    Survivors will probably demand that they see what hexes the killer has then.

  • She is A tier, although a killer needs to be S tier or be able to instadown hook trade to be viable, and she is neither. And no, not even Deathslinger or Huntress can get hits from good aim, because of stuff being in the way. Trust me, if she wasn't A tier people wouldn't be claiming she has no counterplay and needs a nerf. She needs qol changes if anything.

  • If I know they're in my body, I just swing in place and down them.

  • @Voodoo_Thirsty said:

    You know what? As a survivor main, I think this logic is stupid.

    So just because you don't get 4K and that there's ever the chance of all the survivors escaping, you make the game harder for all survivors?

    Why do every killer buff suggestions have to preface an argument that killers NEED a 4K to consider a "win"?

    I don't assume I'm going to let all my teammates out in a match and therefore do not even consider a 4 escape a win. To me, a 2 escape is great a win as a 2K.

    Some games you get 4K, some games you get none. MOST games you'll get 1~3K. The game is fine.

    Just lower your standards. Sheeh.

    Because if there was a 0 percent chance of getting a 4k, even when the killer has made no mistakes and the survivors made a bunch, that's not balanced. Every killer should have a chance to 4k. Since killers shouldn't be getting 4ks for playing well, then you're saying they should get 3ks for playing well. That's moving the goal post of a "fair result" for killers. Why not move it to a 2k? Oh wait, people already ask for the game to be balanced around that. Why not a 1k? Why not a 0k? That's what "playing for fun" already gets killers. Killers are second class players. They don't deserve anything. Just entertain the survivors and be happy with the result.

  • @Sluzzy said:

    You can make a lot more mistakes with Blight and still very easily win. He has a whopping 5 chances to hit someone and then he has virtually no cooldown and he is a normal speed killer. Then, they regain almost instantly.

    There is no comparison of Blight to Nurse.

    You were wrong the last time you said that and you still are now. Blight has 4 chances to hit you while rushing because his first rush doesn't let him attack.

  • He still has to deal with loops, windows, and pallets, where Nurse can just ignore those.

  • @toxik_survivor said:

    https://forum.deadbydaylight.com/en/discussion/316457/how-about-we-buff-hillbillys-base-turning-rate-mid-sprint

    How about... no. You should of played this game in 2017. Every match was a billy over and over and over. He used to have op turning addons and I would rather not have that happen again. Billy is fine where he is. I do not believe tho he needed a heating mechanic

    His turn rate is nowhere near adequate. That's why you have to aim at the survivors' feet as they're spinning into you, because once you let that chainsaw go and the survivor isn't directly in front of it, there's no way you can possibly turn hard enough to hit them, which results in a point-blank miss and a chase reset.

  • Those old problems the game had that you mentioned aren't much different from today's problems. People tried to say how they weren't problems, and those with legitimate criticism of those problems were scoffed at and dismissed for a long time. Today it's the same.

  • I'm waiting for the wave of "You're just bad at hook management" people to say why this is fine.

  • @JimbusCrimbus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2872157#Comment_2872157

    DBD is a casual game. The entire comp scene is a complete and utter joke.

    If it's a casual game, why are all these casual players asking for balance changes?

  • Do you want her to have even more counterplay then?

  • It's never getting changed. It will single-handedly kill the competitive game.

  • @ukenicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/2870705#Comment_2870705

    If survivors cleanse totems to try and prevent NOED the killer can light Pentimento totems. So you're screwed either way was the idea I was thinking of.

    Not really. Just wait for NOED to spawn and cleanse it.

  • Why Pentimento + NOED specifically? Doesn't seem that strong to me.

  • It always feels that way. It happens because of the ptb that shows everything off ahead of the actual chapter launch. And it sucks either way. Either have the ptb spoil the hype for the chapter, or don't have a ptb and witness the most unbalanced buggy launch for a chapter you've ever seen.

  • If the survivors want to let you kick and regress all the gens for free, then sure.

  • @FilthyLegionMain said:

    https://forum.deadbydaylight.com/en/discussion/315983/now-i-fully-understand-the-dh-rage

    Funny enough, there's a challenge that dead hard makes super easy. Need to dodge hits as survivor 5 times.

    I can't believe they actually did that. What were they thinking?

  • @humanbeing1704 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2870683#Comment_2870683

    Oh the middle of azarovs is just awful especially the back to back TL walls

    Yeah. I feel like they pretty much removed that though with the remaster. I see like one TL in the middle section, maybe one on each end of it at best. Most of the time I see those basic pallet loops, like two or three of them in the same middle section.

  • @GlutenFreeIceCubes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2870663#Comment_2870663

    Lol wot.

    Mainly surv mains will call tunnelling and camping toxic and in the same breath call teabagging/clicking a strat, because it is. I don't do it nor condone it, but if you're a skilled looper and can keep the killer off of us after being toxic, you do you. Keep me out of it.

    Tunneling and camping depends on the team you're against and the state of the match you're in. Toxic Bubba camping at 5 gens for no reason because he thinks we're all an SWF? Yeah, no. No reason to do any of that, he's just making up things in his head and follows it. 2 hooks and 3 gens left against a well-coordinated team? Do what you gotta do.

    I really don't care if you tunnel and camp my teammate at EGC with little to no hooks. I get it. I've been there and had toxic survs message me over it when I was extremely new to killer. In this MMR I don't blame other killers for noping out of killer games. I refuse to touch Killer unless I'm really motivated.

    No. Even camping at "5 gens" is fair. What's toxic about gameplay? That's not BMing the survivor at all. Especially when the killer sees that 2-3 gens are at about 80% after the game just started. If the killer camps against a good team, they'll take advantage of it and do gens. If it's a bad team, they'll just hover around instead or give him free hook trades. Clicking isn't a strat. It's literally just to annoy the killer. The survivors can just hover around the killer while they're patrolling gens/chasing someone if they want their attention.

  • @humanbeing1704 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2869293#Comment_2869293

    Absolutely hate that map and the way its designed sanctum is pretty much just azarovs resting place with a Japanese aesthetic

    I had games on pre-remaster Azarov's where I would get like 1-2 downs before the gens were done. It was such a disgusting setup the survivors had in the middle every time, combined with the horrendous main building. And yes, Sanctum is pretty much Azarov's but with a 2nd floor in the middle, with rock loops linking the main building to jungle gyms and shack and crap.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2869292#Comment_2869292

    There's only 1 Add-on that takes away from his Portal amount and there's like 3 Add-ons that increase his stealth. That's barely anything

    I can only see myself using Black Heart, Barb's Glasses, and Leprose Lichen. Everything else is situational, useless, or barely does anything. Lifeguard Whistle playing the killer instinct the whole game would get really annoying really quick.

  • @PerfectlyPink said:

    People really like to find anything they can to hate on the devs and give them #########. I've just gotten to the point where I'm entirely on the devs side, despite some of their questionable decisions. Its really tiring to see people get a hate boner/farm hate for content against bhvr; any actual criticism is completely drowned out by people who take stuff out of context or flat out lie about things.

    I see what you mean, with all the bad takes, and the hating on the new animations til they got removed, and the people going to BHVR's Instagram when they release new cosmetics and the top comment is always "Cool but fix ur gaem." That's just uncalled for. But the devs just love to present themselves as incompetent and tone deaf in every balance change they come out with, in every Q&A they do, and in every viral clip of them saying something stupid. You can't be entirely on their side, or you won't be there to criticize them when it matters most. They can't be allowed to ignore the community and hasten the game's death. That's why the devs' cheerleaders, I like to call them, in the content creator community for this game are hated just as badly by a sometimes vocal minority, because they won't criticize the devs one bit and applaud every nonsensical game change they make just because it's "new and exciting."

  • Killer have to tunnel and camp because of the balance of the game, and people call playing like that 'toxic'. But survivors who are actually toxic because they flashlight click and tbag, which doesn't help them at all and is just to annoy, everybody wants to justify them as simply "using a strategy".

  • Azarov's Resting Place. Everything is so poorly distributed in that I shaped map.

  • I'll say Demogorgon's because he has ones that take away his portals, or make him undetectable longer whilst he's very loud.

  • That's just rude.

  • I would say that an anti-healing build when your killer can have instadowns is a bad idea, but these people don't have no common sense, so you're gonna get value out of it anyway. I've seen plenty of survivors heal against Myers even when he's got infinite tier 3.

  • Killers don't need drawbacks to their powers, and neither do their add-ons. That is such a survivor pandering direction to see the game, it's not even funny. Unfortunately for killer players, 90% of killers and their add-ons feel like that. So you've got what you wanted already, but you want to see that vision envelop the whole game I guess.

    Hillbilly using his power for distance and in chase is OP? I think not. His power 1-shots, and also happens to give big movement speed, and can only be done after an obnoxiously long charge up which can only be improved by running two add-ons, one that makes you 110% and one that requires you to be stunned. And if that's so strong on him, why do way more people play boring Leatherface over him? Because he's actually weaker overall, and is frustrating to play because of his poor skill requirement to performance ratio.

    You think Blight is much different? No. He takes loads of skill and game knowledge to do well with, and then some luck because the survivors don't have to fall for all the crazy rush mindgames. For people who have put tons of hours into playing just him and figuring all his techs and muscle memory, like some do with Hillbilly, they should be getting wins without it being hard every time. But they are all, because the people who are just beginner or mid level, Blight actually isn't that strong.

    How does his regen rate, Adrenaline Vial, or Alchemist's Ring "counter you no matter what"?

    If he's gonna sacrifice a meta perk slot for Shadowborn so he can do those crazy hits around corners, so be it. But otherwise, you can dead angle his power to where he can't even hit you, like you can do with Oni. Sure, if you tuck yourself in a tight corner and he still hits you, it's either because he preemptively started turning so he could hit you there (which is skill) or he just PC mouse flicked (not skill). If you have a problem with flicks, and you're taking that into account when talking about his performance, maybe focus on that instead. But all of that is to say that if he's going to hit you with his power because you supposedly couldn't avoid it, what difference does it make if he's regenerating his power fast? Unless you literally ran yourself to a deadzone, you're bound to be able to work with something in order to avoid his power, even if that's dropping a quick pallet. He's fast, not instant, and that goes for his power's regen as well.

    Adrenaline Vial giving quicker regen quicker regen only makes sense since has 7 rush tokens at that point, and his turn rate is massively reduced. Alchemist's is instant regen on a successful hit, but he still has to go through the fatigue and needing the right angle to rush. You can hit a survivor with a rush, have your tokens refilled, and mash out your next rush but it will still feel slower than it should because you have to wait for the fatigue. And shouldn't green and purple add-ons give you a reward for skill, without having an additional massive downside attached to them like most people like to suggest?

    Your changes would force players to be more precise with Blight, but it also means you make 1 mistake with him, you lose bad. It's punishing intermediate killers while not really affecting expert killers, even though your changes are based around giving intermediate and expert survivors another second chance against this killer.

  • It's these kind of qol changes that Wraith needed before he got nerfed instead. It's like having to uncloak to snuff a boon.

  • You need Fingerless Parade Gloves to make your life 100 times easier when using Pinky Finger. The bottle arc and travel speed really help. But now that Pinky Finger only gives 2 bottles, it's not even a reliable add-on combo anymore, because you're forced to run Cheap Gin Bottle instead so you'll still have the amount of bottles you're supposed to have in the first place.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2868948#Comment_2868948

    your reading into survivor main mentality too much. They want killers to go for many hooks but lose the game regardless of how well the killer played chases and disregarding their gameplay in the chases. after that, you have survivor complaining about "why u tunnel mr killer main?".

    this perk not first combo either to reward killers players for winning chases/getting hits.

    sloppy butcher+thanotophobia was first, nobody uses it though besides freddy until they erased him and both perks.

    old ruin+pop goes weasel was second

    undying+new ruin was third

    franklin+hoarder was pinhead special

    pain resonance+dms is new one.

    their track record shows that they mostly erase killer perks that reward hooking. For me, it has personally developed a use it till you lose it mentality with the game.

    Yeah. The fact that they call perks like Pain Resonance, Dead Man's Switch, Ruin, Undying "oppressive" is just wrong. They're not miracle-working perks for the killer. What happens every time I try to humor gen regression like that is I win a few matches, maybe even a dozen, but then my MMR is high and I face unwinnable team after unwinnable team, because the perks I equipped aren't doing anything. I had gotten so used to survivors just giving me downs and hooks for regression, that when I'm not getting that constantly, I lose the game in 5 minutes. Then it's back to Corrupt/Deadlock/No Way Out, so that I at least have a chance to play normal, because regression is never guaranteed, but blockage is. That's why it's the true meta of this game, not the off-brand gen regression/info perk "well rounded build" fake meta that only works on noobs. I try to suggest gen regression buffs, so that it might one day be viable too, but you see how that turns out.

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2868954#Comment_2868954

    Or the fact that the tvs always point away from the gen, meaning the speed boost is wasted on simply turning around.

    That's the #1 complaint I have with her honestly. Have you seen the ones on The Game where you're just spawning facing a corner? And you get so disoriented and turned around when you spawn, just like with Freddy's teleports.

  • He should be returned to exactly how he was before. The nerf made zero sense.

  • "Too complex" to implement, I'll bet.

    But yes, I hate playing a killer with a teleport, and then never getting to do it half the time because the survivors had a tape, because it's in a spot where a gen is done already and is nowhere near anything else, or because I teleported to it over 30 seconds ago and can't do so again until that arbitrary built-in timer is up.

  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/2868868#Comment_2868868

    I don't like the idea of Pain Res + DMS applying to every single hook.

    Why not? You think the killer's gonna get max value on it every time? Blocked gens, which Dead Man's Switch creates, don't even get hit by Pain Resonance. Pain Resonance has exactly the same problem with Pop where the gen gets done before you can regress it, and then you're forced to use it on a gen that's at 2% done. And you're not even pulling off the combo multiple times in a match, unless the survivors just keep on and keep on giving you hooks quick and easy. If you play killer, you're well aware that killer gets nothing in the base game for hooking survivors, not until they're dead. So why is it that any time a decent perk combo comes up, that encourages and rewards multiple chases and multiple hooks, nobody likes the idea?

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