ermsy
ermsy
About
- Username
- ermsy
- Joined
- Visits
- 2,577
- Last Active
Comments
-
@MPUK said:
https://forum.deadbydaylight.com/en/discussion/comment/1139358#Comment_1139358
I am being literal to point 9ut how overly dramatic your wording and feelings about a perk are. Where is the description of what is allowed with all perks and what isn't?
There isn't one, because a perk can be used however the person who used the slot for it wants. I don't tell a killer what perks he can or can't use, nor do I say how he uses them. Yet as a killer you want to be able to tell a survivor how and when they can use their perks. The only behaviours in this game that I think are scummy and pathetic are camping and tunnelling. Other than that use whatever perks you want. Don't care.
If you want to down someone who has just been unhooked, that's fine too. It becomes scummy when you pick them up and put them back on the hook even though it makee more sense to leave them and chase someone else because then someone has to come and heal them off the floor but most killers can't see this for some reason.
I'm not being overly dramatic, I'm simply making a point.
So are you saying that there isn't a single perk, add-on or offering that you might have a problem with?
And it's interesting that scummy killer tactics are not ok but scummy survivor tactics are fine.
-
@MPUK said:
https://forum.deadbydaylight.com/en/discussion/comment/1139328#Comment_1139328
Abusive??? Give yourself a shake and wake up.
abusive
/əˈbjuːsɪv/
adjective
1.
extremely offensive and insulting.
"the goalkeeper was sent off for using abusive language"
2.
engaging in or characterized by habitual violence and cruelty.
If you ever feel that either of those 2 definitions of "abusive" apply to the use of a perk in a game. Switch the game off, go outside and get some air.
Lol you are taking things too literal.
Replace abusive with " as not intended"
So if those perks are used in a manner that was not intended in it's original design, the game ceases to be fun.
-
You are right, it is a game and games should be fun. If certain mechanics in a game gets abused then it ceases to be fun.
I don't have an issue with DS or bt if they are used as they should be. But if they get used in an abusive manner then it becomes unfun.
-
@toxicmegg said:
adrenaline is one time use so you basically play with 3 perks before endgame. and you might not even get any benefit from it.
Regardless my point still stands.
-
Adrenaline promotes gen rushing at the end game and because it heals you, you can disregard healing to complete the gen.
The reward completely outweighs the risk which is why it's so strong.
Also saying that it rewards you for completing your objective is only half true. The perk isnt that useful if you were the one that completed the objective ie finish the gen. It becomes very powerful if you were the one that is being chased, or got downed or hooked, in these scenarios saying that you were rewarded for completing your objective is a complete lie.
-
They stack, the broken state duration of deliverance starts first then second wind so essentially you're broken for twice the amount.
-
A simple fix would be to bring back the juggle if you grab the survivor but only a single juggle.
If you pick them up from the ground, it works like it usually does but if your able to grab the survivor from a locker, gen, while unhooking etc it should give you a chance to drop the survivor.
I think this would fix the majority scenarios where survivors abuse the perk.
-
@SaintsxSinners said:
Just run bloody Kindred. Even when I'm in a SWF I run it because the information it gives is crazy.
And NOED base is also laughable. Base kit should be about quality of life and optimization, not massive advantages.
I agree with this.
-
@avilmask said:
https://forum.deadbydaylight.com/en/discussion/comment/1137241#Comment_1137241
The same as leaving survivor on the ground with no mither and without. First one just gets up and keeps doing their business. Except no mither has a broken effect and ds in the locker doesnt.
Even with no mither there is a difference. The survivor still has to spend 30 seconds to recover compared to immediately being able to leave the locker.
-
@ChiTenshi said:
https://forum.deadbydaylight.com/en/discussion/comment/1137170#Comment_1137170
What's the difference between leaving them on the ground and leaving them in the Locker?
Leaving them on the ground still creates pressure and another survivor will have to stop what they are doing to pick them up so you'll have two survivors that are currently not doing gens (three if you find someone else).
If you leave them in the locker, they can leave said locker and go on to a gen immediately so potentially all survivors will be doing gens until you find somebody else.
As you can see...there is indeed a big difference.
-
I think everyone can agree that sometimes exit gates are too close to each other.
-
@ChiTenshi said:
DS should still work if the Survivor gets pulled out a Locker, reason, because they were tunnelled.
If you're chasing them and DS is active, what's the difference between downing them and picking them up or pulling them out of a Locker?
Honestly, nothing.
There is a big difference if you don't pick them up after downing them.
-
I don't think many killers are annoyed with DS as a whole. It's when it gets abused that it becomes a problem.
You could have every intention to go after the rescuer but the rescuee is bodyblocking you due to bt, you lose the rescuer and are left with the survivor hiding in a locker.
Another scenario is that a survivor with DS goes for the unhook, you grab him...he ds's and goes for the unhook. Then the previous scenario plays out again.
Imo ds shouldn't activate if grabbed.
-
@Wylesong said:
https://forum.deadbydaylight.com/en/discussion/comment/1136861#Comment_1136861
Survivor que time is not long for me and in fact I can get a game in less than 2 or 3 minutes so maybe it is the platform you play on.
You fail to understand my point. Yes both sides receive nerfs but most survivor nerfs these days are related to people who use mics abusing certain perks. This makes the killer complain making it harder for solo survivors to play. My point is not to take one side or the other but for a killer main to say survivors are entitled is just as bad as a survivor main to say killers are entitled. I agree there are nerfs on both sides so in my opinion there is no biased from the developers. Also sorry I cannot recall EVERY nerf and buff but if you can please by all means provide me with a list. I will look one up online and come back with something soon I hope just to help you out.
Also tip of the day if que times are long try at peak times of the day or try another platform. =)
Eu PS4 survivor queue times are roughly 5 mins, killer is around 5 seconds.
I don't need to bring up a list as if a Nerf was unjustified then it would stick to your mind and you'd be able to recall it.
Most call for nerfs to perks be it from killer or survivor is usually due how that perk is abused.
Such examples is the original stbfl machine gun build or abusing infinites on Haddonfield with bl.
And there isn't many perks that belong to killer that matches this description whereas there a couple of survivor perks that do which could explain why there are more complaints on one side compared to the other.
-
I don't have issues with DS or bt itself as a perk, it's usually how a survivor uses them that annoy me.
For example bodyblocking me with bt when I'm clearly trying to go for the unhooked or using DS to unhook another survivor so when I grab em I get dsed and they get a free rescue.
There are probably other examples but you get the gist.
These are valid strategies but that doesn't mean that I should like them.
-
@Wylesong said:
https://forum.deadbydaylight.com/en/discussion/comment/1136220#Comment_1136220
You also want to talk about Entitlement, someone else pointed this out about how good killers have it. I am sure you won't read it but I will post it anyway.
"I posted this elsewhere, but you should read it.
Since PC release, killer has been buffed, survivor nerfed. This is important to understand and through examples you’ll see why that has happened. It shows you why the game has had the trajectory it has and why we are now in our current quagmire.
It all started with the introduction of swf and the 2 escapes, 2 kills devs unit of metric. You don’t have to like the metric but it’s whats given the survivors all their nerfs and all the killers current buffs.
The devs failed to understand that people would want to play with friends in an online game at release (serious), what we got was ‘lobby wars’. Where survivors would join different lobbies looking for their friends and leave if they couldn’t find them. It was horrible trying to find games. Hence why we got swf, that completely unbalanced the game by creating coordinated survivors that could communicate. The devs have been nerfing survivor ever since and completely crippled solo survivor play.
Killers now are up around 70% kills due to the trajectory of the game and the devs metric system, unless you feel their metric system is bad, in which case they can undo all the changes I've just mentioned....
It also important to mention marketing and advertising. There’s nothing special about survivors, they are just reskins with some new perks that all play the same. THATS IT. EACH killer has its own unique play style and as you see from their advertising, its always new killers they promote. Survivors get a mention, but its never really the selling point.
DBD reddit, back in the day was all about poking fun at survivors and giving you the impression that every second game is SWF and heavily biased against killers. Which was a lie. OP SWF games are maybe one in 30 games with most swf games being friends who are just wanting to have fun and usually end up wiping. But there was no push back, the killer echo room there would down vote anything survivor sided.
That coupled with the points I mentioned previously meant that a lot of survivor mains left the game. Which is kind of obvious, I mean you understand the devs unit of metric sure, but you just watch nerf, after nerf, after nerf as it all gets taken away. Why would you stay for that? Its kind of miserable.
What has this created? In short. Entitlement. Killer mains know if they whine, they get what they want.
THIS is the environment the devs have created and what you see on the forums.
You have no perspective, and are part of the group think mentality. I understand why it is that you think your right, but as I explained, you're not."
Once again this was posted by someone else but it is a valid point to who has more entitlement. Once again as well I play both sides unlike I guess you so I am not entitled or biased but just point out smart points like this one this person posted.
Both sides have received nerfs...and if one side receives more nerfs then the other it's usually because that side is in a stronger position then the other.
I'm sure you'd struggle to give me an example of a survivor Nerf that wasn't needed.
If all these entitled killer mains got what they wanted then where are they? And why are survivor queue times so long?
-
I used Poised, autodidact, empathy & kindred as a solo survivor.
Edit: Disregard, I mistook poise for solidarity
-
I disagree with the majority of your points, yes ruin being nerfed has made games go alot quicker but has allowed future ideas to be more flexible. I'd imagine that every time the devs thought of a new killer perk, they would have to consider ruin and if it would break the game resulting in weaker perks to be released instead.
As far as breakable walls, it seems like a good idea without full on changing a map. There are 34 maps and it would take a stupid amount of time to redo all of them.
The shack is still usable even with the door and only around 6 killers can mind game the shack. The rest of the cast are forced to just run through and hope to get the pallet thrown asap.
I do agree about updates, it would be nice to receive perk changes or tweaks more often.
-
@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1119834#Comment_1119834
Sure you can take it seriously. It is telling us that nurse is not working very well overall. She is definitly the best killer, i know that, but they have to do something with her that also the bad and unexperienced players can play her.
But according to the data she is the worst killer by a lot. If we are taking this data seriously then nurse should be the next killer to be buffed as the data clearly shows she is the weakest killer.
-
@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1118437#Comment_1118437
The "math":
The "should":
The truth:
https://us.v-cdn.net/6030815/uploads/230/KSPIKOCTC8RD.png
What are we even discussing here?
PS. Once upon a time i was the same as many here, i thought killers are so poor and they need buffs and everything. Then i realised i am a noob and i tried to become better. I succeeded.
This data isn't accurate, according to this the nurse is the weakest killer by far. That alone should tell you that these statistics arent meant to be taken seriously.
-
@Endstille said:
https://forum.deadbydaylight.com/en/discussion/132799/how-is-playing-killer-so-difficult
Get a pc, play my team once. I will be surprised when you even get a single kill.
This isn't a bad idea, a good team on ps4 should offer op a kyf match (and record it) to see if he/she is indeed a 4k God.
-
It's the killers shack, why can't they renovate it if they want?
-
@PigMainClaudette said:
I'd swap Pig and Hillbilly.
Wraith is too high for me.
Freddy is top of A-tier if not equal to Spirit.
https://forum.deadbydaylight.com/en/discussion/comment/1110521#Comment_1110521
Agree to disagree. I've versed ONE Hag who didn't play "proxy-camp to kill" which means either Xbox Hags SUCK or she has a garbage power.
If more Hag players used their traps for map pressure or shutting down loops, then maybe people would place her higher.
Good hags are rare on console definitely, this also shows on survivors. They don't know how to deal with good hags, if I want to rank up quickly I play hag.
-
I'd place both oni and hag higher. With oni you have much more control than Billy and can go round corners by leaning against the wall as you run. You can even loop the shack while sprinting.
Hag is very strong and snowballs very quickly and she isn't reliant to her add-ons at all. The main disadvantage to her on console is that her pov is lower and closer to the mist causing more frame rate issues on console.
-
As killer: adrenaline. Promotes genrushing the last two gens with a big payoff. Very difficult to pressure when survivors don't spend time healing but doing gens instead.
As survivor: hex: devour hope. It's not annoying but when you think the game is going swimmingly and the gens are getting done...bam someone gets one shot and it's panic stations to find that totem
-
In all honesty noed is a little unfulfilling, alot of survivors are used to it and usually gets cleansed after 20 seconds.
That streamer was simply salty and would have probably berated you regardless of noed.
-
@goon375v2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1098887#Comment_1098887
This is what I’ve started doing; just doesn’t help if I’m their one kill.
https://forum.deadbydaylight.com/en/discussion/comment/1098884#Comment_1098884
You are skipping past my point that it ruins gameplay; as in makes the match less fun whether the devs intended it or not. Knowing that the devs intended it as a style of game play makes it less irritating, like barely, but at least I can see where some of the roots of this ridiculous tactic comes from.
Not entirely true, it helps the other survivors immensely as they can gen pressure and it would make it easier for them to save if they can see the killers aura.
But there are times it's a camping leatherface and you just die, still it's best to hang on and give the others as much time as possible to punish the killer.
Camping only really exists because survivors reward the killer for doing it
-
@Frankie said:
https://forum.deadbydaylight.com/en/discussion/comment/1099052#Comment_1099052
They are powerful, and not good at the same time, yes. They have huge downsides.
If you run a key, you're likely to get tunneled and not even get to use it.
If you run a mori, you're severely penalized for using it in terms of emblem/objective.
Honestly, bud, just stop. Your obsession is starting to freak me out.
Ok fine, I'll stop.
I figured having a discussion with someone with opposing thoughts would be interesting. It was fun while it lasted.
-
@Frankie said:
https://forum.deadbydaylight.com/en/discussion/comment/1099038#Comment_1099038
It didn't trigger me in the least. I'm fine with it. It's you who seems to harbor an obsession with it. I would look into that. Seems like an issue. I didn't sidestep the word. I didn't even use the word.
Something can be powerful, and not good at the same time. This is what you're not grasping. You just keep swinging off the nutsack of a word that I never used o.O
It's actually worrying at this point.
"Something that can be powerful but not good at the same time"...does that apply to mori's and keys based on your earlier assessment? Are they not good?
-
@Frankie said:
https://forum.deadbydaylight.com/en/discussion/comment/1099023#Comment_1099023
Bro, you have nothing. You're the one who continues to use the word underpowered. Do you think they are underpowered? You must. You can't seem to stop using the word, and you're literally the only one using it.
Spoiler: You'll never win this. Back away slowly.
Does that word trigger you?
Ok let's step away from that word since it upsets you so much. Let's use one that you have used.
I'll just repeat what I said earlier since you've conveniently sidestepped it.
Calling something powerful then giving it a low score on power is contradictory...is it not?
-
@Frankie said:
https://forum.deadbydaylight.com/en/discussion/comment/1099010#Comment_1099010
4-5 out of ten is middle of the road. You're the one repeatedly using the word "underpowered". I even specified they were powerful, but with huge downsides. You literally have nothing on me if you have to manufacturer statements that I never used. You're trying to outwit me and failing worse than a facecamping Bubba with speed limiter.
But okay - stick to your piddly little weak strawman argument. Keep making yourself look silly, haha
4 is slightly underpowered...5 is balanced. I don't know why it's so hard to comprehend. You are the one that tripped yourself up, don't get mad at me.
Calling something powerful than giving it a low score on power is contradictory...I didn't do that, I didn't force you to do that.
-
@Frankie said:
https://forum.deadbydaylight.com/en/discussion/comment/1098999#Comment_1098999
Nobody said they are underpowered. You're the only one who used that word.
4 out of 10 is underpowered lol how do you not understand that?
-
Keys and mori's are underpowered anyway as mentioned above lol
-
@Blueberry said:
I see some of these frustrations you're talking about, but the MMR system is only going to fix some of the problems and introduce a few new ones itself. Overall I don't think it's going to do much for the problem at all and isn't a good idea imo.
True, mmr wont gel well with swf. But it should work with solos though.
-
@AkiTheKitten said:
https://forum.deadbydaylight.com/en/discussion/130177/to-the-people-who-say-key-is-fair
Tunnel the key user, I do that alot
You ever tunnel a key user but you feel bad because they had a green key the entire time?
-
Run kindred, counters camping and the killer will at most finish the game with 1 kill.
-
Isn't this a Nerf to survivors lol slug em twice and they die...
-
@Saitamfed said:
https://forum.deadbydaylight.com/en/discussion/comment/1098141#Comment_1098141
Well, I understand your point. I had a match like that a few months ago, I didn't care that they won, but about the fact that they were waiting for me.
In this case scenario yes, it gives you a bad taste but honestly, it's harder than it seems. Unless they are a SWF team. Don't missunderstand me, there should be a "special rule" that helps to prevent it. Like "the hatch gets closed after being used if there are less than five gens powered"
That scenario is more common than you would think. Normally the first two gens get done fairly easily and before the first survivor is hooked. After that the killer has some pressure with hooks and it becomes a little bit more difficult do gens.
Once one survivor is killed, the killer can stabilize and it's these scenarios where the key leaves a bad taste. The killer starts from behind and plays catch up and but that catch up is meaningless if a key is present.
Id probably change keys so that it only allows the person that has the key to escape and disables the hatch for the rest of the game unless another key is present. This way using the key would be seen as selfish and potentially screws over the other survivors. Survivors would have to think about using the hatch as it would no longer be an option in end game.
-
@Saitamfed said:
I don't really understand why people likes to put Mori's and key's at the same level, yes both allows you to complete the match but saying "both allows to complete the game faster" and put them in the same level is ignoring "how" it allows
Keys. If survivors completed most of their objetive then they can escape, meaning only works if they worked on his objetive. So "keys rewarding bad plays" can only be used in the scenario where a survivor in the EGC finds a key in a chest (I think it should be changed) because completing 4 of 5 gens, that is almost complete their objetive. And yes, it bothers but you as a killer are not entitled to win a 4K
Mori's on the other hand can be used since the start of the match, except for Cypress Mori, and allows you to remove a player at the early game, wich is a huge disadvantage for survivors.
I get where you are coming from but in a scenario where there are two gens left with two survivors left, the killer should be in a very good position but if a key is in place then it's already gg at this point.
This is usually the scenario that leaves a bad taste. If one gen is left and 3 survivors escape, that isn't so bad as the survivors were going to escape anyway.
-
Perkless clown
-
@Frankie said:
https://forum.deadbydaylight.com/en/discussion/comment/1097172#Comment_1097172
I didn't say it was underpowered. 4, maybe 5. Based on the downsides alone.
I only really bring a mori if it's someone I know (I'd expect the same from them:P), someone with the name "Mori me", a team of Blendette's...or a whole team of Pizza Dwights. Those guys are up to no good.
You did say it was underpowered by saying 4 lol. 10 is op, 1 is useless and 5 is balanced...I figured that was obvious.
-
@Frankie said:
https://forum.deadbydaylight.com/en/discussion/comment/1097122#Comment_1097122
From a killer main perspective? Mori's are not worth running. You lose out on bloodpoints, you lose sacrifice/emblem points etc. Why do you think killers have so many mori's? Because they use them so rarely (aside from yellow and brown ranks, but that's a different conversation, the novelty hasn't worn off on them yet). Why do you think killers run them so rarely? Because we'd rather have bloodpoints.
So, given that killers are punished for using them, pretty heavily (like, we could bring an ebony and depip for using it), and that it takes a 2 full chases and a hook to even use it, I would say they are mildly unbalanced, but not this overpowered harbinger of doom people say it is. 4/10 for Mori's
Keys? I don't really care about keys. They can't be used until the end of the game, and there's a counter to them. It's called Franklin's Demise. All I would do to adjust keys is perhaps get rid of the addons that allow you to keep them on use/death. For keys, same as mori's. 4/10
"Requires a nerf" is subjective, but for me the threshold would be 8/10. For example, the Iri head is a good 9/10. The correct way to nerf it would be to still have it be a one hit down, but only on long shots. No close up one hit downs. Or, make it so it can't stack with the infantry belt. Either one would be fine.
Wow...I was expecting a 6 or a 7 but 4? As in you think it's underpowered. I'm genuinely surprised.
I guess I see it in a different perspective, I never considered it through bloodpoints or pips. As a fellow killer main I judge it through it's lethality and if you are in a game where you are having difficulty winning two Chase's on a single survivor then that game is probably already lost regardless of a Mori in play.
You are also right that killers rarely use mori's, I personally don't use it because it feels very cheap to use it, I genuinely feel bad if I equip it.
Keys also feel cheap and yes Franklin's can help but sometimes you don't even know a key is in play. And there are certain scenarios that have no counterplay like when you close the hatch and the survivor is standing there with key. Just a 5 second animation would be enough.
I agree with the no stack with infantry belts.
-
@Frankie said:
https://forum.deadbydaylight.com/en/discussion/comment/1097065#Comment_1097065
Addons vs. Offerings. Killer specific vs. Killer universal. Two completely different things.
I didn't say they were balanced. I said they don't need to be nerfed. People with your attitude of "nerf everything waaaaa" are going to turn DBD into a snoozefest because you take the game too damn seriously.
I'm just trying to figure out where you are coming from. So out of 10 (10 being overpowered and 1 being useless) where do you place keys and ebony Mori? And what would the threshold be that would require a Nerf?
Lol at "people with your attitude", definitely proved your point lol
-
@Frankie said:
https://forum.deadbydaylight.com/en/discussion/comment/1097044#Comment_1097044
Because Iri heads are actually OP. They require no effort. Mori's at least require a full chase (which can take up to 3-4 gens against a good survivor), and a hook, then another chase. They are effectively an earned kill.
And Nurse's addons for omega blink/3-5 blinks were FAR worse than mori's. Spirits addons were BS, and Freddy? Well, one could argue that nerf was unnecessary, because the nerf they made was so inconsequential.
If you're going to compare apples to oranges, best not try to have this discussion.
So let me make sure I understand your logic. It's ok to Nerf something if it is op like irri heads, nurse add-ons etc...so does that mean that keys and Mori offerings are balanced in your eyes?
-
@Frankie said:
https://forum.deadbydaylight.com/en/discussion/comment/1097028#Comment_1097028
Iri heads, yes. Keys and mori's, no. They just need their rarity upped by like, 10x. If you nerf them beyond where they are, they will be useless and not worth using.
By that logic why not just up the rarity of irri heads as well? Why is it ok for that to be nerfed but the others not.
Better yet why did we Nerf/change nurses, spirits and Freddy's add-ons? Would it have been better to just change the rarity if the add-ons?
-
@Frankie said:
https://forum.deadbydaylight.com/en/discussion/comment/1097015#Comment_1097015
Neither need to be nerfed. They just need to be made more rare.
Not EVERYTHING needs to be nerfed. There is such thing as overbalance, and it's what kills games by making them a boring snoozefest.
True not everything needs to be nerfed, just certain things need to be nerfed. Things that when you play against it you think "well that wasn't fair", things like irri heads or keys or mori's.
-
Both keys and Mori offerings need to be nerfed. Both are really unfun to play against.
-
It's more to do with Deindividuation which is why the killer is usually targeted.
-
@Zombra808 said:
https://forum.deadbydaylight.com/en/discussion/comment/1096883#Comment_1096883
Okay, thank you. It looks and feels so much nicer at higher frames.
And here we console players are dealing with 25 fps :(
-
Nearly every community is toxic, I don't think you can find any multiplayer game community that isn't toxic. Sure dbd is near the top with it's toxicity but that's due to the killer/survivor divide.
It's a shame but it's not surprising sadly. Best thing to do is to kill them with kindness, you'd be surprised how often people change their tune.