femotek820
femotek820
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@Venzhas said:
Most of the threads i see are basically "nerf survs"
I noticed that, if someone dares to defend survs, or having opinions against killer gameplay, hes immediatly, most of the time, called a "Sluzzy", mocked, not being taken serious, while all the ones blaming survs and anything that concerns them gets tons of upvotes..
It's my impartial point of view tho.
95% would be more accurate
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2307570#Comment_2307570
Ah, fair enough. Well to be honest. I think this version is fine, but the original one was blatantly OP and it's original rework it did nothing. Now in your defense, yeah this perk is brutal for fast killers. But.. that's kinda limited and it only activates when most of the gen is already completed. Unless you're going against a Hillbilly and me personally, I haven't run into one yet, you're pretty much safe to complete a gen
Most of the gen? You have 24 secs to go to the gen!
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@aroell said:
https://forum.deadbydaylight.com/en/discussion/comment/2302741#Comment_2302741
Yes, I really am.
Eastern Europe servers?
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/2297723#Comment_2297723
The problem is, survivors have huge advantage in 1v4 because of gen speed, especially with coordination in SWF.
So in order for killers to compete in this environment, he has to be so good at ending chase fast. There's no room for survivor/killer interaction because any chase longer than 30 sec is considered a lose for killer. You cannot make a proper gameplay out of this 30 secs.
If every chase is 30secs you have only one option as solo.. uninstall
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@Altarf said:
Just come off from a few games where both me and the last survivor were waiting on top of the hatch, and no matter how fast I spammed the close hatch button (while standing on the side which allows you to close the hatch) the survivor would automatically escape without a prompt even showing up for me to close it.
I saw a post about this a week or so ago, and hoped it was just a bug - but no, it seems to still be a thing. Why? The survivor already failed by having their team die, and being found while on top of the hatch. The killer has no way to down the survivor and pick them up before the hatch opens given attack cooldowns, so this is just a free escape. I hope this is just a bug.
When there are only 2 survs left and the killer hook him, how much time has the killer before the hatch open? 10-15 secs?
And if the survs is not in last hook and want to die, how much time has the killer? 25-30secs?
and if the killer want to 4k and slug the surv, how much time has the killer to find the hatch? 4 min?
no, I don’t think hatch is surv sided
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@Chocolate_Cosmos said:
I would rather face Sprint boosts, etc. any other exhaustion perk anytime 24/7 rather than this. I see it every single game on at least 2 survivors (usualy 3+) and I am sick of it. The ammout of time I outplay someone on a loop or they made a mistake and just press E to say "haha no" is ridicilous.
I am not saying 100% nerf it but I just want to express it so annoying and "unfair" perk that sets your good play outcome to 0. Yes, it is useless when they are in the open, but other than that, it is extremely powerfull.
"Oh but latency makes it bad", yea? Then why I see it every single game on every single survivor?
I just wanted to express that I am sick of this perk and it is frustraiting and super-unfun to go againts.
And bloodlust? You don’t need to press any key to win it. This not make you sick too?
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I crashed a lot of times as surv too
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So you tunneled him, but because he failed ds this is not tunneling?
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And survs need an option to suicide when they’re in the dying state
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Bbq should not show auras of survs on dying state. If you want to slug at least then find the survs. This would reduce the number of killers that slug for the 4k
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Devs overbuffed killers and killers perk. Devs killed DS nd what survs do? Remove it and use PT.
killers say about campers, tunnelers, infinite Myers,.. do gens. And survs do gens because now in chases killers catch them in 10 Secs.
survs can only escape if they gen rush
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@toxik_survivor said:
I see many complaints on tunneling and this has been addressed before but you guys have to understand that tunneling is a mechanic in the game for a reason. Tunneling is a good strategy for getting a dub if you like it or not. Its unfun to play against but not ever match is fun.
Using god loops and infinites was a strategy too
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@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2292658#Comment_2292658
That only shows that most survivors are bad.
And many killers too, but they can camp, tunnel or use noed. Bad survs can’t do anything
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Because survs need to counter campers and tunnelers too, and they deserve to have fun and use other perks too
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If you see a facecamper or tunneler ignoring gens, you should know he will use noed. And you can see them in red ranks. But killers think noed is not a problem
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@Dennis_van_eijk said:
https://forum.deadbydaylight.com/en/discussion/comment/2290691#Comment_2290691
https://forum.deadbydaylight.com/en/discussion/comment/2290760#Comment_2290760
Sorry to burst your bubbles, but there is already s totem counter.
The fact that you don't want to run small fame is entirely up to you, if you want to a totem counter then just run that perk.
When i play as survivor I only play solo and on a rare occasion noed activates, and even then it is pretty easy to get rid off in most cases.
Right now there is zero excuse to talk about wanting a totem counter , because there is 1 but you refuse to run it.
And for the record, no i don't run it either.
But then again, i even run without perks and items and still get out trough the exit gates.
You’re a killer main, don’t you?
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Noed and tinkerer. Also BBQ should not show auras of survs in the dying state. If you want to slug, then at least find them later
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Tinkerer
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I’m a surv main, and I can tell you he’s very very weak. 3 hits is too much. But zombies are a very good addition to this game. I love them.
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@GrimmGaliard said:
https://forum.deadbydaylight.com/en/discussion/comment/2289324#Comment_2289324
An M1 killer in what is now a 3v1 situation? I'll take it.
The killers always came after me, so it’s a lot of time the killer lost moving around the map. I can’t remember the last time Twins killed me
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@Steel_Eyed said:
Read the description of Victors power then decide if you want to be useless for progressing the game, incapable of healing others, oblivious, and snitching out your teammates.
Also there are bloodpoints for removing Victor.
When playing as Twins, I tend to spread the love after pouncing the first player. And bring Thana to further penalize the survivors.
But if the killer goes after you, you waste a lot of time because the killer needs to go to your location, and if she goes after another surv she’s a m1 killer
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Camping, tunneling and NOED do 75% of kills
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@Northener1907 said:
I am killer main and most times i am escaping as survivor. You just need to be better at chases. Then killer will leave you or killer will all time on you and generators will fly.
And kill rates are normal. I do not know how survivors have problem because all maps are safe for them. Good pallets, good t-l walls etc
65-75% kill rate. Killers say swf is cheating, so solo escape about 20-25%. Also in this forum always killer say they always escape as solo, so survs main solos escape about 5-10%
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If the killer slug for the 4k there’s no reason to give him the last hook
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Best advice for survs... don’t cleanse the totem in front of the last gen. Probably it would be noed if the killer has it.
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@Raptorrotas said:
The lack of survivor conplaints about him is worrying.
You know what it means if survs dont call q released killer op....
Yes, that this is a killers forum
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2273502#Comment_2273502
Do you have issues with survillence ?
No. The killer doesn’t know which gen is almost done. You only need to see how many killers use tinkerer know. 100% of hillbillys use it, and at least 90-95 of blight. Every week more and more killers use it, because it’s meta and totally broken
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@Dhurl421 said:
Solo que man here. You have the greatest counter to tinkerer without picking up the game: Eyes.
If you have headphones (this game is next to unplayable without headphones) you can still hear the killer walking / running your way.
And it's one of the few perks to make survivor scary when you know they have it.
This perk is fine.
The problem is not the undetectable part, it’s the killer knowing you are in the gen 24 secs before you finish it. When 2 survs are dead, you can’t finish a gen. It’s too much for a perk, and if it was a survivor perk it will have only 1 use
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I see here a lot of people that need friends
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so if an injured surv unhooks me and you’re camping the hook you want me to let you kill this surv, don’t you? Sorry, but I would body block
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@KayTwoAyy said:
Don't Expect Them to Play Nice.
Stay tuned for Part 2:
The Survivors are Not Your Friends.
Another camper and tunneler?
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@Mat_Sella said:
Killer smashes the hell out a gen. Survivor graces their fingertips with it for a millisecond and it's magically fixed.
No, it's not alright or balanced. If i can tap a gen mid-chase, thats an issue. How can a person fix a damaged generator while running for their life?
How can a Woman fly or dissapear?
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The counterplay to camper killers is gen rush. To tunnelers is gen rush. To tombstone Myers is gen rush. To oni is gen rush. To spirit is gen rush. Then killers cry because survs gen rush. So devs overbuff killers, and the solution is to gen rush. So the fair solution is nerf every killer and add another objective for survs.
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@Stryker said:
not one bit...
-kicking a gen takes quite a lot
-gen regeression is way too slow
meanwhile gentapping and stop gen regression takes.. milliseconds...
there should be an animation that prevent insta-gen tapping....you need 3 seconds to kick a gen? you should also have 3 seconds before start repairing it again...
agree, if killers have the same penalty when falling as survs have. Same time to tap a gen, same time to react for a falling
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@Dito175 said:
Deja vu, premonition, no one left behind, monstrous shrine, unrelenting, this is not happening, resilience and all wraiths perks. Not really sure on the effects though
Resilience is a very good perk if you have a medkit and heal 99%. I Love this perk
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2269202#Comment_2269202
This not to be rude but your experience against is probably not as bad as you think(confirmation bias).
Also you seem rather new given the idea that you think that tinkerer alone carries games given that it doesn't help most killers at all.
Being notified a generator is being completed doesn't matter if you can't reach it and several killers just flatout can't use undetectable like Huntress/Trickster as they always have the Lullaby(Warning sounds) regardless of if your undetectable or not.
My experience is 4.500 hours. I know what I’m saying.
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@Warcrafter4 said:
I am here mainly wondering what streamer/content creator cried about tinkerer to get the community to try to get it nerfed?
I mean tinkerer isn't a very good perk as its symptomatic perk as its usually a "Hay your losing" perk a lot of the time and if the killer is getting constant value from it that means survivors are pressuring generators hard.
It getting constant value means generator completion speed has gone crazy as it never saw any play when gen rushing wasn't the status quo.
Tinkerer is the best killer perk right now for good killers. You don’t need anything else to win a match . I see more and more killers using it. Yesterday I saw a plague with it. When killers realize about it power you’ll see it almost every match.
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@eloise said:
For me it's cheating
If killers rate is 65-75% and swf is cheating, playing blight nurse or spirit is cheating against solos
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@Jb94 said:
https://forum.deadbydaylight.com/en/discussion/comment/2269028#Comment_2269028
This is something I haven't really thought of.
I think there should be more effort to balance perks around game state.
So killer perks that start very strong and get weaker for each player who is eliminated, survivor perks that get stronger for the same.
I always use tinkerer, and when I kill 2 survs I know I have win. Since the perk buff 2 survs couldn’t repair a single gen in my matches, and I’m not the best killer
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@TheBus4K said:
Yeah, let's nerf a perk that allows killers with 0 pressure on the map, be able to have pressure on the map!
For things like this Nurse and Spirit will remain broken. Not only are they very strong, but most of the nerfs barely affect them while it affects other killers a lot.
If they nerf Tinkerer, they should buff certain killers (or buff some perk out of the many weak ones of applying map pressure).
24 secs it’s too much. Wraith can move 144 meters in this time. A 115% killer 110 meters
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Devs not really want 2k/2 escapes.
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@ Antares2332 said:
https://forum.deadbydaylight.com/en/discussion/comment/2268057#Comment_2268057
DS is balanced now.
Yes, like poised or up the ante
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@bibibib8 said:
https://forum.deadbydaylight.com/en/discussion/comment/2269028#Comment_2269028
At that point its a battle of attrition, 2 survivor remain if each of you work on a different gen the killer wont be able to protect both gen at the same time.
If you end the game as killer with tinkerer and 2 gens and 2,survs left, you have won. The killer only can go to 1 gen, but you can’t finish both
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/2269042#Comment_2269042
You get more use out of it with how the devs made it. If you have time to do gens, totems, heal others, whatever else deactivates it, you're not being tunneled. That's just the truth. If you're using DS correctly and not trying to abuse it, then you'd realize it doesn't punish you at all, you're just playing the game.
Tunneling is when a killer wants you and only you. They generally won't hit anyone else, they won't go after anyone else. They want to get you specifically out of the game. (Most of the time, camping is involved)
"Tunneling" (Quotation marks important) is anytime a killer goes after you within a minute of being unhooked.
One of those is what the devs wanted DS to counter (even if it doesn't do a good job, personally I think you should be able to use it after every time you're unhooked regardless of if you used it/missed it/weren't able to use it), the other is what many survivors try to say tunneling is.
Pop should deactivate too if you hit someone before you hit the gen. It’s a gen regression perk, and if you’re chasing someone you’re not regressing gens
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@CapricornZeus3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2268057#Comment_2268057
It's a fixed perk now
It’s a killer perk now
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If killers can facecamp at egc to ensure a kill, if only one surv is alive keys should be basekit
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DS is trash perk now
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@Onykron said:
well playing killer and having 2 gens left with no one dead or at least death hook means you are behind on hooks, at that point your only chance is to take out a survivor out of the game as soon as possible, this is how you apply pressure, on a 3v1 scenario if you get a hook then you know for a fact the other 2 will have to risk getting chased while trying to unhook and therefore off gens, if chases are short enough you can keep this hook -chase-hook loop on 1 v 3 to net you a win, so yeah, nothing personal but someone has to die or game is over for the killer.
Well, imagine if survs could do gens in 10 secs if 2 survs were dead and 2 or more gens wasn’t done. It would be strategy too, but we can’t
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Sluzzy should be in the devs balance team
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@Azgard12 said:
I had a bunch of games in a row where I 4K'd as a Rank 13-15. After those games, I started only going up against red ranks. So essentially, MMR comes into play more than what your actual ranking shows.
This ^. I barely escape because I let the killer kill me if he plays fair, so after 3/4 games I play against rank 10-15 killers. I”m rank 3-4