herbaljellyfish
herbaljellyfish
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2833967#Comment_2833967
I honestly do not even complain because of how survivors sided the game is, I am just baffled that people could believe otherwise. It is like... Do they even play the game? Or both roles? It is baffling. I need to talk about it so much because a huge portion of this playerbase is willfully ignorant or something. It doesn't actually bother me that it is, it bothers me that people pretend it isn't.
It's baffling that out of 10's of thousands of players, it's impossible for you to think that people can have drastically different experiences. What you just said is EXACTLY what my post is addressing. You have it in your mind that you're so unbelievably skilled that it couldn't possibly be anything you're doing, it HAS to be that the game is survivor sided. Never mind the statistics or other people's experiences. None of that matters...no no no no...Your word is law and streamers that get 100+ win streaks(4ks or 3+hatch) are just wrong and obviously pay survivors to throw the game so they can consistently get these wins. Couldn't possibly have ANYTHING to do with their skill, right?
Surely your comment is being sarcastic. You can't be so dense to completely miss the meaning of my post. It's incredibly ironic how many people are just not reading my post or are just blocking everything out then going on to prove exactly what I said, and get 20+ upvotes for doing so lol.
Meanwhile anyone going against the status quo for killers get no upvotes. Un-freaking-believable how so many of you are missing this.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/312659/why-should-survivors-git-gud-but-not-killers
What you describe is confirmation bias. You see only survivors getting told to git gud. While actually both sides get told to git gud.
Just yesterday there was a thread from a new killer player who complained about the balance and most answers were some sort of rage comics.
Also, its save to assume that when someone writes gg at the end of the match, he really means git gud. Why? Because I almost never receive a gg when I win. Only when I lose.
But then again, this could just be my own confirmation bias.
It's not confirmation bias. The forum and DBD subreddit are MASSIVELY killer leaning to an outrageous extent. The amount of "lol, bad bait" responses when a survivor has a complaint is ridiculous. I'm not saying the reverse NEVER happens, that would be delusional. But anyone with the ability to read can easily see these forums and subreddit are riddled with killer bias to an unbelievable degree. Like I said, if a survivor has a complaint, it's "git gud" but in the same breath "survivor takes no skill". I mean which one is it? Why do killers not apply this logic to themselves? It's like they all believe that they are God tier and their skill is never a question.
Again, I'm not making a claim one way or another about the game being balanced against one side. That's an extremely nuanced debate with many, many many factors. It just seems like on these forums or on reddit, the killer's skill is never in question. It's just weird.
Everyone is entitled to WANT to have the experience they desire when playing a video game. I mean, that's why we all play video games, right? To enjoy ourselves and have fun. There's just a massive bias against survivors here and it's like they're not allowed to have an opinion.
Like here's another example I constantly see on these forums if a survivor mentions camping/tunneling: "The killer can play how they want and they are not responsible for how much fun you have" but in the same breath talk about how DS/BT/UB make them miserable. So only killers are aloud to have any sort of complaints whatsoever? The game is just so ridiculously killer sided that the mere mention of a complaint from a survivor is "bait" and "entitled".
These are just my observations after being on these forums for a while.
Again, I'm not mentioning that I personally think survivors or killers are OP. I just find it aweful that people get berated for expressing their frustration as a survivor as if it's one of the 7 deadly sins.
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@Lucent said:
The game is so tilted in favor of survivors that when they complain it does seem petty.
You read 0 of my post and only read the headline, but thanks for confirming my point.
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@Sluzzy said:
Out of the matches played this morning, a whopping 80% of those the killer tunneled people out of the match. This is a very serious problem and has put the game's health in serious jeopardy. My last match was against a bad Huntress abusing broken hitboxes for an unfair advantage so as soon as I was unhooked, here comes an undodgeable hatchet and I'm back on the floor again.
I used DS but it didn't matter. She continued to chase me and because I got locked in an animation I had to suffer an uncounterable hatchet again. Why is this a thing?
For a game that is about 6 years old, this is a shame. Survivor is seriously lacking in ways to deal with tunneling. In every single patch ever released, killer gets a very powerful slowdown perk to deal with things they do not like. (Scourge Pain, Deadlock to name a couple of recent ones).
All of these perks that have given killers power creep but survivor can still be tunneled out of the match instantly. This makes playing killer a lack of any challenge because you can pick all of these extremely powerful perks for an advantage but still do things that was still possible all the way back in 2016.
Survivors need better perks for survival. The game shouldn't be so disadvantageous for one side. The player counts are dropping fast due to very unfair matches.
I think the biggest thing to note between survivor perks like DS and BT and killer perks like NOED is that no matter what happens in the game, the killer gets to play the whole match, win or lose. I think this causes the biggest break between survivor mains and killer mains. Survivor mains hate when killers complain because again, no matter what happens, they get to play the full match every game. This is not at all true in the slightest for survivors. I think it's a bit disingenuous for killer mains to completely discount this fact. I believe this is likely why the devs made those perks for survivors in the first place, to extend that survivors play time. I mean, it's frustrating for someone to wait 10 minutes to join a game and get face camped or tunnelled in the first 2 minutes of the match and have to wait another 10 minutes again. I think this is why a lot of complaints come from survivors about getting camped and tunnelled. You may only have an hour or two to play and have the most miserable un-interactive experience that it's absolutely infuriating to the survivor on that crap end. Killers want to win and have a 4k....that's fine...but because of that playstyle, they are actively making someone else miserable. Sure, you can argue that "it's just a game", but it's not really a game if you have to wait 10 minutes to only get to play for 2 minutes. I don't see how people completely skip over that experience for the survivor. Especially when in solo q. I'm not saying this obligates the killer to play a certain way, but rather it's an extreme design flaw in the game that can easily infuriate someone trying to have fun on the survivor side of things. I'm not saying the killer can't get frustrated, they are completely entitled to, but it's a bit ridiculous to call a survivor "entitled" or hate perks that merely extend that survivors play time for the match.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2827190#Comment_2827190
I meant to say "higher ping".
I agree it shouldn't. I can't think of a multiplayer game that does. But the devs have admitted that killers always get priority on hits. It has 0 to do with how good the survivor ping is, not even a little. However, if the killer has higher latency, they benefit from taking priority on actions. This is why people complained so much when dead hard got server side hit validation. Now if the survivor activates the ability the server automatically gives the i frames regardless of what the killer sees. Used to, even if the survivor used it first, the killer would still get the hit. This is "killer client validation" not server validation. There are many aspects of this game that are killer client validated. What this means is if the killer has moderate to high latency and on THEIR client does not accurately represent where the survivor is, their client takes priority. I.E. this type of design benefits the killer client who has a bad connection. This is exactly why people use VPNs to play killer because it gives them an unfair advantage having higher latency. Again, you can see this actively in almost every game by downing a survivor and seeing them teleport on the ground. It's because the Survivor was actually where they went down, but on the killer client, it was not. I get hit through pallet stun, because the killer's client is not aware that I'm 4 meters ahead of them and already dropped the pallet. Due to wonky server validation, I see the stun animation, start running away, then take a hit finally.
What I'm asking for is for the server to just be like "Hey, this is not feasible in any way" and deny the hit completely. This is how most if not every versus multiplayer game works to compensate for latency issues. Not DBD though as literally explained out of their own mouths in dev streams.
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@ThiccBudhha said:
I am really glad trades are on the table again. Predrop the pallet and you will be fine.
Yes, wasting pallets is the answer. Don't know why in 2.3k hours of playing I've never thought about wasting the most important tool in chases.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2825944#Comment_2825944
Uh. I don't know if you're aware of how server validation works, but the person with the lower ping would still be the one being "rewarded" with server-side checks. You know, since what they do happens before what the laggier person does. You can't possibly unironically think it's reasonable for games to favor the person with the worse connection. You're literally expecting the other side to predict the future. That's beyond insanely stupid.
No. Survivors don't receive updated information about the killer from the server like the killer does. The server tick rate controls that. That's why when you see survivors get downed sometimes they teleport further away from where they were hit. This is because the survivor was actually in that area, but on the killer client, they weren't there yet. It's not a matter of predicting the future, it's that if the killer client falls behind, the survivor client doesn't get updated, so you get situations like this. E.g. A survivor with good ping vaults a window and even runs away by a few meters, they still take the hit because the server is telling the killer they have not vaulted the window or are in the middle of the animation. There is evidence of this in dev streams and countless clips on youtube of this kind of thing happening. But yes, calling someone stupid on the internet without remotely looking into it is the way to go.
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@Adaez said:
Seriously,I think over 90% of all survivors use it,its basically like an extra health slate and can work in so many different situations.
Best perk againts top tier killers like Nurse or Blight
Dead Hard is hands down best survivor perk in the game and there is no debate about it.
At this point,whenever I try to play without dead hard,I still press e just out of reflex when i'm in a chase about to go down againts a killer lol.
Its just too good,1 precise dead hard can make the difference betwen a game going in your favor or not.
I have 2.3k hours in this game and in my opinion, dead hard is the worst exhaustion perk. You get very little out of the exhaustion status. I started using lithe and it's far superior to dead hard and even better when paired with quick and quite after breaking LOS of the killer. Only time it sucks is if you get a map like Midwich that only has like 4 vaults on the entire map.
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@sizzlingmario4 said:
20 meters is way too big of a radius.
If I’m defending a generator 20 meters from the hook that is actively being worked on/I’m pushing that player off the gen, am I really camping?
Yeah that is camping. It's proxy camping but it's still camping. But that style of play is exactly why survivors run DS/BT and use flashy bois. So you can't get upset with them using a legit strategy to counter your legit strategy.
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@IsMmrReal said:
I was scrolling through Reddit and I saw a post about this change.
A survivor cannot bless a totem more than once.
If you think about it this may help alleviate the nonsense of boons.
This would be a GREAT start toward balancing these things out.
Opinions????
I think only SWFs really use boons. I rarely see them in my games. I have never and probably will never run a boon perk. When I do see it, I see people waste a lot of time running all the way across the map to heal instead of just letting their two teammates heal them. I think CoH is just unhealthy for both survivors and killers. And I'm a survivor main.
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@Chocolate_Cosmos said:
My past games, whenever I pick Trapper, I feel like it's bully simulator or something.
I set up few traps (usualy not into super obvious spots, unless it's no-grass map), still 80% gets found even in the early game. Then I maybe catch like 3-4 people on a hook and exits are open. "gg ezi". It's also quite rare to catch someone in a trap and when they do, there is like 50% chance they are far away for me and they get rescued from the trap in like 3 seconds.
In another words, he feels like M1 Killer, almost no power at all that eats some time in the early game = ezi gens.
I don't know what to do with him. Does anyone feel similar or is it just me being "super unlucky" or "get gut" or something.
I see them played a lot like basement bubba. Iron Grasp + Agitation. Trap the basement then stick one survivor down there. Most vets don't really care about escaping anymore and would rather just go for the altruistic play as it's more fun.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2825970#Comment_2825970
No, she needs buffs still. She doesn't hold a candle to Nurse and Blight. She's at least 1 tier below. Before Wraith, Deathslinger, and Pinhead were nerfed, they were 1 or 2 buffs away from being viable at all levels, instead of just the bottom and mid levels. Artist is in a similar position now.
Just because a killer requires more skill to use, doesn't mean the skill floor needs to be raised because then the better players will be even more oppressive. I see her a lot in high MMR games along with Pinhead, Oni, Nurse and Blight, so clearly some people have no issue getting value out of her. I do think her gameplay is extremely boring, but she is absolutely in no way shape or form weak. Anyone who knows maps and tiles can easily dominate with her because she's an anti-loop god. Her zoning is outrageous and she has 115 speed. Buffing her would easily put her above Blight and Nurse. She's just harder to use so people say she's underpowered. She requires heavy knowledge of tiles and loops to use her to her full chase potential.
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I said I was a survivor main. I play killer when I want to take a break so I usually don't go beyond gold grades.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2825967#Comment_2825967
If game has 10 minutes que on ONE SIDE, it just shows how broken balancing is or how bad that side of attitudes are.
Literally don't get what attitudes has to do with anything. It just means there aren't enough killers per 4 survovrs so you have to wait a little. Don't know what you just said has even the slightest thing to do with what I said.
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@Sharpefern said:
So I actually enjoy playing killer but dont like killing the survivors. I know how long their queues sometimes are and it sucks if they are the first ones out and in the end I really just want everyone to have fun. Like I enjoy the chases and mind games that the killers do and I 100% hook people, 2x but I just feel bad hooking them the third time, unless they leave someone to die on hook then I lose all mercy (killing yourself excluded). This used to be fine but because of the MMR system the caliber of survivors I am going against has dropped pretty far.
I didn't really mind it when it was a small gap. I got to do some nice things like drop a survivor and pick them back up to help another time the flashlight right, or give them more practice with looping. And I still don't really mind the gap except I feel like I am bullying because of how fast I am able to do hooks vs them doing gens. Like I have a max of 8 hooks without someone dying and there are a few games where all 8 get done before a gen gets popped. And I don't want to hold the game hostage if the survivors aren't having fun. Like if they want to meme around I am all for it but I just had a Feng wave me over to a hook and ask for death, and idk that feels bad too.
I have had a few killers meme around be it challenges or had other survivors afk or whatever and I still enjoy those games but I don't want make the survivors stuck in a game just doing gens.
I know I can get my MMR back up by just murdering people but as stated earlier eliminating people from the game isn't the part I find enjoyable. I am just wanting the opinion of other survivors out there, does this sound like a nice killer or is it a mercy killing them sending them onto their next game. If nothing else survivors get in the 20ks of BP and thanks to bbq I am generally getting around 60+ (assuming no bloody streamers) so I know its not a total waste but... IDK
I feel ya. Most of my killer games result in a complete steamroll(at least 5 hooks before 2 gens are popped). I almost always let the last survivor get hatch. Hell, what is the point in me killing everyone when I know for a fact I'm double pipping? I've even let entire teams finish gens because not a single gen was done in 6-8 hooks and I know I've already double pipped. I'm mainly a survivor so maybe I just have empathy, but literally what can I do more than double pip? There's nothing for me to do at that point other than ######### around.
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@ManyAchievables said:
This would honestly be really, really unfair. Pop a crow at someone and they literally can't leave for a hefty amount of time, more than long enough to hit them twice to down them. If it also acts like Victor where there's a grace period afterwards, then you'd basically get basekit Blood Warden. One thing Artist doesn't need is the ability to basically prevent people from leaving.
Granted, she also didn't need the ability to basically facecamp a Survivor to death while still being able to apply tons of pressure because of buffed Dead Man's Switch, but that made it to live, so maybe your idea would have a chance.
Sorry, but I'd rather not buff a Top 4 Killer who is arguably the least fun Killer to go against when we could see buffs to Killers that are actually healthy for the game and need buffs more than Artist.
Yup. Artist is a ridiculously powerful killer. I think she just has a massive skill gap that people can be god tier with her or absolute garbage. She is completely fine where she is at. IMO Nurse>Blight>Artist>Pinhead. Putting her in the top 3 for me, at least. I'd much rather see killers like Nemi, PHead, Legion, Pig and a few others get some reworks/buffs.
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@Noz said:
If you want to puke you can always play plague.
I will, I just still gotta wait another 20 minutes before I can play lol. I think I'm not trying survivor anymore for a month or so due to this problem, but luckily I don't mind playing killer at all.
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@Clem_from_Shonan said:
After 5 years of intense playing, I eventually decided to delete the game. Issues and toxic behaviors and bugs have been reported for years and nothing is done.
Just played 2 games, face camped for the 1st and slugged for the second. As I do not want to waste my time on a hook or on the ground, I quit the game and I am punished with temporary ban for leaving while the killers are rewarded with BP for the bad behaviors.
I'm done with it. Deal with the decreasing number of players now ! !
And nobody offering toxic responses gets the irony in doing so. This community baffles me honestly. You're frustrated and I totally get it. This game is very bad for mental health and even worse when people in the community just berate you. If you like the game, you'll probably be back, but taking a break is a good idea. BHVR has announced they have something coming to change camping mechanics. Everyone says "just do gens" but forget that you have a 10 minute que time and can easily be the unlucky bastard that gets facecamped 3/4/5/6/7 times in a row. Next thing you know you've wasted an hour and a half and only got 8 minutes of gameplay, most of which was on a hook while your team crouch walks across the map. It's frustrating and your feelings are valid, mate. Don't let these asshats make you feel like YOU are doing something wrong.
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@gendoss said:
The pallet stuns aren't so bad for me but what really gets me is pallet and window vaults. It's pretty much forced me to run Spine Chill + Resilience because if I don't I can be standing up on the other side of the pallet and still get hit.
And yes it is super dumb that the lower your ping is the more you get rewarded. Hopefully they make vaults server sided soon.
Ugh I know I'm over reacting here. I just really wanted to play today after work and it's the worst it's ever been in like a year. IDK what's going on but something is clearly broken.
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@SilentShepherd said:
You nailed the first two.
Right now, I consider Bubba to need HARD nerfs. His facecamping is ridiculous, and not only that, but his chase ability is too strong. Why can he destroy pallets so quickly with such a little delay? Why can he swing his chainsaw so many times? Why can he insta down from the start of the match without having to charge it or stalk you? and it's AOE? I have so many complaints about Bubba. He is the definition of a toxic killer that is NOT fun for 4 people in his match.
Yes, the tunneling is a problem too. I suggest DS should be basekit on all survivors, just to take the game into a direction where it's more fun for everyone.
Another problem, is Doctor's AOE ability. He never has to look for anyone. And the Nurse being so unstoppable in the hands of a good Nurse.. she can go through walls and pallets like #########?
Honestly Bubba is not very oppressive in chase. Looping him is the same as Demo. You gotta bait the pallet drop, especially when he's charging his chainsaw. It's just like you do with Demo and his shred except Bubba catching you with his chainsaw is much much slower. In my opinion, he is one of the easiest killers to loop. Just don't get caught in a dead zone otherwise you will be screwed.
As for his face camping....eh. I've pulled it off a few times with BT. Sometimes you can bait the unhook over and over until their chainsaw overheats then get the save. Or if the do charge up the chainsaw, they either have to commit to you and lose the unhook or cancel their power. There are certainly ways of dealing with it, but it can be really difficult to execute.
Instead of nerfs, I think BT just needs to be buffed so that the savior can get the endurance effect. Camping in general is a huge problem in this game. Sure, it's a legit strategy, but the tactic artificially boosts the killers MMR causing them to go against SWFs who will just steamroll them when they try to camp because they're coordinated for it then get mad that "survivors OP". It's not that they're OP, it's just that those tactics will not work on better survivors who are coordinated.
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@Bullettimegod said:
Honestly. Survivors bish about anything. Seriously. Not turning it to an us vs them but when i play with people who never plays killer they are the absolute most annoying entitled pos in the game.
We do 4 gens before he catches someone "ugh look at this trash killer who camps". We "gen rush" and dont cleanse. "Of course this trash killer has noed". Seriously. The difference of entitlement ive seen is astonishing. To the point i go out my way to tell people off. Esp the ones who never played killer.
Yet killers who get outplayed and want a 4k every game aren't entitled at all. I get it, survivor bad, killer good.
"Do bones, lol" - "But, but, but muh ruin"
"Look at this survivor looping me. Such braindead gameplay. It's definitely not that I'm being outplayed. I get 0 kills every single game and never win a chase so it couldn't possible be that looping requires skill and some survivors are just significantly better than others, no way"
"Camping and tunneling are legit strategies, so how dare survivors use legit strategies and perks like DS and BT to counter"
"Flashlights are broken. Survivors should not be able to use a limited resource and perfect timing to free their teammate"
Everything a survivor does is either braindead, toxic or OP. You can spend 5 minutes on this forum and conclude that Killers hate survivors and you would easily get the impression that playing survivor is the easiest thing in the world. But sure, when someone says they've played "x" amount of hours as a killer and has reached "x" conclusion, they've "clearly never played killer before lol" or "bait post", but when a killer says they've played "x" amount of hours as survivor and it's just SOOOOOO EZZZZZ, it was etched in the ######### commandments and is religious law.
Honestly this is one of the most toxic communities of any game I've ever seen. Absolutely nobody can have an opinion about anything and it's disgusting. Nobody just playing the game and having an opinion on a topic is entitled. However, coming on a forum where people can express their opinions and calling them entitled for having an opinion is EXTREMELY entitled. Nobody's opinion is objectively correct. That's why they are opinions.
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@JonahsTablet said:
This is by far the most rational take I've seen in a while, I think once you play both sides you'll understand how detrimental it really is to both (with the exception of SWF's).
Yeah, SWFs are a whole different story. I just don't like how much effort it takes to get into the DBD discord, friend someone I'll never talk to again, then wait 15 minutes to join a game. I can't even be mad at my solo queue mates either. It's not their fault they get paired with me. I don't understand how running(distracting) the killer is not seen as a skill. Can't tell you how many games I run the killer for a solid 7-8 minutes, get face camped and get like 7-8k BP lol. It's truly laughable. Idk why I subject myself to this torture honestly. I guess its for those occasionally fun games you get once in a blue moon.
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@Mileena_Kahn said:
Nowadays killers just never leave their first hook, it’s like why even play killer if you’re not gonna chase anyone else and just babysit your hook? Not even that, instead of chasing the unhooker they chase the unhooked. Had a nurse tunnel me all game and it cost her a 4 escape. Why do killers play like this? When they play like this I have no sympathy or remorse for being a jerk to them at the gates
Yup and they're playing themselves by doing so, forcing higher MMR to go against better survivors. Not only that, but they're forcing lower MMR on survivors who should have high MMR. I play solos and my MMR is super low because I escape...on a good day, 1/15 games maybe...if even that, then get put against mid-low MMR killers who literally cannot touch me. MMR goes back up, get tunneled and camped again...MMR goes back down...steam roll the killer again....wash, rinse, repeat.
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@slendermansmoom said:
https://forum.deadbydaylight.com/en/discussion/comment/2679531#Comment_2679531
AHHHHH HE SAID THE FORBIDDEN WORD ..... BBBBB.. BOO....... BOON! EVERY KILLER MAIN RUN TO THE BUNKER
THE WAR IS INEVITABLE
https://us.v-cdn.net/6030815/uploads/URMDABSVJ8Z6/download-288-29.jpg
https://us.v-cdn.net/6030815/uploads/AANCII3C1ROG/doctor-vietnam-png.png
"Do bones lol"
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@Labrac said:
Fun fact: Demogorgon can do a quick shred as fast as old Slinger could quickscope.
Demy is both a funk killer to play and play against <3
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2805044#Comment_2805044
They're not gamebreaking. Nemesis is in fact a mediocre Killer at best due to how easy it is to dodge his Tentacle and because of how bad his early game is. Artist is a lot better but not gamebreaking because she still has counters. You continue saying "If it's not fun, it needs a nerf". You're weaponizing the term fun to get whatever you don't like nerfed
You seem to not be reading my comments fully. I never once said or indicated these killers need nerfs, but was merely they are poorly designed for the rest of the game. I have detailed reasoning on my justification for thinking this, but it's clear you're not reading anything i'm saying beyond that I don't like these killers. The fact that you're accusing me of weaponizing the term "nerf" when I actually never even said the word or indicated they need nerfs proves you're just arguing and not analyzing anything I have said because it's simply not true. And if you did bother to read my comments, you would realize I agree with you about Nemesis early game. It's specifically his design that breaks the late game.
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@Chocolate_Cosmos said:
I wonder if someone dislike playing againts the Pig and why?
Depends on how the pig plays. If it's one of those that only chases people with bear traps on their head, dislike very much. Otherwise, she can be fun to play against. Also if you're in an SWF, you can abuse her traps by simply having the rest of your team not finish a gen while you're trying to remove the trap.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2804978#Comment_2804978
Nemesis is easily manageable and it's easier to dodge his Tentacle Strike than a Huntress Hatchet. This just comes to me as a skill issue. Pinhead is fun in chase because of how bad his 1v1 is
I would certainly like to see an example of that. Even if you manage to dodge a tentacle, the recovery time is slow coupled with his speed that they just get an M1 immediately after. It's the same issue with Artist. I don't mind his tentacle, it's when he can smash pallets permanently for the rest of the game with little to no speed reduction or recovery time. And again, Huntress suffers GREATLY from using hatchets. She already has a lower base speed, becomes slower than the survivor during wind up, and she has to reload. These things do not apply to Artist or Nemesis, or when they do, they are considerably less punishing. Having a powerful killer is not a bad thing. Having a killer that breaks the gameplay is. And these are the only two killers that I think do that. I'm not at all saying you can't win against them, but they are more frustrating because of their game-breaking designs.
Also I completely disagree about Pinhead. He is definitely in the meta tier for killers at high MMR. He is extremely oppressive in chase in the right hands. Just because a killer takes more skill to be good at, doesn't mean they aren't a good killer.
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@BadZilla said:
https://forum.deadbydaylight.com/en/discussion/comment/2804868#Comment_2804868
As for Ranks I disagree , from a new player experience I started playing 2 months ago and each higher rank it gets more difficult you can't just win 5 games to rank up easily in gold if you're a terrible killer as from my experience since silver I'm getting paired with red ranks you can tell from their skills that they're good and you know it's a bad match when pink wig neas come for you instead of you finding them the most thing that annoys me is survivors body blocking me from hooks and when the gates are open to stop me from downing someone or sabotaging hooks and the player base is too toxic . For Ghost face I did good because I'm good at sneaking I usually get gen grabs easily but playing sneaky usually is slower gives more time to gen rushers and it's either I sneak and land 1 hit then get in a chase that might take too long and I started using a lot of the advices you said like double checking the area before carrying a survivor . What's the 50/50 play style tho? And I struggle with loops like shack they just use the window and palette and run away in such scenario I'm giving time to gen doers I try to mind game and moon walk but it doesn't work killers are supposed to be fast but I struggle with hitting good survivors twice they will go from pallet to pallet to window to dead hard while gens are done but yeah I try to focus on gens but some maps are too large there is always a Claudette doing that gen you can't risk going to at the end of the map because by the time your return they will finish more gens , do you recommend any killers ?
Well you're in a time where ranking is significantly easier than it used to be. Used to, you could depip entire colors so you had to consistently do good to reach red ranks. Now all the new grades really do is show who plays longer and you get BP based on your grade every month on reset. Apparently now instead of ranks matchmaking is based off of MMR, but I don't really buy that lol.
A 50/50 is a 50/50 chance a survivor or killer will take a certain action. For example, a vault on a T&L wall. As killer, always take the inner route to go between walls to force the survivor to the outside and they will be presented with a 50/50. When they run back around the outside of the T or L wall, they will either need to vault, or fake the vault. They fake the vault, but you commit, you win the 50/50. If they take the vault, but you anticipated it and double backed, you get the hit and win the 50/50. In these situations, the survivor has to predict what you're going to do, but you move faster therefore you have the better chance of winning the 50/50. This is just one example but I think you get the gist.
Shack can be hard to mind game but you can anticipate the window vault. And you want to try to force them to drop that pallet as early as possible because you def want that out of the game. Also you always have the choice of abandoning the chase if you see a survivor headed towards shack, sometimes it's just not worth it. Since you're new, you REALLY need to get used to the maps and all the different tiles that spawn. It will help you out tremendously just having that knowledge. For example, remember that YOU control the chase and WHERE to zone the survivors. You'll hear the term "tiles" used as in "linking tiles". A survivor might rotate around a pallet loop a specific way to get a fast vault on a window to avoid dropping the pallet so they can keep using it. Be aware that survivors are thinking about that kind of stuff and you need to deny it so you can get the upper hand on that tile.
SWF's can be hard to deal with and if you suspect that you're playing with an SWF and see flashlights, bring lightborn. Or maybe even iron grasp and/or agitation if you see toolboxes. Also you can fake heading to a hook and switch at the last moment so they sabo the wrong hook. You should always expect body blocking with good survivors whether they are SWF or not. Try not to get fixated on downing/going after one survivor. Read the lobby. I tend to play each game different depending on how the game is going. For example I might abandon chase simply after injuring survivor to go pressure a gen I need to keep or injure another survivor. Keeping survivors injured can counter body blocking. In the very least they have to spend time healing instead of working on gens, or if they choose to stay injured, your next chase with them won't take as long.
Also, at the beginning of a match, figure out which gens would be easiest for you to control. Let them get the gens all the way across the map. The game gets easier if you can keep critical gens in the same area. That way you can watch hooked survivors & still patrol gens.
It's going to take time, honestly. But definitely familiarize yourself with maps and tiles, everything else you will figure out just from playing more. Killers have a high skill ceiling and so do survivors.
And just for reference, I main Legion. Not the greatest killer, but the most fun killer to play IMO and I LOVE the challenge. I still get steam rolled from time to time, but I have 3k hours in this game and consistently do well with both killer and survivor. I was garbo until about 1.5k hours.
I recommend playing both sides too. It'll help you understand what's going through the other's head during the game.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2804879#Comment_2804879
Huntress does the exact same thing as PH and Nemesis, use Power to counter Windows and Pallets. Doctor too, he's just bad at it. Nurse literally ignores every chase mechanic and plays her own game
They aren't comparable to Huntress though. Huntress suffers a significant disadvantage with her power including a slow and audible windup along with a massive decrease in speed while holding the hatchet and additionally she has to reload. You can also duck her hatchets at low wall loops She takes careful planning and reading of players to play well, but when you can, she's really strong. As for Nurse... yeah she does ignore pallets for the most part, but not vaults. Also she has a MASSIVE decrease in speed and again requires careful planning and reading to play well. Breaking LOS is a HUGE disadvantage for her and again requires reading. Nemesis barely suffers from any of those things. And once he's tiered up, there is 0 counterplay. You can't even pre-drop pallets at that point, you're just dead. In my opinion, he's manageable before being tiered up then just becomes ridiculously OP. See take someone like Billy, Bubba or Demo that can break pallets easy and quick, but there is a way that it can be played to either bait and gain distance or still get the stun on them. I think this is fine because it becomes about who can outplay who. Unfortunately that's not how Nemesis works though. I don't agree about PH either. I think for the most part PH is fine. He shouldn't be able to cancel his power and swing immediately afterwards, but other than that I like his powers and he's fun to play. It requires good reading on both killer and survivor to play good as or against him. My only real issues are with Artist and Nemesis. They are just fundamentally against the game's design. Also Pinhead is another good example of a well balanced anti-loop killer. His chain hunt is a problem though, but a super fun killer in chase!
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It can be frustrating for killers, sure, but I absolutely love it as a survivor. There are so many strong tiles to use and link together. If you take the time to learn the map and how to use some of the unique tiles, it's really fun to loop killers, they hardly ever expect the plays I make. For instance in the lobby where the counter is, loop that whole ramp area, then run off into that room on the right side, force the loop clockwise, take the vault back out, loop the lobby ramp and desk again. It's so strong. There's also 3 god pallets on the left side of the map, at least one on bottom and top(save these for end game), but either bottom or top will have two. Then there's the lower room off to the left with the really long desk w/ pallet and the railing vault that you can tile together with the lobby loop. Off on the far right side if you go past the room with the pallet and vault and go outside up the stairs, stay to the right and you'll be back outside with the loop where a gen usually spawns with yet another vault. Just do like a kyf or something and really learn the map. I used to hate it but now it's honestly one of my favorites.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2804775#Comment_2804775
Both Nemesis and PH are fine, you don't nerf stuff because it's boring, you nerf it if it's unbalanced, which both Nemesis and PH aren't
I mean, they're not really balanced around the game's design. There are other anti-loop killers who don't fundamentally remove mechanics from the game or punish survivors for using them. Like others are saying, Nurse, Clown, Blight, Demo, Deathslinger, Doctor, Huntress etc, require not only skill, but the ability to read the player to either get a good or bad result from either the killer or survivor's perspective. Killers like PH, Nemesis and Artist fundamentally remove skill-based mechanics from the game(i.e using vaults and pallets, ya know the literal only two tools survivors have at their disposal during chases). It's just not good design and yes they are completely unbalanced because of this reason. PH is not as bad as Artist and Nemesis and I think is a fun killer to play against.
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Ranks really don't matter but the way you play really does change when you play against better survivors. As with Wraith, you need to be body blocking when uncloaking, that's how he's meant to be used. Zone the survivors in chase then body block for easy hits. He's not top tier but he's pretty decent. Ghost face really isn't that great unless you're really good at sneaking.
Against good survivors, you have to force them into a 50/50 situation, which generally always works in the killers favor. Against good survivors, you can't really just mindlessly chase them. Start using your bloodstain to your advantage too. Mind gaming is the biggest tool killers have other than moving faster than survivors which is why forcing a 50/50 situation is good. Turn towards walls when picking survivors up to avoid flashlight saves or pressure them away before picking the downed survivor up. Learn how survivors loop shack, jungle gyms, pallet gyms and filler pallets. Learn where god pallets spawn and cut survivors off during chase. Don't stop to break filler pallets. There's lots of things you can do to end chases quickly. Don't get fixated on downing and hooking survivors. Your primary objective is to stop gens from getting completed for as long as possible, the hooks and kills will come naturally.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/2734791#Comment_2734791
Well yeah, you can break a lot of interactions down in this way, but does it always make sense or is it viable to do so?
"Congratulations. You looped me 2min and when I finally caught up Dead Harded away by pressing a button for 10ms".
I love the fake premise that the two are even remotely comparable. Dead Hard is a one time use perk during chase. Exhaustion cd stops while you're still running. It also requires strategic use for it to have any sort of value. What's the point of DH if you go down immediately after using it? I don't even use DH btw. It's literally the worst exhaustion perk so it's hilarious that that's the one killer mains complain about. I play killer too. The amount of times I've downed survivors after using dead hard by simply not lunging is astronomical. As a killer you have every tool to win a chase, you just have to outsmart the survivor. Uh, maybe don't waste 2 minutes chasing a survivor who is making you look like a clown??? Literally, duh. If you can't down a chase in two minutes, you are doing something very, very, very wrong. The idea that running the killer is easy is also hilarious. But sure sure, you play survivor too and it's "incredibly easy" lol. I play solo and I always have to run the killer because my team can't. I consistently go take the heat from the killer when I see a teammate injured because it's the best chance at getting gens done and getting out. Yeah, if I can run your sorry ass for 15 minutes without taking a single hit and have finally dead zoned the map because I have no more pallets, YOU DO NOT DESERVE THE KILL. Let alone a snowball to a 3 or 4k.
But please please, post a video showing how incredibly easy it is to run a killer an "pressing a button" for DH will grant you the ability to run the killer for an additional 5 minutes without any skill. What a quack.
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Yeah, congratulations. You managed to hit me ONE TIME in 15 minutes and now I gotta die.
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@albarty123 said:
Honestly, it was a good idea to nerf nurse and her addons, but she is still extremely powerful.
1.If you check tournaments Nurse is able to kill a 4 swf squad (each survivors 2k hours+) using voice connection
2.An extremely experienced Nurse is really such a toxic thing to experience, not only she completely controls the whole map because of her insane mobility, same insane mobility allows her to catch survivors quickly because guess what, she has no counterplay, she ignores pallets, windows, anything that survivors were initially given to run and escape from killers
3.When i solo q on red ranks nurse is almost an impossible killer to escape from. Those tiny mistakes that can be forgiven if you are playing vs killer with low mobility become disasterous when you are playing against her. And if you get feeding randoms, or ruining survivors then its good game
4.Here is one thing that makes Nurse extremely strong. For example, if spirit uses her ability to go to the other side of the map, it is set on a cooldown allowing survivors to live for a while. But the nurse does not have this drawback.She can consequently use her power to cross large distances and then immediately keep on chasing
I would recommend changing her power so that survivors will have some kind of counterplay
P.S. I would really appreciate people who dont play survivors on purple/red ranks to not comment on this post as i was told Nurse is really not popular in lower ranks
She does have counterplay, it's just unfortunate that it's extremely coincidental and it's kinda frustrating that nobody mentions that. Breaking LOS is her counterplay. However, with a lot of maps(especially outdoor ones) you have to be in very specific spots of the map to make this effective. Even against a good nurse, I don't have issues with indoor maps. It's specifically the outdoor maps when you're in "dead zones" that are specific to nurse. Too many low-wall areas of outdoor maps where breaking LOS is impossible. You have to be extremely familiar with the maps, eat the inevitable m1 and pray to god you're running iron will on that build. I have a similar issue with her and Spirit, you HAVE to be running iron will. There should never be a situation where you HAVE to run a specific perk.
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@Vizikk said:
In the last two games I have been hit validated by DH 6 times. It not only extends the chase because of DH, it makes it even worse now I have to wait the Attack CD. It's not like these were last minute dead hards, as the survivor it was "I made a mistake that I should've been punished for, but because of Hit Validation on DH....I dont get punished".
If I am not mistaken 5 out of those 6 hits, were because of mind-games at T and L walls, or jungle gyms. I mind-game them but because Hit Validation prioritizes the invincibility frames in DH over the Hit, they get away when I earned that hit/down.
Hit Validating pallets was one thing. It did make it harder for killers even with low ping because it cause pallet camping to be EXTREMELY safe. Though hit validating DH was not the move. It punishes killers for effectively making good reads, or mind-games.
Please do not tell me "this is rare" from my last two games, this will happen AT LEAST once or twice a game. It will happen even more if survivors realize it's in their favor so they can waste more time. I honestly didn't even know this was a change until I hit people Dead Harding but they didn't go down.
Once again killers are slowly becoming completely useless in a chases around T and L walls or jungle gyms. This had nothing to do with "Killers should've have gotten the hit so it shouldn't count". That 1 extra second you wasted swinging and hitting a validated DH...just costed you another 5-10 seconds of chase time even for a mediocre survivor.
Lol spoken like a killer who regularly hits people 15 meters away. Fact of the matter is when it comes to hit validation, killers are ALWAYS the priority. And that's not my opinion, that is literal fact. Now that ONE PERK calculates on the survivor side, it's a problem for killers. I promise you, you consistently hit people who on their screen are extremely far away from you. It's hilarious to see a killer get salty when this type of thing happens almost every game, multiple times a game to survivors.
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@str4wberryp said:
Hello! So, dead hard was recently buffed but imo it's still lacking when compared to better exhaustion perks such as (literally every other one, even smash hit) sprint burst, lithe, balanced landing, etc...
These perks can give you significant distance, while dead hard... well, it gives you an extra 15 inches of distance at best (if you're not exhausted on the ground, that is). While very good players will use Dead Hard to read the killer and avoid hits, this isn't the reality for the vast majority of players who basically dead hard into walls or just don't use it at all.
The recent validation buff was really good, as it removes the "exhausted on ground" problem, but the perk is still very weak when compared to the best exhaustion perks. You can use any of these perks at will, but with dead hard you basically have to keep yourself injured to be able to move 15 inches each 60 seconds. This alone makes this perk useless against a lot of killers, as they'll just instadown you before you can do anything (Myers, Ghostface, Oni, Bubba, Hillbilly... even some perks such as Starstruck...).
So my suggestion is to buff Dead Hard by:
1 - Make it so you can use it at any time even when healthy
Every other exhaustion perk can be used when you're healthy. Every other but... dead hard. Making it less punishing would make it way more fun to play as a survivor. If you play survivor, you probably also think it's annoying to be injured all the time.
2 - Rework the perk by adding more functions
I think this would be the best solution. Although I don't like the fact that you have to be injured to use dead hard, I can understand how killers wouldn't like the changes above. To circumvent this problem, I suggest that dead hard automatically gives you fast vaults if you're aligned with an window. This would make for some interesting plays, but I would add one more thing: the ability to bypass some low obstacles (like the haddonfield fence). It's well known that this game is imbalanced because of killers like nurse (can literally ignore every rule in the game), spirit (teleportation), oni (demon dash), etc, but I believe this rework would add more counterplay against those S tier killers. It would only work on window vaults and low obstacles, and there would be a vaulting animation when vaulting these obstacles.
3 - Just make another perk instead
This would be the worst of the alternatives. I really like dead hard, but it's just not fun to use right now.
Still doesn't even work for me half the time I use it. You're not supposed to get exhausted on the ground anymore but I still get the exhausted status and take the hit anyway at least 7/10 times. Dead hard I think is a great perk when it actually works.
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I think most of them are fun to play against. There are two ranged killers I hate though: Huntress and Nemesis. Unlike Deathslinger and Trickster they have heat seeking hitboxes the size of busses. It's never fun taking a hit or going down when something clearly should not have touched you.
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@tenoresax said:
https://forum.deadbydaylight.com/en/discussion/comment/2717785#Comment_2717785
Could you elaborate on how?
Killer client hit-regs
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@Iliketoplaykiller said:
Most of the vast killer issues never get addressed / brought up or even planned for potential QOL. However it seems the survivors complaints are always addressed, A lot of the times they get some kind of response from the dev team. Killers? lmao Just watching the dev streams on youtube is so cringe when only addressing survivors and killers just get the cold shoulder.
End of rant, I'll see you in the fog. I wont be participating in the forums anymore since it seems like its just a waste of time like social media platforms. Good luck to the rest of the killers in the community voicing their opinions and peace out <3 signing off.
i've only been on this game for 2 or so years, but haven't survivors consistently been nerfed? Pallet vacuum gone, slower window vaults, second chance perks nerfed, etc...?
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2717113#Comment_2717113
Survivors also whine about more illogical stuff than Killers. Killers complain about Dead Hard and CoH the most, which makes sense, they're uncounterable. You'll see Survivors whining about Pinhead, Trickster, Blight, No Way Out, Hatch etc. Both sides are bad but Survivors take it a step too far
Bruh dead hard is the easiest counterable perk. Just don't swing, wait for the dead hard, then swing. Works literally every time. I don't know what you mean by CoH
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@DBD78 said:
https://forum.deadbydaylight.com/en/discussion/comment/2714895#Comment_2714895
It's neither toxic or unfair it's like playing defensive football..could be seen as boring but 100% legit. Your idea is so stupid you have to laugh lol
Yes. Deciding a survivor just doesn't get to play the game after waiting in queue for 20 minutes is not toxic...
Ok I get it now. Killers are allowed to enjoy the game but survivors aren't if the killer deems it so. Those darn entitled survivors wanting to play the game. How dare they.
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@Aurelle said:
Artist is not OP, she's fine as she is. She requires different counterplay instead of looping or holding W and some survivors apparently don't like that.
Well considering looping and w keying away from killers are literally the only mechanics for escaping killers, I think you just inadvertently proved the issue with artist. She can be fun to play against but her zoning is absolutely through the roof because she has 115 speed and 3 crows with hitboxes the size of busses. The only real strat against her is breaking LOS but that doesn't do much when she can hit anything behind a long wall. She's basically Huntress if huntress could plant stationary hatchets and send them whenever she wanted but with infinite range, can go through anything and had 115 speed to top that. Killers are enjoying getting their 3-4k's with her which I think is fine, but there's a bit of bias from killer mains AND bias from survivors. I get it, both sides are whiny though neither would dare to admit it. It's a game and everyone wants a fair chance to win. I just personally think she is the epitome of what causes nerfs. On paper, she has no real counter play. W keying away doesn't work because her 115 speed and she can zone with crows, looping isn't viable so the only real play against her is breaking LOS which again is moot because she can cover a massive area(say the size of a long wall). You have two choices, mind game the long wall and most certainly get hit by crows, or w key away and she catches up to you. The best counterplay against her is a bad Artist lol.
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I'm on PC. Since the Artist release I don't have your issue, just pallets won't drop. I'll frantically be mashing the spacebar to drop and absolutely nothing happens. IDK if they changed pallets in the last patch but they seem bugged. I don't have this issue with vaults though.
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@tesla said:
https://forum.deadbydaylight.com/en/discussion/comment/2704247#Comment_2704247
I agree. Unless no one else is alive, then it's a last desperate resort.
Good point
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@tesla said:
https://forum.deadbydaylight.com/en/discussion/comment/2704220#Comment_2704220
Basekit Kindred should be only for survivors auras. And maybe Kindred could get reworked then.
Even so it still doesn't matter. Even with kindred it's a race to see who can unhook the survivor the fastest without BT so they immediately go down again. I think you should be awarded NO points for not unhooking a survivor safely. Currently you get way more points for unhooking and that bit of "distraction" than you get for doing gens. It promotes horrible plays. Survivors should lose points if someone they unhook goes back down immediately. It helps nobody and screws over the person they unhooked. Take points away for doing that for christ's sake.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2704180#Comment_2704180
Try this.
- Loop her until she drops a bird. She slows down substantially while doing this.
- Hold W to the next safe tile. She'll either pursue (in which case you just repeat the process) or she'll hit you with a bird to swarm you.
- If she swarms you, get rid of them ASAP.
- If she attempts to hit you while swarmed, listen for her very distinct audio cue and juke her, as you would a Huntress hatchet.
- Abuse elevation changes against her.
Survivors that do this absolutely wreck me. When I win, it's because someone decided to hold W while swarmed and didn't try to avoid my follow-up, someone didn't bother to get rid of their swarm or tried to loop me after I'd placed birds.
https://forum.deadbydaylight.com/en/discussion/comment/2704192#Comment_2704192
This exactly. And even at (what I'm guessing is) a high-intermediate MMR, far too many survivors want to be greedy and either continue looping me after I've got a bird up, or don't get rid of swarms fast enough and instead just keep doing gens.
Then you aren't zoning tiles. You didn't read my entire comment. It's easy for her to zone tiles and to unsafe areas. It's a bit of a stretch to say she is slowed "substantially". You're not zoning survivors into unsafe areas. Place one bird at the end of a loop, another at a pallet and force to an unsafe area. This is what I see every artist do and there is currently no defense against it because of her 115 speed. Imagine if huntress moved at 115, AND could place stationary hatchets that she can send at will AND those hatchets had infinite range, that's the artist. Sounds like you aren't playing her right.
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@WishIcouldmain said:
This system is a joke, but behavior was too lazy to implement it right. If we’re talking Solo Q improvements the best I can say is Kindred survivor aura base kit
If only this were the case. I've tried running kindred only to find everyone still runs for the hook or is crouch walking or hiding in lockers across the map when the killer's aura is revealed to them. Utterly insane.
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@[Deleted User] said:
The matchmaking either doesn't work or the logic is awful. The formula seems to try for one of two MMR conditions: 2 high/2 low+1 average killer, or equivalent MMR matches across the board (either high or low).
They need to take the 2 high/2 low condition, rip it up, run it through the garbage disposal, and never let it see the light of day. It's a miserable experience for the high MMR players in that game. What often happens is a killer can't catch two players and the other two players go down instantly or throw the game in other creative noob-ish ways. Two of the players are punished for being good at the game.
Solo queue is genuinely not that bad when the matchmaking actually puts me with 4 survivors and a killer at my skill level. It's usually a competitive back and forth game where everyone knows what they're doing. But I hate that I seem to be expected to carry new players. I didn't ask for this. I'd rather wait 10 minutes for a game.
Exactly what I'm saying. It feels like I have to carry every single game and usually I don't escape because of this. Either I ran the killer the whole game and ran out of pallets, or the noobs wasted every pallet on the map and every place is a dead zone when I'm trying to run. I can't even remember the last game I got hooked twice. It's always I get hooked once and dead. Yeah that's my complaint about finding a group in the DBD discord, it takes like 20 mins to join a game. Way better experience but the wait time is phenomenal.