miaasma
miaasma
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- miaasma
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people would just downvote other people's posts based on who was posting them, not the content of their posts
i remember posting things and getting immediate downvotes before whoever was responsible could have possibly read my post
if you have an issue with someone's post you're at liberty to voice it. downvoting didn't really have any purpose
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his p3 is my favourite killer p3
i like most of his cosmetics because he's a cutie
the only one i don't like is the blight skin, ew
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yeah dude all those posts where i've talked about how map design screws weaker killers over and how pseudo infinites need to be removed are such survivor-sided viewpoints, i should really stop doing that
not thinking killers should be rewarded for swamping bad survivors is the same as not thinking survivors should be rewarded for escaping vs a new killer, so i don't see a survivor bias. thanks for playing
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"Saying that Killer does not deserve pip with 4k is such survivor-biased I cant even describe."
nope, stopped reading there
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the best thing to learn is typical map layouts. figure out where stuff tends to spawn
watch how good survivors play (on youtube or twitch), and try to watch them from both perspectives, meaning watching a good survivor play as well as watching killers play against good survivors. this will teach you how people make good use out of stuff like pallets and windows
avoid just hiding along the edge of the map or in corners
and like others said, have fun and try not to care about dying or living
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maybe wait until he's on the ptb lol
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because you aren't a baby like them?
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there are killer abilities that can apply the broken status; plague's vile purge eventually puts you into the broken state which prevents you from healing, and legion has a (really bad) addon that applies broken status
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he's wildly inconsistent, being simultaneously too easy and too difficult to break out of his power
BHVR still hasn't seemed to be able to nail down how to reward a survivor for paying attention and looking directly at him, while not letting survivors accidentally reveal him from afar and behind objects. when he works properly i imagine he'll be way more fun to play against because currently he's a slog
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because unfortunately they haven't yet figured out how to integrate enough nuance into the emblem system for it to account for the different playstyles of different killers
specifically, killers that don't down with M1s (sans huntress) suffer in the chaser emblem and are punished for using their powers effectively and ending chases quickly. trapper also suffers in this way if he places traps well and survivors step in them. i've noticed bubbas who use their chainsaws often suffer the same way
the gatekeeper emblem also needs re-evaluating. good survivors will get generators done and unless people screw up horribly you'll probably end up wrapping the game up once the gates are powered. the game shouldn't punish you so harshly for this and should instead take into account how the game was paced (how many hooks did you get throughout the game and how much did you slow down gen progress overall despite them all being finished) but again, nuance
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yeah, i see where you're coming from. i just don't want RBT to become a reliable killing power, since it removes you from the game rather than just facilitating downs, and it's an RNG-based mechanic
my main issue with making this base is that on larger maps, the scenario you're describing already makes it very difficult to deal with the RBT if you have bad luck (think cowshed or ormond), especially if you're a frequent chase target or people happen to bring the pig near a box you're searching
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@SpacingLlamas said:
https://forum.deadbydaylight.com/en/discussion/comment/559766#Comment_559766
@miaasma Expect that can happen now. If your on a hook and a gen goes off, your timer will start immediately upon being unhooked. Literally the same situation.
Pig can chase you a little and leave, then repeat. Same thing would happen
you're usually in a better position to start searching for boxes immediately after an unhook anyway
i see your point though
keep in mind that making this the default would be incredibly strong. a survivor who has to immediately begin checking boxes after getting unhooked on a large map like ormond or cowshed, especially against tampered timer, may just die by default if their rng is bad, and i don't agree that this is good at all. RBTs aren't really meant to kill (though they can), they're more meant to stall the game, and if you want to run an addon build that specializes in getting survivors' heads to explode that's already possible. there's no need to make it a base mechanic
pig could use a buff but i think her crouch is what needs looking at, not her RBT
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@Frozenscum said:
https://forum.deadbydaylight.com/en/discussion/comment/558781#Comment_558781
It wont, cause trap is not active, you have all time until gen pops to search area. Once it pops, you see auras.
the point is that on larger maps you sometimes don't even have time to search every box if you have to start once the trap is activated
add in the pig chasing you from time to time and dropping chase intermittently and you're effectively dead if you're unlucky
don't think there's much thought being put into this though
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the survivor moving unpredictably doesn't mean you didn't screw up tracking them. especially if they don't have iron will, it's completely on you for losing them. you have the tools at your disposal to accurately pinpoint their location, and all they have against you is guesswork. if you're a predictable spirit, i don't know what to tell you. good spirits don't play like that
for the now maybe 1000th time, perks aren't counterplay
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@Talmeer said:
https://forum.deadbydaylight.com/en/discussion/comment/558158#Comment_558158
To think that someone with the will to kill and a knife in his hands, is a person that is easy to be bullied is one of the easiest ways in real life, to get a knife between your ribs.
If you have doubts on my words, go and work somewhere where rehabilitated severely criminals work, or drug victims get help while they suffer under withdrawal symptoms.
Hf, but don't be mad at me when you hit a hospital shortly after bulling one of them^^.
But out of context now...
How I have knew it, that some survivors would start their "nerf spirit, nurse, killer x" campaigns, after they have destroy the Legion... That was so... Predictable yawns.
We were the shield and now they trying to change every other killer -_.
I hope the devs have learn enough from the Legion patch, so that something like that never happend again. Not important about wich killer we talk.
i am legitimately concerned for your health
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yeah, the killer would still get whatever points a normal EGC sacrifice would give them. it would fulfill the sole function of removing the killer's ability to slug the last survivor to death for no reason other than to be a dick
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@thesuicidefox said:
As a Spirit main, I can tell you there is counter play to her at the most basic level. I honestly can't explain it to you, it's more what survivors do to avoid me. To be entirely honest, 99% of survivors absolutely suck at hiding from or running from Spirit. But the 1% that are good at it, they just seem to know what you are doing all the time. Like mind games just don't work on them and/or they don't even bother to play the mind game. They drop a pallet early or break for the next loop. Again it's hard to pin down, but there are survivors that are still extremely difficult to catch as Spirit. Usually the only reason I do is because I catch everyone else and it's just the eventuality of them getting caught and 1 hooked that gets them killed.
Iron Will, Spine Chill, Lightweight, Prem, Lithe, and Q&Q are all solid perks to use against her. Give that 1% of survivors 1 or more of these perks and it will make the game much more difficult for you.
The only thing I think needs changing on Spirit is that Prayer Beads Bracelet needs some sort of minor drawback. There is/was a bug where you could hear Spirit's footsteps when she was phase walking. This should be fixed in her normal phase walk, BUT be something survivors can still hear when she is using PBB. Within like 5m would be reasonable, because you could hear the footsteps while on a gen and let go of the button to avoid getting grabbed. She still gets a free hit, but not a free grab. I think something like this is fair because it would still be really hard powerful just not EZ mode for this killer.
the reason you can't explain it to us is because there isn't any counterplay, there's just you messing up
unfortunately, spirit mains will never be convinced of how silly their killer is, no matter how well it's explained to them. similarly to pre-rework legion mains
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give the last survivor a suicide option that triggers the egc death animation when they're slugged
easy fix i'm sure
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@Dehitay said:
https://forum.deadbydaylight.com/en/discussion/comment/559157#Comment_559157
Likewise, if you think you should break a chase purely cause a survivor is good at looping, then you more than anybody need to learn exactly when to stop chasing someone. If that's the reason you break a chase, then there are going to be a number of games at high ranks where you have to stop chasing everybody.
The only valid reason to stop chasing a survivor is if you have another target of equal or easier difficulty. Which is going to be a less than common case that you know exactly where another survivor is while in a chase. Sure it happens, but it's not nearly common enough to where you can just stop a chase any time it's becoming difficult. Otherwise you've just wasted your time in order to accomplish nothing in the end.
in theory sure, but there are a few problems here:
- even in high ranks, coming across a team of 4 very good survivors is extremely rare. there will almost always be somebody you can down for pressure to bait out the others into less favourable conditions. red ranks are still populated by plenty of potatoes
- it's less about not chasing a good survivor and more about not chasing a good survivor who is in a strong position. there will never be a point where all 4 survivors are on generators in strong setups (unless you're on haddonfield because screw that map), so pick your chases carefully and go for somebody who is in a weaker position. a good survivor in a weak position still goes down fairly quickly provided the killer doesn't mess up horribly. conversely, making the decision to chase someone you know is confident around the barn on cowshed, for example, is effectively deciding to throw the game
- stopping a chase and going to patrol gens you think survivors will be on is best done after you've broken a few pallets (and if you've done your job correctly, even if you needed to drop chase, pallets should be gone). you may not have downed the person you were chasing because they made it to an incredibly safe window or setup but you did make the map less safe for other survivors who may not know that certain pallets are gone, which is very important for the pacing of the game because it impacts future chases
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you watch tofu and think that looping is an exploit? ch...rist
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hard pass
i do not want random people in my ears
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i feel like you're a troll
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okay i tried my best
typing on this forum is as useless as always
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i play mostly wraith and legion at high rank and do fine
of course sometimes i play like garbage and lose or other times i get fractured cowshed with an even more busted setup than usual and the game slides out of my hands before i can put enough pressure out
map design being improved over time will go a long way towards making these killers more playable against better survivors. we need less enormous maps filled with stuff
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this game is not competitive nor will it probably ever be
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my preference is j. myers memorial and dead rabbit or double suck addons, but more frequently i'll use memorial flower + dead rabbit since i don't spend a lot of points on myers
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i don't "accuse" you of strawmanning, you strawmanned people's arguments into simply wanting things to be easy for survivors, rather than fixing things that break the game. it's reductive and belittles people's positions. the MYC point was just an example of nurse turning something that is normally reasonable into something completely absurd because of how she's designed
nothing you have said contradicts the problems with nurse, just more insisting that she doesn't break the game and that needing perks to win vs her is fair and balanced
the depip squad reference completes the picture
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rules set no. 2 becoming base would be really broken on large maps with wider box spawns, especially paired with tampered timer
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this all comes down to matchmaking being a busted mess, then. if you've just picked up the game you should be going against other survivors who are similarly new, not experienced survivors with full perk builds and items
and in that case i totally empathize. i've been matched against newer killers and the game is not only boring but it makes me feel bad that this is the sort of experience that constitutes their introduction to the game
as you get better, these things will be less of an issue for you, but you shouldn't be exposed to people who know how to properly loop and spread gen pressure at this point in your time playing
my best advice would be to not feel bad about losing to people with considerably more experience than you, and certainly pay no attention to the miserable people who give you ######### in postgame chat for being new to the game
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you're getting looped at rank 20? somehow i doubt that
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no, nurse is not strong because survivors try to loop her. no smart survivor attempts to loop a nurse. nurse is strong because survivors have no real option against her in a chase besides break line of sight and hope she screws up. it's similar to why spirit is strong, but nurse can more reliably down survivors in chases and has far better map pressure, putting her in a class of her own (this is why every killer tier list worth discussing puts nurse in the S tier above every other killer)
"stealth" is a shaky topic in this game; you can hide from a nurse until she finds you with a tracking perk, but while you do so you aren't accomplishing anything. you can't both stealth and do objectives, go for saves etc. and if you're stealthing, the nurse is on someone else who isn't
this game is largely based around a cat-and-mouse version of balance. killer chases survivor, survivor employs whatever tactics they can to stall the chase for as long as possible so that their team can do objectives. sure, there are times when hiding is smart, but a lot of the time it results in wasted time that you could be using for completing objectives. nurse is the only killer that doesn't adhere to this sense of balance, because any decent killer who knows how to track, nurse or not, isn't just going to lose you mid-chase unless you do some incredible houdini trick with a perk like quick and quiet + have iron will since survivors are now loud again, so using stealth once a nurse has found you isn't a realistic possibility. and like what has already been established, a good nurse cannot be looped. this results in a good nurse downing survivors extremely quickly once she has found them with little resistance, because a survivor's options once they've been found by a nurse are extremely limited
the best way to play against a good nurse isn't to hide from her, it's to do generators as quickly as possible. unhook as quickly as possible, don't bother healing, do generators and hope that the map allows you to break LoS from the nurse as much as you can (maps like blood lodge are a big RIP)
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freddy has the highest skill cap? i want whatever you're smoking
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you can use them after the event, you just can't acquire them anymore
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blendettes who hide all game until their team dies, get hatch because their team is dead, and then talk a whole bunch of trash in postgame chat
it doesn't really annoy me but playing against people who just hide is very boring
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don't worry you'll get a group like mine who suicides into the hook for WGLF stacks until we all die within a minute soon enough
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it's pretty mandatory with how a lot of killers play
as for the user themselves, you don't get points for unsafe unhooks (unhooking someone who proceeds to go down within like 10 seconds), so if the killer is hard patrolling and not allowing for a safe unhook it can ensure that you get those points, as well as get the unhooked survivor to a tile
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i've played vs several killers on this forum and a few survivors, no names though
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i was talking about all loops, not just open car loops like on autohaven
if you aren't running iron will running a nurse around even a high wall macmillan loop doesn't work
i know what they were talking about, they're just wrong
and in your case, all i'm seeing you do is strawman everyone's arguments into "nerf anything that is hard for survivors" because you're too lazy to respond to anything they are actually saying
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@gantes said:
Lightburn being hard to use on Nurse and almost guaranteed on Wraith is one of the best examples of this game's whack balance choices
agreed
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/558515#Comment_558515
Seems to me like you have a problem understanding, to me he doesnt talk about loops that you run normal m1 killers around, the loop just has another scale. Yeah wow no ######### you cant loop her around a car?
https://forum.deadbydaylight.com/en/discussion/comment/558516#Comment_558516
No freaking way, a survivor cant have a hard time at all. Like anything being hard for a survivor has to be removed from the game that it? Try whispers on the game. I love your thought process, survivor having a hard time is not good. And you say it yourself, it is annoying lol. Not broken or anything but annoying, now ask any killer how annoying OoO run by a 4man swf is.
you seem like a really productive person to talk to
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if you're a good nurse, you don't have a problem at loops
this is just a fact, sorry
there's clearly a disparity in understanding of this game at work here
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yes, looping is meant to waste the killer's time, which is why looping a nurse doesn't work, because it takes her no time to hit you
not really sure why i'm wasting my time trying to explain to somebody why nurse isn't loopable when that's literally her selling point and why people play her
also enjoying the "you just don't play her" comments when nurse was the first killer i learned and one of the killers i have the most hours on. she's busted, sorry
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@Skittlesthehusky said:
https://forum.deadbydaylight.com/en/discussion/comment/558427#Comment_558427
i appreciate you having a strong opinion, but remember; this is an open discussion, and i'm entitled to explaining my own thoughts to you.
a good nurse can still be looped regardless of their skill level. sure, it's difficult, but it can still be done, because juking is also incorporated into the loop itself. i'm not saying you can brain-dead loop a nurse like you would with a standard killer.
you can say this as many times as you want, but if a nurse is any good at all, attempting to loop her (not just mindlessly running around her, i mean predicting her movements) results in her hitting you. if she had one blink, she'd be loopable in this way, but she has two chances to adjust herself at a loop, which means she hits you if she's any good
and in no way am i suggesting that nurse should get one blink (if she did she'd need to at least have 110 ms if not 115), and i don't know what kinds of nurses you tend to play against, but trying to loop a good nurse is a death sentence. no amount of prediction really matters at that range
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@Skittlesthehusky said:
https://forum.deadbydaylight.com/en/discussion/comment/558405#Comment_558405
the thing is, you're claiming that most survivor mechanics are ignored when a nurse is in-game, though that's not entirely true. you can still loop a nurse, and you can still break LOS and avoid her if you know what you're doing.
you cannot loop a good nurse lol what
i'm sorry but if you think a good nurse can be looped under any circumstances we have nothing to discuss
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i don't even know where to begin with that so i'm just going to leave it
no survivor mechanic breaks the game the way nurse does
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@GrootDude said:
Genes? That’d actually be interesting.
https://forum.deadbydaylight.com/en/discussion/comment/558364#Comment_558364
we're going to make a new killer and they're going to be perfect
g e n e t i c a l l y
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yeah, survivors spawning on different gens is kind of a death sentence. i've always found it funny that the shroud of separation is a killer offering when it invariably helps survivors to secure a strong early game
that being said, chases lasting far longer than they should because subpar survivors have absurd setups to work with is what really seals the deal. even if the first 3 gens pop, the game is still perfectly winnable for any killer provided chases don't last long, and a survivor should actually have to be good at the game in order to run the killer for longer periods
spirit and nurse do so well because they don't care about these setups
a toddler can run a killer through the middle of the suffocation pit map, for example
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the main issue is map design
improve maps and more killers will become viable against better groups of players
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you couldn't possibly be more wrong about there being no "good" leatherface or doctor players at high ranks