miaasma
miaasma
About
- Username
- miaasma
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
no killer should destroy the game just because someone is good with it
people justifying how strong she is (or even denying how strong she is, which just betrays a lack of experience) by citing how much skill she supposedly takes miss the point
having played a lot of nurse and a lot of other killers, nurse is effectively dead by daylight easy mode. it'll take a few days of practicing her to get the hang of it but once you're over that hump it becomes very easy to do well with her because none of the typical chase mechanics have any impact on her. anything that a survivor can do mid-chase other than break LoS and hope she loses them is ignored. for a game that is balanced around chase mechanics, having a killer totally ignore them isn't especially healthy
addons worsen the problem: stacking range addons serves multiple purposes; not only do you go further, but you go faster because the blink charge time isn't reduced, meaning it takes less time to charge shorter blinks. this is why a nurse with range addons is impossible to juke or avoid at closer range and even extremely difficult at long range. multiple blinks give her too much of a safety net for screwing up
no idea how you'd balance nurse without just fundamentally changing her but she's pretty awful for the game
-
don't run premonition, it teaches you bad habits
empathy is a criminally underrated perk that is probably the best in the game (next to object of obsession anyway) at helping you track the killer. bond gives you more nearby information but empathy specifically lets you know where the killer is if they're in a chase; seeing an injured person far away running around throwing pallets is a pretty surefire indication that the killer is there too
i would ditch self care and use iron will - the blood makes you easier to track while injured, but iron will still messes with killers. don't worry so much about being injured, and finding teammates near generators to heal you isn't too hard
-
@TKTK said:
Off topic if you got bloodlusted, the game is over and doors open and you'll get bt'd off and it'd be an easy 4 escape.Sucks to deal with but it's the most shoot yourself in the foot tactic a killer can do.
if you think that's the only time people get bloodlusted then i'm getting the feeling you're the one who browses this forum more than playing the game
-
a lot of people on this forum idealize pre-rework legion as being "fun" for them, not realizing that the only reason it was fun for them was that it delivered them effortless downs
it was absolutely horrible for the game and needed to change, though i do think current legion could use some tweaking
-
@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/557297#Comment_557297
Got it. If a killer's power actually helps them get a down they need to be nerfed.
if that's what you gleaned from my post then you came here to argue in bad faith. a killer's power helping them to down a survivor is fine (in fact, it's highly encouraged, especially if the killer is a 110 movement speed killer). a killer's power removing all counterplay from their interactions with survivors is not. one is a big leap from the other
-
@TKTK said:
https://forum.deadbydaylight.com/en/discussion/comment/557288#Comment_557288
so why not address those things, other killers and maps before saying nerf one of the viable killers. If a killer is using bloodlust with how slow it builds up to get the down they lost that game.
I disagree with the statement that plenty of loops are mindgameable when going against red ranks. No killer can play perfectly either and if they make too many mistakes they can lose while the survivor goes on a hook 3 times for the 4 of them and thats if the killer is being nice enough not to camp and tunnel and slug.
Can we look at everything before pinpointing one thing that we don't like saying change it when the game isn't very balanced anyway althought it's better than it ever was.
i didn't really say "nerf" so much as i said "make fair". she'd still be extremely strong if the suggestions made in this thread were added
the efficiency (or lack thereof) of bloodlust doesn't take away from the fact that it makes safer loops unsafe and removes the need to use your brain at a loop. something being poor strategy doesn't mean it doesn't suck to go against, and bloodlust will hopefully be phased out of the game once maps get reworked. but none of this really has anything to do with people's valid problems with spirit's design, and there being dumb things on the survivors' side doesn't invalidate problems with certain killers
-
leaving the loop while she stands still and watches you leave the loop doesn't work any better than any of your other options, especially since she can hear you. we're talking about her standing still, not the survivor. the survivor has no good option at a loop because they have no indication of where the spirit is going or whether she's even using her power. if they stay at the loop, she watches them until using her power. if they leave the loop, she watches them until using her power. that's the coinflip
i certainly don't want to be able to loop a killer for 5 generators but i do want to have some form of possible counterplay when i'm interacting with the killer and when i'm against spirit (and nurse, to a lesser degree) the counterplay consists of "hope she screws up tracking me" as i move unpredictably, which isn't real counterplay since it's contingent on the killer screwing up. a good spirit or nurse won't fall for the same thing more than once and won't screw up tracking you, making interactions with them very short
-
@TKTK said:
https://forum.deadbydaylight.com/en/discussion/comment/557257#Comment_557257
majority of killers have to capitalize on survivor mistakes while they chase them while the other 3 are doing gens and if the survivor plays perfectly you don't get your down cause they played all the loops right. If all survivors play that way it's gg and even if they do mess up they still have 3 hooks before they are out of the game. Why cant that be reversed sometimes then, when a mistake by a killer can lead to a lose? Lets also not pretend insta heals and other powerful survivor items arent in the game that can undo a good play the killer has done. This game has to many factors to consider.
this isn't really true because mechanics like bloodlust exist but even if it was true no survivor ever plays perfectly and plenty of loops are mindgameable
of course, very strong things exist on the survivors' side, and those things do need addressing. i don't think that invalides people's problems with spirit
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/557230#Comment_557230
I like the fact that Spirit is strong.
I don't like why she is strong.
Your suggestions on how to counter her don't work. If you're in grass/corn, it won't work. If you're injured without Iron Will, you're a sitting duck without running. If the Spirit predicts or hears that you're doing any of the above, you lost the coin flip as the survivor.
this sums up my thoughts as well
i like that BHVR released a strong killer, i just wish they knew how to release a killer that was both strong but also beatable through gameplay without just hoping they mess up like spirit or nurse
-
@NoShinyPony said:
Prayer Beads aren't perfect at all. They should only reduce the range of sound, not completely silence the phase walk.
misread your post initially
totally agree, this is what they were on release
-
most people won't agree with this but something needs to be done for spirit to have counterplay in any survivor-killer interaction
she's currently the only killer who can "outplay" a survivor by just taking their hands off their keyboard
some audio/visual cue for when she's using her power would be fair; survivors would still not know where you are while phasing (so they'd have to figure out which side of a loop you're coming from), but they'd at least know to react in some way. it'd actually sort of make it a mindgame, instead of the guessing game it currently is
it'll probably never happen though so don't worry
edit: damn someone else said the keyboard thing before me
but yeah spirit doesn't have any real counterplay, just hope the spirit messes up
-
bloodlust should absolutely not be buffed, especially not with the incoming loop changes
-
i just play the game normally
farming is boring
i don't go extra hard because these items are in the game or anything
-
i don't mind doctor at all provided he's not 3genning
although this patch there's this weird audio effect whenever he shocks you and it's making him seriously unpleasant to play against
aside from that, he's cool
-
@Cymer said:
Try Spine Chill and Iron Will against a Spirit.
See how much fun you can have.
She is a good killer and the only thing that makes her op are survivors unwilling to adjust or trying some non meta perks.
using perks is not counterplay
if something cannot be countered through in-game means, it is not balanced
prayer beads has no counterplay
-
@ASpazNamedSteve said:
I've always wanted him to have more increased movement speed whilst cloaked at base. Like personally I would make current yellow Windstorm base, and then nerf the Windstorm addons accordingly.
i actually agree with this
-
wraith is okay he just suffers from bad map design like most m1 killers
fix maps and a lot of stuff improves
-
spirit doesn't make grass move and crows are unreliable
her footsteps are barely audible and cannot be heard next to gen sounds
prayer beads are not fine, stop defending them
-
"just gen tap" lol thanks for the advice
-
@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/555908#Comment_555908
Alright, I am going to speak for a lot of Spirit mains when I say this, but they have to predict your movement to get a hit. Depending on some circumstances, that can be easy or hard. Sorry to tell you the bad news, but the reason why you are getting hit is because you are being really predictable.
Imagine this scenario: You are in a chase with a Spirit, and you dropped a pallet in front of her. Uh oh, she is not moving after you dropped the pallet, so you are left with these options:
- Stay where you are.
- Vault the pallet.
- Walk away from the pallet.
- Run to the next pallet loop.
The Spirit player can do these things:
- Stay where she's at and not phase.
- Phase around the loop.
- Phase to the next loop.
- Break the pallet.
Somethings like being injured will make it harder to conceal yourself, but most survivors run Iron Will anyways. You have to adapt to her playstyle as the game continues on. For example: If she always picks option 2, then you'll know later on to pick option 2.
cool but i was specifically referring to gen grabs/hits against prayer beads spirit so i dunno why you typed this to me
-
@LCGaster said:
https://forum.deadbydaylight.com/en/discussion/comment/556092#Comment_556092
It still does, speaking of personal experience
i mean i'll farm people for stacks all day i just run bt so it's not toxic
-
WGLF doesn't really promote hook farming anymore since stacks require the unhooks to be safe
translation: run BT
-
enduring probably deserves a spot
-
understood, i misinterpreted your comments then
edit: just so you know, i did read your posts, but given the tone of the discussion i thought you were making those posts from a different angle
-
what claim is that?
-
can i ask why you felt the need to tell people that mori spamming isn't a big deal? since apparently my assumptions are so off-base
-
ah the good old "nothing i say means anything so when you read something into it i forfeit any responsibility", i love it
-
the difference between prayer beads and something like tier 1 myers (or ghostface) is that the former cannot be countered by any realistic means, whereas the latter can be played around if you're paying enough attention
i don't mind playing against jumpscare killers (the only reason i dislike tier 1 myers is that they always just sit in another room next to a hooked person camping), and the jumpscare factor is not what sucks about prayer beads
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/555981#Comment_555981
There are no lines. You made ######### up. Just admit it.
You're expressing that I'm being unreasonable for taking steps to deny the griefer any satisfaction out of their griefing. You have indicated that the people being griefed therefore must always make sure to give the griefer exactly what they want.
See how silly that sounds? Because that can be inferred from your comments as well, but it's not what you actually said. I've been adressing what you wrote instead of what I can distort your opinion to be. You have not done me the same courtesy. Why is that?
if you want to pretend that feeling the need to point out that you feel people are over-exaggerating when they complain about being held hostage for 4 minutes while a killer jerks themselves off mori spamming you has nothing to do with underplaying the griefing factor then sure, be as dishonest as you want
it makes a lot more sense that i've been having this discussion with somebody who has never been mori spammed
-
all i did was read between the lines
you're expressing that other people are being unreasonable in complaining about being mori spammed until their character bleeds out
you have indicated that the onus is on the people being griefed to just find something else to do while they are being griefed, instead of on the people who are griefing them to just, like, not do it. not a surprising thing to read, but still baffling and kind of says everything
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/555959#Comment_555959
Did I say it wasn't griefing? Actually, let me just say it: I didn't say it was griefing. You know it, I know it, everyone knows it. So why are you pretending I said it when you know I didn't say it?
i can't imagine why else you'd try to underplay 4 entire minutes of griefing as "slightly annoying", but backpeddle all you want i suppose
but let's be real, you'd probably heckle somebody for disconnecting under those circumstances, so i suppose there's no winning in this discussion
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/555585#Comment_555585
Go make yourself a sandwich. Problem solved.
https://forum.deadbydaylight.com/en/discussion/comment/555712#Comment_555712
Mori spamming has not extended it for two and a half years. And 4 minutes is too long? I have ADD and I don't think it's too long, so what's your excuse?
yeah, just get up and stop playing the game while somebody holds your character hostage for several minutes. this isn't them griefing you, trust me
this is absolutely not the hill you want to die on, fyi
-
hearing a fast moving killer 3 seconds before she hits you is not helpful
if you're on a generator, her footsteps are not audible over the gen's sounds
prayer beads is not counterable through normal gameplay
-
i doubt she'll get in trouble since she didn't decide to get glitched, she's just unwilling to dc (as are you)
-
killer and solo survivor are hard in different ways and it's hard to compare
the thing about killer is that how hard or easy it is is contingent on your opponents (and the map to a lesser extent; bad survivors on a strong map will still lose), whereas with solo survivor you not only have to worry about how good the killer is, but also how good your teammates are. a competent solo survivor with bad teammates will still die to a bad killer
-
wouldn't call her op but i would call her poor killer design
-
4 minutes is a lot of time to just be doing nothing, especially since the bleedout timer was made to be the way it is for a reason and mori spamming artificially extends it
it goes beyond "slightly annoying" when you have to get up from your computer
i don't think this really needs to be explained
-
it's incredible to me that you'd rather defend mori spamming for 4 minutes and tell people to just deal with it rather than admit that it's griefing behaviour despite literally admitting that you should just get up and leave your computer as it happens. if you cannot understand that then there's not much point in continuing the discussion
-
i feel like you guys aren't understanding the irony in telling somebody to literally leave their computer for several minutes because they're unable to play the game due to another player's actions
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/555433#Comment_555433
I think it's slightly unpleasant, but not as big an issue as you make it seem. I've had to deal with longer unskippable credits that render my computer unusable for their duration, since if the game is out of focus, the credits won't roll.
You can believe what you want, but the truth doesn't depend on what you believe. I said nothing that you pretended I said, that is the truth. And despite what you or anyone else might believe, the truth is that I practice what I preach. A few examples:
Slugged with no hope of survival? AFK.
Penultimate survivor and got hooked? Suicide once the last guy has found the hatch.
Last survivor and got caught? Don't wiggle, just let myself be hooked.
Problems with stealth killers? Use Premonition (currently switched with Alert).
Being camped? Make sure to waste as much of the killer's time as possible.
you think getting mori spammed for 4 minutes is "slightly" unpleasant?
-
maybe reduce it to 2 protection hits?
-
survivor pipping is rather easy provided the killer isn't a total pushover and you actually try to participate in the video game (people will hold m1 all game and then wonder why it doesn't rank them up)
killer pipping is more complicated and yet lacks nuance. killer playstyles differ from killer to killer but the emblem system ranks them all identically (a hillbilly who uses his chainsaw to down people will get a silver chaser emblem at best, even if he 4ks). the whole gatekeeper emblem is also questionable
-
the RBT is already situationally quite strong on larger maps with spread out box spawns. add on tampered timer and people's heads might explode even if they're good about searching boxes. its only issue is that it's tied to RNG, making it unreliable
i totally agree with buffing her crouch being the correct approach to making her a more viable killer
-
cancelling the animation a couple of times itself is not griefing, no, but doing it enough to the point where somebody feels like they have to disconnect is griefing
-
a better strategy is to just wait near a door and not even bother looking for hatch. i see more and more people doing this
-
the people complaining about a MoM nerf or blendette being less invisible are probably not the people BHVR should be catering to anyway
-
if you think making survivors want to DC is a "strategy" i would highly recommend taking some time away from this game
-
i actually like this change
even if you don't like it, the approach is the correct one - attempting to deter disconnects rather than defaulting to punishing them