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@AsherFrost said:
I don't get triggered by survivors using perks. That's just asinine. I get there is a lot of hate for DH, but at a certain point people have got to stop acting like the perk slipped into your house and slapped your momma. It's a ######### perk, not the end of the world (of DbD)
There's nothing wrong with being triggered, the problem only arises when you take it out on someone. I just silently rage in my head, while ending the game off with a "ggs wp" at end game chat.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2835710#Comment_2835710
The title is not warranted in the slightest. Maps and RNG can be bad for sure. Making stupid claims is stupid.
and i am still about to vent about these threads because imo they are ridiculous and make the actual problems and issues and the actual warranted criticism less noticeable
Title is a bit stupid I can agree. But it still shows that maps are still an issue, especially when both newer and more experienced players are having issues with it. Pallets are abundant (except sheltered woods), and there are so many safe/god loops. Maybe I don't mind the post because I can sympathize where he's coming from.
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it's warranted, maps are honestly worth complaining about. Guy deserves to vent.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2829656#Comment_2829656
She's like the best Stealth killer in DBD. All we need is for a COH nerf and she'll be one of the best killers with these changes tbh.
That's like comparing trash with stinky trash. Yeah, one is better than the other, but it's still trash at the end of the day.
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@Sluzzy said:
You want survivors to spawn on hooks? They already almost never escape. The killer meta is what needs a nerf. Make the game fair again.
You and OP are a match made in heaven.
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@Mileena_Kahn said:
Cause they get mad at every little thing survivors do.
Pot calling the kettle black
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Ah yes, my bread and butter build that I literally almost never lose with. I've gone against very good SwFs (not the altruistic messing around kind), and this build never fails me.
STBFL (A given)
Corrupt Intervention (Also a given)
Pop or Ruin
BBQ (Or thrilling tremors if you don't care about BP)
Addons:
Barb's Glasses (good for pallet breaking)
Black Heart (Useful for when you want to hit the obsession with shred to save STBFL stacks, you'll save stacks and you'll get the same effect of 3 stacks of STBFL)
Optional Addons:
Mew's Guts (Good for flying off of high structures with shred to make distance)
Life Guard Whistle (Good for totem defending)
Leprose Lichen (Obviously good, gives you 3 seconds to see all survivors after coming out of a portal).
If you're starting to learn him, I suggest watching ScottJund's video on how to play him. It's a pretty good guide imo.
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@fulltonon said:
I feel nurses calling and stridor is much more worthwhile than thana.
But it's not that far till nurse back so...
I'm all in for 2k shards, compensation please!
Thana is pretty nice on plague and good on legion(ofc)
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it's a buff to sprintburst
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@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/2829628#Comment_2829628
So I am failing to see how that is different than the other exhaustion perks. The entire point of them is for the survivors to extend a chase, or get away. They have one use of them per chase unless some crazy shenanigan's are occurring with vigil. Is this any different then the other extenders. A survivor is able to fall from a great height prior to you hitting them, generally this would be a free hit but because of balanced they reset the chase, compared to a survivor getting to the deadhard point for a window and getting to vault it resetting the chase. And like most other perks there are certain killers that just directly counter this perk as in anyone with a 1 down assuming they arent running no mither which would essentially mean they are still 2 hit downs.
I get that it is frustrating because it is more versatile but it also adds less distance than the others, minus head on, and still has a caveat that is mostly determined by the killer, the survivor being injured, compared to the survivor starting running or vaulting something or jumping. As the killer you know the two instances dead hard is used for, dodging a hit and making a little more distance and can determine a bait or readjust your chase accordingly.
Difference is that it's way more easier to activate whenever you want, with all of the other exhaustion perks having some downside like activating whenever you don't want it to activate, or it being hard to activate. It's why deadhard is much more used than any of the other exhaustion perks.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2827072#Comment_2827072
K. How do I mindgame two rocks the size of a barrel, a tree, and the gen I am working on?
I'll wait.
There are plenty of loops that are almost impossible to go against, and if you do try to loop there, you will waste wayyy too much time. It goes both ways. There's literally a strategy for killer, which is to leave chase. A loop is so powerful, so strong, that we are forced to leave chase. There are things that are just sometimes uncounterable on both sides.
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She's played quite a lot, but I don't play her because she's boring to play as imo.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2829394#Comment_2829394
Ok so you don’t have an answer. Got it.
I specifically asked to provide 1, just 1 example where you have successfully used DH in the open (a position survivors find themselves in a lot during a match).
You can’t gain distance if you’re already injured.
Seems to me like you are nitpicking your scenarios in order to claim it needs nerfing.
Aren't YOU nitpicking scenarios to show that it isn't powerful? You're showing a scenario in which a terrible player runs out in the open like a mindless idiot, only to use DH incorrectly. Majority of my survivors use it to reach a window or pallet, you cannot bait that out. I can't extendo my lunge 200 more feet at light speeds so I can reach them after they dead hard to a pallet. There's no counter to deadhard for distance. I'd say I play killer 70/30, so I'm generally going against decent or above decent survivors, minus the two or three games I sometimes get newer players.
If "most" survivors find themselves in a position where they're out in open like an idiot, you're definitely playing with newer players, or you're a newer player yourself. Generally people are going to be using DH within a loop, or to get to a pallet/window on a loop.
If a killer has a problem with the invincibility, most likely they're newer players (excluding those who complain about how it glitches some powers out, such as nemesis' tentacle, demo shred, etc.) If a killer is having a problem with the distance, which is me and other killers, they're generally going against above average survivors. Or in other words, survivors who have a brain capacity to recognize how to use DH to the best of it's ability.
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God I love 0 iq players saying "juSt BaiT DeaDhArd". Maybe play some killer against actually good survivors, and realize that baiting a deadhard doesnt matter if they use it to get to a window or pallet.
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@[Deleted User] said:
I audibly groan every time I hear a zombie or hear the Nemesis TR at the start of a trial. One of the worst designed killer powers. Feels awful getting "outplayed" by AI zombies who happen to be in the right spot at the right time. Then you have the tentacle which is peak unga bunga hold to zone or free hit on animation lock.
And yeah, Nemesis tends to attract the "I'm a KILLER main" stereotype, so you know how the game is typically going to go right from the outset.
greed pallets
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2827096#Comment_2827096
It is, because every perks gave you "so much value out of it" for playing whatever way, other perks reward you for playing however you do too.
And yes, borrowed time is stronger than NOED, hell, it can even counter NOED in a way as endurance works.
70 seconds across all survivors are really nothing, especially when killer only has three perks, it can be sped up too.
Because stomping PuB has nothing to do with balance, you meet weaker opponent and you win, it doesn't matter what perk they brought or what perk you brought, if there is huge gap in skill, you will win.
Eating a DS will not be beneficial no matter what, because without DS you wouldn't have to eat it from the beginning.
It's just that eating DS is still more efficient than going for other players as requiring four hooks is still same, it's more efficient to go for injured one than going for healthy one, but it's still wasted time.
Like I said, it's 70 seconds EXCLUDING the time searching for the other totems, which would increase it probably more than double the amount of time.
As a killer main, continue to use BT. Survivors continue to try and take hits, which I can just wait out their BT, and they go down looking like a moron. If you think BT is more OP than Noed, either you don't wait it out or you're just spewing nonsense.
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so you can use that build but killers aren't allowed to do #########? Double standards ayeeee
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2824537#Comment_2824537
Heavens no, mate!
There are better ways to fix this precious killer of mine!
I just want old freddy back tbh. He was apparently horrible but it seriously looked fun to play.
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The wake up buff sounds super cool, goddamn. I feel like the territorial buff still won't make it good enough though. Hangmans could increase the time it takes to sabo a hook by like 150 or 200%.
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it is futile. they will never listen.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2827071#Comment_2827071
There is no "skill issue" in perks, it does what it does, people get value out of it.
Every perks does work like plain buffs, if you want to say so, you can say every one of perks as "skill issue" but that's weird.
NOED CAN be good but doesn't mean it is broken or anything, perks are allowed to be good too.
Pretending BT or DH or DS exists is also extremely "punishing" in a way, both BT and DH prolong chase by one loop/palette worth of time, DS forces you to chase other survivors or just pick him up and eat the stun, basically forces you to require one more hook state to kill a survivor.
You don't get "rewarded" for anything, it's always lose-lose situation for killers.
You won't spend "so much time" cleansing 5 totems, especially with right perk or decent teammate.
They aren't black and white, the thing is they are both black, all those perks force lose-lose situation to opponent, but thing is, NOED is clearly weakest of all those.
there is only one NOED (as opposed to survivors having four of those perks) and can be disabled within a totem worth of time, and can be hard-countered by totem breaking perks, or simply does not work as survivors could chase longer and get to gate, while also only working at endgame (basically forces killers to play 3 perks for 5 gens, which can easily results in excessively few hooks)
It's seriously not weird to say it's a skill issue to put Noed on, you press m1 like twice in the menu to equip a free kill perk. It's comparable to dead hard. You equip it, suddenly you get so much value out of it for playing poorly. Other perks can reward you for playing poorly like resilience, but the reward it gives you isn't comparable to the reward noed or deadhard gives you.
Do you seriously think Borrowed Time is stronger than Noed?
You do waste a lot of time cleansing 5 totems. Cleasning 5 totems takes 70 seconds, EXCLUDING the time it takes searching for those totems, which would amount to a much larger number.
It's always a lose-lose situation for killers? How the ######### was me curb stomping a solo q team a lose-lose situation for me?
Eating a DS can be beneficial, even if you know they have it. I've done it many times when I can, so I can tunnel that same person out of the game when I hook them afterwards. I know they won't have DS, so I can easily tunnel them out without having to pretend it's there.
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Don't give in to the hype, it's only really for people who like the souls series (includes me). You should most definitely try out the previous entries, which usually go for cheap during steam sales (if you're on pc). I personally adore the combat system, and love how you keep getting closer and closer to defeating a boss, after every death. It makes me feel like I'm working towards something. If you have a job or are really busy with school or college, then I wouldn't recommend it to you. It's not a good feeling to play for an hour, since that's your only free amount of time per day, only for you to die over and over, and you've wasted your free time dying. If you have a lot of time on your hands, give the previous games a shot.
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I love when horrible ######### players have the audacity to speak in end game chat.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2826097#Comment_2826097
To be fair, it SHOULD be. And I assume it is at tournament level. I do not watch competitive DBD, but it would be even more of a joke if that was not a staple to all of their builds.
It should be, but many vocal survivors hard wire killers into thinking that if they run the perk, they are a BAAAAAAD PERSONNNN
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2827055#Comment_2827055
"not possible in solo q" is generally just a skill issue anyway, not like perk itself is uncounterable.
Noobstomper doesn't equate to broken or super strong perks.
It's not uncommon that something has to be pretend to it exists, plenty of survivor perks works like that, I don't think NOED is problem as this is how game is made to be.
I mean, isn't Noed also a skill issue? You're losing because you're playing horribly most of the time, and you need a perk to help you get a kill or two.
Noed can still be good, even against decent or above decent players. It's generally not that much of an issue against a 4 man SwF, since they can use their time with coordination.
The difference between some of those perks (say deadhard or bt) is that usually it's not as punishing to pretend that it's there. I could wait out deadhard for invinciblity for like 5 seconds, and if they don't do anything, i'll m1. Or spending like 12 seconds waiting for BT, and you get insanely rewarded for doing so. If they don't have it, not much of a disadvantage was lost while waiting for it. As opposed to spending so much time cleansing 5 totems, wasting all of that time when you could be healing a teammate, or doing a gen. Waiting out deadhard or BT isn't that bad when compared to searching and cleansing 5 whole totems, in the off chance that they do have Noed. It isn't so black and white, they're not that comparable.
The problem with Dead Hard though is obviously the distance.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2827055#Comment_2827055
You can predict NOED well depending how the killer is playing.
Not really, I've gone against pretty decent killers, coming from a killer main myself, and they sometimes still have noed.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2827045#Comment_2827045
It's very much possible within 120 seconds, you can even remember where dull totems were.
Most people leaves because simply they don't care if others die to NOED, not because it is impossible or anything.
And if survivors have one or two hooks and caught by NOED, killer deserves to kill that guy.
I think the issue people have with it is that you can never predict whether or not someone has it, and when it does activate, it heavily rewards someone for obviously playing really poorly. Similar to how if you greed a pallet expecting the killer to respect it, but they do the correct play and don't, you can dead hard for distance to reach the pallet and drop it. They both reward you playing like #########. Obviously I don't particularly care that much, strong weapons/perks/items exist in many games, it's nothing new. But I don't think we should make people think that they're absolutely fair and balanced perks. That's asking for a bit too much.
Memorizing dull totem spawns is insanely hard. You would have to have thousands of hours of playtime to memorize every possible totem placement on every single map. It's not impossible, but it's most definitely improbable. Especially in solo q.
If the killer only managed to get 1-2 hooks, and they decided to pop on an insanely strong perk to reward them for playing horribly, I wouldn't really say they deserved that. They barely worked for that kill, and they most likely played really poorly.
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actually my first killer was demogorgon, and I loved hitting people on hook so I could hear him scream. I mean, I still do sometimes.
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good for you?
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@Mandy said:
Looping is not an exploit, regardless of whether or not it was initially intended it's now something ingrained into the core design of the game.
Bloodlust was introduced to counter infinites in the maps, pretty much all of which now no longer exist.
Agreed with first part about looping not being an exploit, but bloodlust doesn't really counter infinites. Sure, you'll eventually end the chase, but you've wasted so much time. I guess your only option is to just leave and find someone else.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2827035#Comment_2827035
How about breaking bones at endgame.
Noed is already activated at endgame, but the survivors wouldn't know since it only lets them know if they insta down a survivor with it. You would have to go search for it before your teammate dies on hook. Most people just escape since it's usually impossible to find unless by some off chance it's in a horrible spot.
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just apply pressure 5head
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What is this post? How do these even get through?
Waiting out deadhard doesn't work against deadhard for distance to get to a pallet or window. Did you just randomly hear some person say "just wait out DH lol" and decided to regurgitate it? Over and over people just keep saying "wait it out". Do you people actually play the game? Nobody has a problem with the invincibility, unless they're baby killers. It's the distance that's annoying.
For Noed, you're going to waste so much time cleansing 5 whole totems, for a perk that might not even be in use. All that time wasted, you could've been doing gens, but instead you decided to throw the game by wasting time breaking dull totems. Congratulations! You broke 5 totems! But it doesn't even matter anymore, because the killer doesn't need it! Everyone is either dead or on death hook, and only 1 or 2 gens are done!
I'm sure a lot of people are tired of threads complaining about those two perks, including me, but let's not pretend those are "cOuNtERs1!!"
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just greed pallets. why do people ask for nerfs when in reality they're just absolutely utter garbage at the game. Yes, a very good idea to drop the pallet in front of a nemesis who is respecting it with his tentacle. God you people suck garbage.
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@GeneralV said:
I don't like anti-loop killers and particularly hate Demogorgon, so idk what you mean here.
Mainly talking about a majority of survivor mains. Obviously you don't fall in the same category since you hate all of them, which is fair enough.
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I think people misunderstand what I mean by anti-loop. I generally see it as "my power can deny you of reaching a pallet, thus making your looping invalid and not that effective." People replying to this post seem to think anti-loop only refers to powers that can hit over pallets. Say for example there's that loop on haddonfield with the long bench and the pallet. I could quickly charge the shred around the bench, and hit you with it before you reach the pallet, thus denying you of value from a pallet. That's why I think demo is anti-loop. Of course, it can be countered by dodging, but nemesis's tentacle and pyramid head's judgements can be countered by greeding pallets, and going for another loop.
Even though both demo's power seems different at a first glance compared to nemesis and pyramid head's power, they both do the same thing, which is to stop you from getting value out of a pallet. I just don't get why people don't like the hitting over pallet aspect. Is it because dropping the pallet gives you a false sense of security, but it's immediately taken away when they hit you over a pallet? I feel like demo can do a similar thing, you think you can reach a pallet to drop it, but you get shredded, thus taking your feeling of security away.
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Found the guy who doesn't look behind him against a nurse
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@dallasmedicbag said:
killers are getting desperate and only tunnel these days; DS and BT is a necessity.
survivors getting desperate for the escape and running DH these days.
Why is it looked down upon to try your best to win in a game? It's like if I purposefully handicapped myself against people in soccer, who does that?
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respect to him honestly, most people complain yet they still play the game. Weird masochism
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@disgust said:
https://forum.deadbydaylight.com/en/discussion/comment/2804645#Comment_2804645
the fact that you can't play nurse doesn't make her that hard to use. even a mediocre nurse can make short work of the very best survivors
Quick question, do you consider yourself a mediocre nurse?
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Demo aint weak, he's literally anti loop. He's pretty good, I've won like 90% of my games with him. Coming from a demo main.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2802717#Comment_2802717
Incorrect. Twice as long to bless a hex, 28 seconds. A whopping 42 seconds with five stacks of Thrill of the Hunt at tier III.
Too bad Bhvr decided to keep thrill of the hunt as a hex, god knows why.
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but but
E
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2800261#Comment_2800261
You can loop Huntress if you know the hitbox limitations tho. I like going against her.
Yeah, I said I like looping nemesis and pyramid head just like how I like looping huntresses, by greeding pallets and dodging their power.
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can my waifu be real
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2800085#Comment_2800085
"Half of the entire killer roster don't even care about pallets"
That is something I really dislike. I am from a time, and I believe you are too, when the absolute majority of the killer roster could be looped in the regular manner.
And I would've liked if it had stayed that way.
On the contrary, I honestly have fun looping killers like nemesis or pyramid head. It's fun to greed pallets and watch them respect it with their power, it's like going against huntresses when they loop. I get the why people don't like looping against an artist though, not much counter play other than hold w.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2738094#Comment_2738094
You can't look at it like that. Survivor perks help individual survivors. Killer perks affects the entire match.
What. Deadhard for example might seem like it only helps you, but you can extend a chase for much longer, which gives time for your entire team to do gens. Windows is basically the same thing, it'll help you extend chases by telling you the next strong loop to go to, which gives more time for your team. Survivor perks do affect the entire outcome of the match, as well as their teammates.
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@Akumakaji said:
I think it's generally frowned upon (of not against the rules) to discuss mods decisions on stuff like that. Maybe ask him when he is back?
Generally bans might result from some misconduct or overstepping ones bounds here. Just try to be a generally nice person and don't personally attack anyone and you shouldn't have any problem in any forum that I ever part of.
I was just curious since he seemed to be a normal/nice guy. I'm guessing I should delete this post if I don't wanna get banned?
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Why is the answer that people come up with is to just nerf them and be done with it. How about we first buff killer to encourage going for 12 hooks more and looping, and nerf tunneling and camping then. Why is it just "nerf tunneling and camping, then the game is perfectly fine after that".
I always try to play for 12 hooks at the beginning, because that's obviously more fun. However, I literally see 2 gens left after i've gotten like 3 or 4 hooks, and then I start to play dirty. I just want to have fun and go for 12 hooks, without throwing the entire game. Your idea will just make it so that unless you're going against below average solo q survivors, you will generally lose no matter what you do.
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Quick question, but why are so many things to survivors "techs". They aren't even that hard to pull off, why do we slap on this word to make it sound like some super complex crap when it isn't lmao.