pizzamess11
pizzamess11
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I mean you can "balance" the game but it wouldnt be fun for the large majority of the player base since the only way to "balance" dbd would be to make it so that a killer is as strong as a 4 man swf that know what they are doing a killer that's able to consistently go against that will 4k every game that isnt a 4 man swf that knows what they're doing. With swf team six being a large minority it would simply be unfair to anybody who's just playing the game casually
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@luka2211 said:
https://forum.deadbydaylight.com/en/discussion/comment/1261243#Comment_1261243
I'd rather take a spirit than a doc personally. It's not that there's no counterplay,it exists but it's literally just boring af. Besides how is guessing which side he's gonna end up after he shocks while you are at a pallet gym a mindgame for example? You can't see anything of him,especially if he uses discipline. You just 50/50 guess at which side he's gonna end up at for example. I feel the same amount of outplay both from a spirit and a doc,but spirit isn't as boring for me as she was before long time ago.
I mean doc isnt invisible (unlike spirit), sure you can't see his stain but good killers hid their stain anyways.
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Shes easily a top killer in the right hands but shes is very map dependent. In door maps are her bain as well as maps with almost exclusively high loops like rotten cowshed. She also suffers pretty badly against corn blindness, but on maps with wide open areas and low loop wall shes very strong maps like bloodlodge and azuroths resting are her favorites, though azuroths is probably the best killer map in the game with how easy it is to 3 gen that map.
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It's also an infinite if the walls stay unbroken
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As a killer main I dont tunnel unless they give me no other easily picked option, aka they unhook in my face or something like that, or if they're using OoO and/or have a key. That's the only reason I'll tunnel under normal circumstances. Sometimes I will if dude is being super toxic not just to me but to their other teammates. I've thrown games just to tunnel a dude who's sandbagged his teammates multiple time and let everybody else go, or given someone hatch after seeing 2 people looping with friends only to have the guy in front drop the pallet on the second guy, that first dudes a dick.
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I'd vote Jane for that big.....personality
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/150910/why-wasnt-haddonfield-adjusted
Haddonfield did get a change, the broken corner fences were removed which was one of the main problems of the map. The houses aren’t to bad especially after the balanced landing nerf, and there is only one true god pallet on that map.
I think you're also forgetting that it still has super long fences and hedges and 2(admittedly random spawning) infinites in fake basement and strode house. I agree it got a little better with the balance landing nerfs but it's still one of the worst killer maps in the game only rivaled by ormond.
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@gatsby said:
Deathslinger pretty much ignores the game's core mechanics and doesn't teach players much of anything to improve on or against other Killers.
Deathslinger doesn't really do looping. The odds of pallet stunning one are near zero. They just mindgame you until they quickscope through a crack, a window or on a long wall. Honestly, chases with Deathslinger come down to him whiffing shots more than they have anything to do with a survivor's skill. At best, survivors are just making his shots harder to hit, but in the end it all comes down to the Deathslinger's aim.
Deathslinger doesn't really do the terror radius thing either. It's extremely popular to run Monitor on him to get the 16m stealth radius. Even perks like Spine Chill aren't great against him because its very hard to tell how close he is because his heartbeat gives you about as much info as Freddy's dream world music. He can literally sneak up on generators and quickscope from behind a wall outside of his terror radius so there's really no reaction time for the first hit in some scenarios.
He's a cool concept and all. And I bet he'll bring a lot of new players into the game because FPS mechanics. But I don't think he really works with the established gameplay of Dead By Daylight and kinda just does his own thing.... I think there's a reason why the Devs held off on an FPS Killer for so long. Playing against Red Ranked Deathslingers feels like you loaded into a different game altogether.
I mean what's so wrong with a killer that you have to play the game differently around. I agree that his lack of counter play makes him frustrating to play against but, I dont know how you could nerf him without making him useless as he already struggles to apply map wide pressure as it is. Basically in 1v1 scenarios hes easily one of the top killers in the game but because of his speed and limited range that are necessary to keep him in check he ends up kinda weak compared to a lot of killers since his kill times aren't that great and he cant snowball very well either.
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@Kate_Main_01 said:
https://forum.deadbydaylight.com/en/discussion/comment/1249159#Comment_1249159
Why should the Killer, who already is getting a 3K, be favored in your opinion? In my opinion the Killer should not take priority, the Survivor has no chance of escaping. It's essentially 1 win vs 3 wins at that case. Favoring the Killer gives them 4 wins and denies the Survivor anything.
The hatch is meant as a last resort if you as survivor have to rely on a hatch your team has already lost because you either didnt complete your objective or no longer have the resources to complete the final objective. The hatch is already an rng gimme to survivors the killer has earned a 4k if they've gotten everybody killed and knows where hatch is, hence why it favors killer like most other animations in the game since they're inherently in a 4v1.
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@luka2211 said:
https://forum.deadbydaylight.com/en/discussion/comment/1251802#Comment_1251802
Don't know why comp dbd was always funny to people lmfao. Tournaments have rules exactly cause of the inbalance of the game and 4v1 isn't the only way tourneys can be played. It can be BP based aswell,like 2v2 or 1v1v1v1 or just 4v1 BP based instead of escape based. Or it can just be a sandbag tourney,there's many other possibilities.
Comp DBD is a joke because of how much rng is in the game, and how many blatantly op items there are in the game, ask any high level dbd killer or survivor (they usually play both if they're legit good at the game) and they'll tell you the same thing. The game just isnt meant to be played competitively, it's built to be a casual game and will never be fully balanced. We can get closer but tbh I just want all the bugs gone first.
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@luka2211 said:
https://forum.deadbydaylight.com/en/discussion/comment/1251807#Comment_1251807
So the survivor should just die with no actual way to drop the pallet except for using a exhaustion perk(bare in mind from my experience it takes around 20 secs for a GOOD doc to get a hit on a pallet,especially an open one where he has LoS on you)? When I get downed by a nurse/billy/huntress/spirit/oni i actually feel outplayed. With doc he can just force you to go down with time. And you can't do ######### about it,EXCEPT play in the most boring way possible so you have no fun and so doesn't the killer either by just predropping pallets and have him play pallet break simulator. Windows aren't the best idea either,as they put you into 50/50 situations quite often aswell.
So your response is just I dont like to counter play doc the way hes meant to be counter played. Like ingot not wanting to go against certain killers, but you even said yourself that the best way to counter doc is to throw pallets early. You can also mind game docs like any other killer. Also do you really feel more outplayed by a spirit who legit has no counter play other then just guessing then a doc who has clear tells.
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@SaltedSnow said:
https://forum.deadbydaylight.com/en/discussion/comment/1251795#Comment_1251795
Iri head would be fine with just a change to make it not stack with the belts. The only iri add-ons I can think of that really suck are doctors ones when he uses both at the same time.
Yeah that's fair I guess, I never really use iri add ons tbh, dont find them much fun. But yeah I'm not a huge fan of blatantly op items or add ons
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@OutcastEric said:
Survivors need to learn how to use stealth instead of trying to 360 mph pallets forever. This is a horror game not a nascar simulator. That's why survivors complain, because their easy way of life is being stripped away right in front of them and theres nothing they can do. No longer will survivors run the show
I'd rather survs just learn to loop properly stealth games are just super boring and honestly rarely go in survivors favor since they waste so much time sneaking around the map.
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@bubba_is_bubba said:
https://forum.deadbydaylight.com/en/discussion/comment/1243348#Comment_1243348
You are not thinking at the whole. Or you just play too much Killer and 0h as Surv. OR... IDK. Coldwind, AutoHeaven and Haddonfield, after last update, are not anymore so much surv-sided. Very probably you dont play surv after last update.
Yesterday i was playing vs some red ranks. People from red ranks did yesterday 2 times in 2 matches (ColdWind) a ragequit. This is an alarm bell. PS I was playing Spirit and Freddy without Noed, Mori and tunneling.
I tried too after that as Surv. Not the best experience in ColdWind, Autoheaven and HaddonField unless you have a very inexperience Killer (another not optimal experience) .... You can count pallets in your hands, not many safe zones, they removed windows.....
They didnt touch haddonfield the god loops still spawn on that map and it still has a massive amount of long fences, hedges, and well placed windows. I will say that haddonfield isnt as bad since they nerfed balanced though, that perk made that map straight up impossible against someone who knows what they're doing. It's now a little more fair but I've seen the god loops spawn since the update so if they said they changed it they messed up.
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@luka2211 said:
https://forum.deadbydaylight.com/en/discussion/comment/1249271#Comment_1249271
I guess that's the argument,but the problem is you can't do anything about it. I could care less about doc myself,but I can see why a person would make a post saying he's "broken"(he does lack a ######### ton of map pressure). Essentially he's guaranteed to get ya and you can't do really much against it except dh once but wastes time with it. I still don't like it that way personally. I'd face freddy over this guy. I'd rather get hit by a huntresses hatchet 2 times in an open loop and get downed cause I KNOW it was a misplay from my side,I didn't crouch in time(except for some ######### loops where she can hit you even when you crouch lmao). I guess that's why the op thinks he's broken but he still needs alot of muscle memory and has pretty bad map pressure imo,and I guess you can predrop pallets against good docs,don't see anything else that would work consistently.
I mean the game isnt designed for survivors to get away. The game is designed to allow survs to stall for as long as they can but a dedicated killer will get you eventually even if they lose the game for it. All the best killers in game have ways to shorten the time it takes to down survivors. Doc isnt even the best at that imo, hes just more consisten, but a better nurse, billy, huntress, spirit, or an oni will end chases far faster with the proper skill level. I will say that doc has an easier learning curve then all the top killers, but he also has a lower skill ceiling so I'd say that's a fair trade off.
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@luka2211 said:
https://forum.deadbydaylight.com/en/discussion/comment/1250688#Comment_1250688
Yep mate,except i have a friend who plays competitive dbd and is a doc main lmao. Guess he is wrong,after all and shocking is a waste of time. And no I don't do that at all,. I just try to go for unique plays and stuff like that because it's the only thing that barely works,cause looping against actual good doc players won't work for long. And I'm not complaining either,I'm just stating why I think the op finds him broken. His map pressure is garbage,but if you actually manage to get extremely good muscle memory with timing shocks,survs are ######### at many loops.
Lol competitive dbd.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1247367#Comment_1247367
No, it's an honest contribution. Killer iridescents are much more common than keys in any match. This is one you truly need to get over.
Or and here me out some iridescent should be removed too, iri head is a good example of an add on that's blatantly op and should be changed. Keys and moris should also be looked at, like what's the argument to keep them in the game as they are, to give people a way to circumvent their objective how is that fun for anybody.
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Moris should be removed or reworked to only work on death hook, same with keys they shouldnt be able to open hatch before all gens are done. Both items allow you to circumvent your objective.
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Solo should be buffed, innate bond or empathy something like that. Then you can nerf, buff or generally balance the game with a more evenly spread skill level. Instead of where it is now where swfs are at a much higher level then your average solo or even duo. Trios is imo where it become more influential. By the way I'm a killer main so that's my bias.
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Just leave without commenting or just gg.