solidhex
solidhex
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yea, the amount of "validated hits" is lesser then some weeks ago for sure. After the introduction it was kinda normal every game to have a Dead Hard or pallet stun with scream in your game, now it feels like the old system is back, with hits on pallets i shouldn't get (on either side).
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I was playing with 2 friends and a random against a Blight. It was a tough match but eventually all gens got done.
At the exit gates, Blight, me and one of my mates tried to bodyblock the random and my other mate (who both had snowman costumes). It was not much time left and they tried to escape with the costumes, naturally we had to stop them. It was a hard fight but eventually one guy escaped with the costume and the other snowman got destroyed by the Blight.
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The snowman is absolutely fine. Literally every survivor is trying to get the cosmetics right now, very easy games for killer. Finding this thing, going into it an then walking slowly into killers sight with it - that's much better for the killer than survivors doing gens. In 99% of the situations it doesn't give survivors an advantage.
I like them, they're funny and cute, well done! Maybe people should just try to have fun and don't take everything around this game so goddamn serious.
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@throwaway79465468797 said:
Grim Embrace is definitely a late game perk when you only have 2 survivors left. It will give you just enough time to scout the map for the last survivor in case they are doing gens somewhere else. Otherwise you know exactly where they are when they unhook the last person.
Not a perk I'd expect to proc more than once... in fact I dont think it can proc more than once, so it is by definition a late game perk
no it only procs one time, after getting the 4 stacks
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@Sonzaishinai said:
Not really, you just misplayed going after a fresh hook when there were 2 deadhooks running around. Nothing says all survivors need to be alive when this activates.
Hook survivor A, then B, then A again, then C and then kill A. That's a kill by 5 hooks. In most games only a single gen will be left. And that gen will be done soon. Often the gen will pop on your next hook and then 2 escape or if they can get the resque 3 escape. If you catch D at that point you have a moment of free time where the gen can't be done to find and down the rest. While yes still situational It's a situation i often see and this perk turns what should have been a 1-2k into a 3-4k
Nothing meta defining ofcourse. But certainly not bad. You just need to focus on the game and not tunnelvision on the perk alone. If you run Noed you also aren't going to stop defending gens and let them be done when you're ahead just so you can use your perk.
i know, but since i tried it out i wanted to get some use out of it. My plan was to stop the last gen with this perk but then she found some pallets and that's it. It's clear to me that you don't have to religiously use it, but when i bring MYC for example i feel bad when it's not triggering or when i don't find that survivor. I try not to focus that much on just winning effectively but also play in a way where i can get use out of my add ons and perks. But yeah i was tunnelvisioning because it's a new perk, normally i wouldn't have done that.
Second paragraph makes sense to me, i should have just gone for someone else first and then trigger the perk later.
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Wraith
- i played survivor for around 50 hours first, then tried out killer. I always liked his bell, his look and i generally like sneaky, elegant powers. I mained Spirit after hitting a wall at rank 12 (like 1.5 years ago) and then switched back to Wraith when i was sitting in red ranks
- i have 2.5k in total but more than half of it should be survivor. maybe 500-700 alone with Wraith.
- from what i've seen when playing against other Wraith's i think upper 25% at least, maybe higher. He just sucks against really good survivors who use ressources efficiently and know how to play against him. But before MMR i always won around 3 to 4 out of 5 games.
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MMR is just sometimes not working properly, for example when there are not many players active in your region right now. It also doesn't take into account which items/perks or maps people bring/ play on, maybe that's an issue too in your games. I think that after the latest changes (survivor buffs) the MMR ranking had to rearrange because many survivors including me got suddenly boosted by boons and new hit validation. Maybe it changes again now with the new perks.
I think MMR is very dynamic, i heard you only need like 17 games or so to go from 0 to highest possible value, so sometimes people get boosted by 3 lucky wins in a row and then they get smashed.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2677872#Comment_2677872
Map reworks made them worse for killer. Badham became super safe and has the highest survival rate. Corn maps are still disgusting if not worse with even safer tiles that now fully protect from ranged killers and corn that blocks everything. They use these maps for 1v1 matches for a reason. THE GAME
Crotus penn has more pallets and the filler tiles are anti range with full visibility of the killer. It has some of the most disgusting spawns in the game facing the shack window directly into other strong loops that chain to the main building. You can't teleport to the middle gen any more with nurse from outside of the building without addons
All the map reworks are a disaster with the "innovative" breakable wall system just wasting the killers time to remove infinites that shouldn't be there in the first place and even without the door, some are still really strong.
Plague/trapper/doctor/clown/trickster all still B tier or less. Sure Plagues update was a nice QOL and feels better to play, but it didn't change her strength at all. Clown got a buff?
The update to addons didn't change anything and even nerfed some killers with what they took away.
The survivor perk nerfs were just a side grade. Ds is still Ds and is still meta. If anything i see it activate more than pre nerf. Dead hard got a hefty safety barrier so you don't get exhausted on the ground (buff). Survivor items are still way to strong and got a nice bump with the new and updated perks.
Hatch and key nerf was 1 year overdue and should have been done on the day they deleted moris from the game. No, survivors needed months to prepare for the nerf and ample time to use their keys as much as they could.
Object was unhealthy for the game and a welcome nerf, sadly it retains some use for swf and i have run into some super toxic ones using it recently. A killer knowing where a survivor is is less meaningful then a survivor knowing where the killer is.
i personally don't like the new maps designwise but saying they're all survivor sided is not true. The Asylum is better than before, the Chapel is worse for killer. Autohaven and MacMillan feel pretty balanced, sometimes even killer sided. I don't mind having some more unbalanced maps on each side (all indoor maps are killer sided), but i would mind having Dbd getting balanced like some tournament shooter, with boring, characterless tournament maps. I want it to be a casual game where you dont know what's coming next match.
I don't like breakable walls too but it's better than some of the god loops we had before. Breaking them makes some loops completely useless for survivors.
Killers got a lot of buffs since i joined 2 years ago. Yea some nerfs too. That's how it works. Yeah the add on changes are a disappointment in some cases.
DS should be basekit anyway in a perfectly balanced game. You shouldn't have to tunnel and camp as killer, it's unfun for everyone except for the psychopaths who just play to destroy other peoples mood. Everyone wants to play at least the majority of the match and not getting tunneled out at 5 or 4 gens. Right now tunneling is necessary in some cases but if they would balance it out DS should be basekit so killers who like to tunnel get punished.
Yeah new hit validation is per se a great thing, i was exhausted on the ground so many times or got hits from russian players from around the corner. But i also feel like it was an unnecessary buff to some perks like DH.
I think i haven't seen Object for more than 3 months or so. It's surely not a problem in current meta.
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@DBD_Pinhead said:
Seeing as they'll NEVER fix hex totems, they decide to give survs yet another broken perk to abuse. Why can't killers rebuild their totems when they only have 4 perks vs. 16? Oh wait, they hate half their base. Why keep totem spawns so obviously surv sided? Oh yeah, hating the base. No wonder killers are dropping like flies the real agent of the Entity are the meat skins riding multiple broken systems...
lol most BHVR guys play a lot of killer, at least the guys i saw who streamed sometimes. Just because something feels unbalanced doesn't mean it's always intentionally rigged by "those up there", in this case the dev's.
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I mean i understand how bad playing killer can be at high MMR but i don't really get why people think this is the solution. I would never feel like i accomplished something after winning like a rank 17 bubba. It's a completely unfun waste of time for me, just standing somewhere and watching someone dying on a hook. People who play like this solely play for "winning", not because they have fun in this game or with their killer, they just want a 4k because "winning" feels good. If you think playing killer is not fun anymore, just don't play it. Play survivor, play something else, like i do right now.
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Freddy (who was highly meta before his nerf) could just ignore it, same as Wraith. It's much better now. I don't know why it is so hard for people to count till 12. It only does something in specific situations like on a hook close to open exit gates or when there is a loop nearby. In every other situation, especially when they try to bait it/ block you, you just count to 12 and down them again...
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Just another indication of the killer power creep which is going on for some chapters now. Instead of fixing the "bad" m1 killers, they add boring anti loop killers which will get cried about over the next weeks. I like the crow concept and her visual design but her power is just annoying. Many cheap kills incoming, as soon as people got the hang out of her.
Haven't tried out the new perks but i guess they're alright. I can say for sure i like the new map, reminds of Tomb Raider IV from my childhood
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My choices would be:
Decisive Strike - it really is only useful when you get tunneled off hook. This happens rarely if you're not playing against a baby killer because BT is a thing and those 12 seconds are usually enough to make it to a loop. The sheer existence of DS makes many killers not tunnel. I still think it's a strong perk and it can give you a free escape in endgame scenarios but i just hate that i can't touch anything without it getting deactivated. In addition it can easily be played around. That's why i never use it.
NOED - when i'm mad and had a short game i sometimes use it next game, only to realize that i either don't need it or that it's only value is to give me one easy down, then they're swarming out and find it or they just leave. Endgame camping with NOED feels really desperate and not rewarding, it's not the kind of killer i want to be. Though i hate it from a surv perspective, it can turn an earned 4-man escape into a 2k really quick.
Thanatophobia - feels like a placebo to me, it's impact on games is hard to measure but the few games i used it together with Sloppy it felt like Ruin or Pop would be a much better choice. I see it very often though because passive slowdown is very popular with some killers.
Brutal Strength - same, feels like a placebo (20% is nothing) and will not give you any free down and only a very slight advantage in chase. Typical "quality of life"-perk, i see it fairly often though.
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@Pepsidot said:
Lethal Pursuer. I understand it's decent with killers that have fast mobility or perhaps a nice time saver on a large map. But usually you're going to find survivors fast anyway. I can't see the worth in using it since killers play the rest of the game with just 3 perks.
When it was first revealed I honestly thought it would be a meme perk no one would use but people do use it.
I also rarely play it because i dont like playing with 3 perks most of the game but i've seen it yesterday from a survivor perspective, it can give the killer massive value if he finds you in some deadzone.
Getting a first hook early and then snowball from there on is very important, it's a "natural" slowdown for gens. Most of the games where i get trashed as a killer are games with a delayed first hook because i have to drop chases.
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@GentlemanFridge said:
In its in-match effect, BBQ is really not that good. Thrilling Tremors does a way better job at it, but naturally it doesn't give BP, so...guess which one sees more use.
Undying is really overrated imo as well. If it goes down, the actual hex is soon to follow, if the survivors are persistent enough.
Depends on the map and the perks though. I usually use Detectives every game but without it i feel very lost on maps like Lerys in terms of totems. Also finding 2 totems especially with randoms can take so much time that it gives the killer massive value with hook states and getting ressources out of the way.
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in most of my killer games the survivors don't write anything and when they do it's usually just some short stuff like "gg" "wp" "ez", depending on how i played. When they write something like "ez" i know i made it a hard game for them, if it's a close match people usually tend to let go of the tension this way.
Generally i give everyone the advice to ignore chat. Nothing of value happens there usually besides me getting angry. Best thing after a bad game especially when you got bullied is to just leave and don't give them the satisfaction of showing your anger.
I don't write "gg wp" after games like this (some say it's a good way to stop the bullying) because i don't want them to think this is acceptable behaviour towards killers.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2663199#Comment_2663199
He was a bit too powerful before his nerf. I feel like he is in a good spot right now.
No he isn't, you wouldnt say that if you would play him yourself (and not just for 1 game here and there but maining him). I did explain it in numerous threads now and i'm tired of it.
@XSkull said:
Hi im wondering if we can nerf wraith because its kinda unfair and he caught up to me when i had balance landing and its stupid that he is that fast also can we fix hit boxes its really dumb how i get it when he is far or behind a wall and threw windows this will make the game better and it wont be as buggy and unfun.
Having a counter to "hold W" is really the only thing he has going for him now in "chases" since his lunge got nerfed so hard it's now on Pigs level of anti-loop.
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@gammatsunami said:
I couldnt reach her or get her in any way. Seems like an exploit to me? Happened a few times now Last time I was deathslinger so it was ok. As myers I couldnt do anything
https://us.v-cdn.net/6030815/uploads/WZ4POMNEOJ9J/untitled.png
i did this against a ghostface just because i saw it in a video and he just came up and killed me lol. So yeah killers can go up there 100%, i tested it with a friend afterwards.
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Depends on where you play, at higher levels it's unbalanced (with the majority of killers) if you play against 4 survivors who know what they're doing. A lot of it is dramatized though, some killers were used to get 4k's most of the time and know they realized they're not as good as they thought.
It's definitely more stressful and outwearing but this is not a balance issue, it's in the nature of 1v4 games. If they would make it so that killers could chill on the map and walk around without consequences and still be able to win all matches, it would be HEAVILY unbalanced i think.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2663762#Comment_2663762
Meg issue, not a flashlight issue.
The medkit can undo one health state.
The flashlight can undo one health state AND stun AND blind AND negate Killer progress.
The two are not comparable because a Meg is bad.
any #tournamentplayer would claim that med kits are the strongest item in the game (at least before boon totems made them a bit redundant). Flashlight saves rarely happen to me when i play killer and when they do, it's mostly because i was unaware and unfocused. You can easily bait them and get some pressure through slugging.
Flashlight saves through small gaps are great skill though, a swf mate from me is really good at that and it definitely has a huge impact on the game when it's a close one.
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@LeonxJiwoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2660086#Comment_2660086
Fearmonger though it may not be too strong it can be abit annoying even if its just 10 seconds blind+ exhaust got its hard vs a killer that has speed type things and you cant even sprint away from stalker at that point hehe.
never really tried it but should maybe give it a chance
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lol what?
He is C tier at higher level play. I don't have a good time with him right now (i main him since over a year). Against good survivors his usual style of play is easily counterable (Otz said it already). I used to stomp casual noobs in old matchmaking with him but since MMR got activated i have a bad time.
Boons are a hard counter against him, his lunge got nerfed some weeks ago and his anti loop is non-existent because of that. Yes you can get easy first hits but only if survivors are not aware and have no ressources. His speed does not much, i don't know why people get so hard about that. There are so many ressources around the map that every capable survivor just wastes your time. I feel like i have to play at least 2 slowdowns or Devour/ 1-hit perks plus best add ons to have a chance.
EDIT: oh sorry i just saw this is an old ass thread before his nerf and before MMR and boons.
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@kolosovski said:
https://forum.deadbydaylight.com/en/discussion/comment/2656654#Comment_2656654
I don't get this type of complaint. So what's the solution here? Match top players with new players so the top players smash the new ones? What you just described sounds like a balanced scheme for me. You rank up, you get matched with ranked up players. That is just... obvious in every type of online game? Of course the game has to be balanced around most of the player base. Balancing the game around the top 1% players would completely mess with most of the player base.
Either we get some of the randomness back which makes it more casual and less sweaty (you get paired with players who are a bit weaker, then some who are a bit better and so on).
Or they have to change a lot of the mechanics in the game. My suggestion (but will never happen): Make BT and DS basekit and then balance around it. Having to play dirty and kill someone early in the match is just not fun for anyone. There are too many save pallets and strong loops, instead of fixing this they bring us new killers who just play around those (typical bandaid fix).
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2659410#Comment_2659410
That's...odd.
My experiences are exactly the opposite. Insanely long survivor queues (can easily get up to 10+ minutes on offpeak, around 2-5 minutes at peak) and very fast killer queues (60-90 seconds topside on offpeak, instant at peak).
https://forum.deadbydaylight.com/en/discussion/comment/2659432#Comment_2659432
Yeah, I keep seeing this asserted but people vanish the second I ask for a source.
There was a (forbidden word) situation a bit back where someone posted a bunch of alleged 'info' on the MMR system, but a lot of it turned out to be marsh gas and so I think they were full of it.
yeah but the Dev's admitted how it works by themselves, there is footage from some stream online (i think you can also see it in Otz' video), so basically its 4x 1v1 and kill/escape decides whether you lose or gain MMR points
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@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/2656389#Comment_2656389
The point is if you are averaging even a 1k and play long enough you reach top MMR. If you even get a 1k your MMR goes up. Leaks on how MMR works from data miners show top MMR is 1900 and you start at 1200. You can gain a max of 40 per match and any match you even get a 1k in raises your MMR. If you aren't top MMR you either barely play or somehow average 0k's more so than any kills, which is the only way you're going to be losing MMR and not constantly gaining. Knowing max MMR is 1900, you start at 1200, and a 4k nets you 40 points means It takes
17 4k's
or 80 1k's
or 38ish 2k's to reach top MMR. It's not very hard to do that at all, especially in the 3 months MMR has been out.
See my other post, i'm pretty sure it doesn't work like that (watch Otz video about how MMR system works). Wouldn't make any sense to get to high MMR if you constantly only get 1 kill.
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@SunsetSherbet said:
The biggest issue is people talk about how it's only bad at high mmr. But since the MMR system is skewed so killers gain MMR fast, it means almost every killer playing more than a month will hit max MMR. Meanwhile survivor is much harder to get into top MMR. This results in killers playing against survivors way out of their league. It's basically just like ranks where killer was made easier to get to rank 1 with because rank 1 survivors were sick of going against the same handful of players.
But yeah, it's not just a vet issue. You can be playing a month or less and be top MMR. It only takes 17 4k's and a 2k to go from bottom to max MMR. Or 80 1k's, which can be achieved by just facecamping the first survivor you down for 80 games. Yes, even guys who just face camp are at top MMR because you have to 0k to actually lose MMR. And few people are getting 0k's more than they get even a single kill. If you played a solid amount when MMR dropped, you were likely top MMR before the week even ended.
as far as i know MMR doesn't work like that. It's basically four times 1v1, if this survivor escapes you lose on your rating, if you kill them they lose on their rating. How much they lose depends on the time when they get killed. Hatch is a tie.
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Today was really horrible, one squad with styptics who all used it in the first chase but even this is good enough if everone is doing gens and the killers first hook gets delayed considerably. next squad was just really good at looping and even though i played best possible perks and add-ons i had no chance (hooked every once and thats it).
I feel like BHVR really hates M1 killers. Instead of buffing them they throw out one ranged/ anti pallet killer after another, those are not fun to play against but really the only way to have some chance in this meta. The healing meta makes M1 killers borderline useless. Maybe it's because 2 of them are free and they want you to pay2win. I haven't seen an M1 killer without instadown ability in ages.
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So this is being the "power role", stomping noobs? Of course everything that counts is your fun and fullfilling your power fantasies while 4 other players have a miserable time.
Honestly dude, just play chill. I only put the effort into matches that i'm willing to put in, i only use perks and add ons that i want to use. If i lose it's fine, as long as matchmaking works i will play against survivors much more my level. I accepted that this game is unbalanced at highest level and that i don't have a chance with some killers even if i don't do mistakes. But stomping noobs is boring and there is no reason to punish innocent people. Before MMR i had a high win rate with a lot of stompings because the game would often match me to purple rank survivors while i was rank 1. This isn't fair and boring after a while. If you don't want your MMR to skyrocket, give hatch/ gate to the last one, i do that every time (when i could 4k) and someone will be happy.
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Because this game is a random mess. It has too much RNG, too much variables (how many and which items? which add ons? which perks? which map? which windows are open, how many pallets?). It will NEVER be fully balanced in a way that highly competitive games are balanced.
And honestly, if the killer would be this absolutely dominating power guy who just walks around and kills everyone without much effort (which basically is what most killer mains want when they demand the "power role"), the game would die in days. Why should people still play survivor, it's much more boring and risky because you often can't play the match till the end AND you're forced to rely on others.
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@Smuk said:
SWF (2x iri1, 2x gold1) I dont think its cream de la cream of mmr. Some potato blinks included + 1 in a milion luck according to sbmm
Grades doesn't really show quality of survivors, just how much they play. This video is the perfect example. This steve, #########? He was holding w in a straight line against a Nurse without any attempt to change direction or mindgaming you (like every semi-good survivor would do when you blink). You also had a lot of luck with your perks, everything worked well together for you. Besides that you played slugging Nurse, i can't really judge your skill from this video but every good and experienced Nurse will win most of their matches.
I played with a 6k hours survivors in a swf for one evening. She was walking every match the whole time because she wanted to preserve her sprintburst (making one of my friends go into second stage in one situation because of it). You see, play time and grades doesn't automatically show skill, trust me. I was Iri 1 as survivor last season and i'm far from very good, while as killer i was only silver ranks because i wasn't in the mood to play much of it, but i consider myself a better killer than survivor.
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you have a different mmr with every killer, so when you do only 2 matches it doesn't boost your mmr for the next killer. you basically play at the same level for all matches.
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@Canas said:
https://forum.deadbydaylight.com/en/discussion/comment/2653855#Comment_2653855
You get 50% winrates? Lucky you. Mine's at 20% at best.
i dont know actually, i was having a very bad time at first with my main but the last times i played i won more than i lost
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i personally don't like it, it feels like a catalyst, if you lose, it will not have an impact at all because 4 survivors can just play around it in some ways and if you already win you will just win harder. If you're already chasing and downing someone when EGC starts and they have to unhook that guy it does nothing as well. Need to try it more tho. Snowball-one-hit perks or the classic gen regression perks are still stronger imo.
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He always was THE MOST boring killer to play as after his big rework. He was cheap and so easy to play and an absolute noob killer.
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I haven't played against many since the changes but i personally don't think that means they butchered him. Many players just leave things they could abuse and try to find other cheap things. The same with DS, still a good perk but it's usage rate dropped significantly because everyone on the forums said it's dead and useless. Same with Spirit, still one of the best but no one is playing her anymore because shes harder now. Again, i'm not a Slinger expert and what ive heard he's weaker significantly but generally i'm careful with opinions like that.
I'm playing another game, card based, and there was one card that was so OP that everyone complained about it. The Devs nerfed it, suddenly no one used it anymore, it was dead. Fast forwarding 10 months, the card is absolute meta again and dominates most decks, without any buffs. It's still strong just not overpowered anymore.
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@PNgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2653799#Comment_2653799
https://forum.deadbydaylight.com/en/discussion/comment/2653807#Comment_2653807
How many players would take noed if a totem gave a counter? Three guesses
I'm sure there will be enough and if this perk gets used less it can only be a good thing for this game and for all killer players. For me it feels very unrewarding to get kills with Noed. It's either used by boosted players who need it to get kills (cleansing 5 totems in this case is fine) OR by tryhards who can't live without their 4k because it's toxic swf survs everywhere! In this case, cleansing 5 totems especially when solo is a hard task, the killer is pressuring and hooking constantly, gens need to be done, and then the last 2 survivors standing get hit by f-ing Noed...
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@sadakiyo said:
they should be usable only one time without using them again and again
sounds legit actually. Maybe make it so that snuffing them takes some seconds longer, like 5 or so, but then survivors can only use it once per match. This way it gets more skillful, survivors have to look out for good spots and not just the first totem they see (or the same one every time).
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@coolmacc said:
Just like how survivors have to to bones for noed killers have to do bones for boons.
And dont comment killers have to worry about patrolling, loops, kicking gens, keeping pressure, hooking etc etc we don’t have time to do bones.
Cause I’ll comment survivors don’t have time to worry about 5 totems getting done we have to loop, do gens, unhook, heal, open gates etc etc
You can't really compare that, just play killer on high level and then play survivor on high level. Killer games are constant stress and trying to make right decisions for 10 minutes while high level survivor play has some breaks in it where you just wait for a bar to fill up.
It's ok like that, it will never be any different because it's a 4v1, there are 2 roles for a reason for different gameplay experiences. But still it's not the same, killer is already stressful enough while there is only one survivor getting chased with 3 others chilling on gens or totems and healing...
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@Canas said:
There are so many issues right now which are making DbD one of the most unfun games you could play currently, especially for killers. Here's a quick list of things which are adding to the dirtpile which is the killer experience right now.
- Dead Hard still being abused for distance or as Mettle of Man 2.0 due to the hit validation rework.
- Boon Totems (mostly Circle of Healing) invalidating any pressure the killer is applying. Sloppy Butcher in particular is completely worthless now.
- MMR isn't working, survivors still vastly outclass the killer in terms of rank and skill. No hope of winning.
- DDOS attacks crippling the connection of killers. I had that happen to me today, it was absolutely dreadful.
- Recent surge of hackers who keep finding new exploits just to make the game even worse.
- Too many survivor sided maps, trying to down any decent survivor will cost you 2 gens at least.
- Only a handful of viable killers, the rest is borderline unplayable against genrush squads. Nemesis for instance gives survivors an additional health state and speedburst.
Now I haven't experienced the basegame back in 2016 but I dare say we're on our way to reliving the dreadful balance of these days if the devs don't do something about the current state of killers soon. It's truly unplayable.
i agree with some points but cmon Nemesis is not a weak killer. Yes he has to build up his power but once he has survivors have literally no ressources left if you're good with his ranged attack. It's a free hit at every vault or pallet if you don't mess up. He is not the strongest of all killers but there are some that have it far worse than him. I see him performing good mostly when i play survivor.
@Canas said:
https://forum.deadbydaylight.com/en/discussion/comment/2651590#Comment_2651590
The moment you give up caring is the same moment you give up on the game. Surrender is not an option.
The problem is how these type of games make up the vast majority of matches, this can't be normal at all. There need to be drastic changes or else this game will get murdered by the survivor community.
But have you made stats? Is it really the majority? I think with MMR being in place killers have to accept you will only win 50% of your games. Most killers i know won much more before MMR, losing was an exception for me honestly.
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Freddy is still my arch enemy. I just can't play good against him especially when solo. Trickster and Bubba are close second
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Before SBMM, killer was the easy role for me. I was rank 1 most of the time and played against mediocre rank 1 - 8 squads mostly thanks to the matchmaking. I would say i won about 3.5 out of 5 matches. Survivor on the other side, the games were very random and when i played SWF with other red ranks, i faced many very good rank 1 Nurses, Blights etc., it wasn't really fun and only sustainable by playing with friends, my escape rate was maybe 2 out of 5 matches.
At that time, i was completely in favour of a new matchmaking. And now it has changed completely. My killer games with my mains were awful to the point that i don't really know what i could have done except bringing best possible add ons and perks every game (which i refuse because its boring as hell). And my escape rate especially when playing with friends skyrocketed, thanks to boon totems and strange matchmaking.
I think they should just revert the changes (i know, they will never do) and make it so that you can't get matched with people more than 4 ranks away from your rank. And then rework the rank reset. Something between old and new matchmaking. Old one wasn't good, when new people get trashed by veterans it's not healthy for the game, but maybe just loosen the rules a little bit and bring back some of the funny randomness without making it unfair again
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alright, this explains it a bit. matchmaking was random tonight (also EU)
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thanks guys. i generally don't have a problem with him, it was just that i couldn't solve the box because chain hunt was already active and chains came every 2 seconds at me. He picked up the box and then some seconds later i found it and wanted to solve it. I never had this before, because most of the time i solve it before CH activates or it just ends when you pick up the box.
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I never really understood the first scourged hook perk. I mean i get what it's doing but it seems way to complicated and situational to get any use out of it. Too many things to look out for, who was hooked and is healed now (better not chase those as they have the debuff)?
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2632813#Comment_2632813
He was too strong.
he's definitely not fun to play anymore. You have to play the loop game to it's fullest against decent survivors because his speedboost is kinda useless right now. Which means you will lose way too much time to win.
When i play survivor i hate killers who get cheap hits during animations, like Nemesis, Huntress, Trickster, i mean those lose-lose situations (either get the m1 or m2). I find this much more unfun to play against then a m1 killer who can get looped into oblivion.
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i was playing m1 killer for the last 2 days and i completely disagree. On some maps, survivors can barely do any wrong because the next pallet or vault is just 10 metres away. I understand that there was some sort of power creep by all the ranged killers but just adding pallets won't solve the problem
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@wewantbetterfun said:
https://forum.deadbydaylight.com/en/discussion/comment/2631634#Comment_2631634
yes blocked gens still get damaged by perks like that
really? i played deadlock with jolt and the jolt effect didn't apply to the deadlocked generator...
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@danielmaster87 said:
He felt bad to play even before the nerf. There is clear counterplay against him, which is easy to experience if you're high MMR, in that he has to come out of cloak to do anything, and when he does he slows down so much that you have tons of options. He uncloaks under a pallet, you can run away or drop it on him. He uncloaks near a window loop, you can vault it and he has to go around. He tries to uncloak while you're outpositioned, he's slowed down so much that by holding forward, you probably make it to the nearest loop anyway. He's a huge embarrassment of a killer.
well, against VERY good survivors he struggled like every m1 killer, they just have to be careful and pre-drop stuff and guess right in some situations... but i think he felt good, much better than before, i felt like i have a chance in most games. Purple All-Seeing was OP, i'm ok with it getting nerfed. But now, i don't know, it feels different...
@yougotexposed said:
https://forum.deadbydaylight.com/en/discussion/comment/2628671#Comment_2628671
“going to windows and leaving a tile”
Leaving a loop is usually a guaranteed free hit because of how fast he moves. That is excluding the wraith bringing speed or uncloaking add-ons.
A decent wraith will block the windows and prevent you from vaulting.
inb4 “you just got outplayed get better”.
The same can be said about you not being able to get a hit post lunge nerf.
If you’re gonna argue about why the nerf should be reverted at least make proper arguments.
This is literally just “do bones”.
You can't block windows in time in some situations, it depends. I mean Otz is right, taking your time to set up the approach and going around (like a ghostface) is better than just zooming into them, but more than often you have to waste a lot of time for little outcome.
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SBMM has destroyed killer for me. I feel like i have to play 2-3 matches where it's clear from the beginning that i don't have a chance but to try and get at least a kill in end game. Then my value seems to be low enough that i get a match where i dominate, which leads to survivors killing themselves on hook or DC, which isn't really fun for me as well. Then the circle repeats. They should have just made the rules for matchmaking stricter (only players +/-4 of your rank), but this constantly-on-the-edge gameplay isn't for me
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i think chase power is the best power, i can say from a Wraith-main standpoint that mobility does nothing if you play against smart survivors who use every ressource to it's best. Downing people fast is the best pressure you can have in this game. Stalling powers can be fine but it's nothing against a good chase power.