supersonic853
supersonic853
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@lagosta said:
https://forum.deadbydaylight.com/en/discussion/comment/2047946#Comment_2047946
Dunno. If Huntress could creep up to people, she would have an easy time landing an M2 followed by an M1. I'd love to see a rework to her add-ons that included her lullaby tho.
I mean billy with apex muffler literally has a oneshot. Same with oni with tinkerer i think? So wouldnt be to worried about a 110 being stealthy for 15 seconds.
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@lagosta said:
New meta. Stealth Huntress.
Honestly that could be her red when they do the addon rework "the lullaby is silent for anyone outside of the terror radius" kinda like billys.
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@Mat_Sella said:
you're complaining about DH and you're playing The Wraith. I see the problem here, and its not Dead Hard.
It's like complaining about your Ice Cream melting on a summer's day. What else are you expecting here, for Wraith to have a ranged attack? a blink? a lunge ability? no, you have stealth. if you can't use stealth to down the survivors then improve on that or choose a different killer.
Um dead hard for distance pretty much counters every killer except maybe nurse because your using it to get to a pallet when you were greedy or made a mistake. Trapper trapped the shack pallet now your screwed? Just dead hard through the trap and now the trappers screwed. Weren't gonna make the window from that bubba because you outpositioned yourself? Deadhard to it.
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Maybe for me i always blame the overheat and roar but billy just feels so sluggish to play animation wise. So if they do fix those i might go back to maining him. Right now hes definitely a shadow of his former self.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2047463#Comment_2047463
Yes, this was never supposed to happen. Only while you are in the Injured State, not in the Dying State.
Yeah i didnt know this but iron will isnt supposed to make normal breathing silent but its been bugged to do it for like a year. Weird.
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Everyone has united before in the past and it actually does have a good effect when it happens for instance the new UI and Colorblind settings. I personally wish their were more 50/50 people like me and a few others i know. Most survivors i meet are pure survivor, killer side i don't really get to ask but sometimes their the same.
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@Aven_Fallen said:
IMO it is ok if high mobility Killers have an advantage. In the end, their mobility is part of their strengths and it should also matter during EGC.
The only problem I have is if Gates are so close to each other that the Killer basically does not have to move to watch them both. This is something which should change.
The other extreme should be kinda fixed to as michael if ive killed 3 and close hatch and both gates are on opposite sides of autohaven im literally #########. Survivors failed to do the gens,They didnt find the hatch quick enough, but heres a 3rd option just open a gate because my slow ass can't move between both in time.
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@Yords said:
So dead hard has no counter when used for distance (as you should be using for the full value of the perk), but can this be considered unfair?
I have said before that dead hard is different than the other exhaustion perks because it is so easy to use and unrestrictive, all you need is to be injured. With sprint burst you should be exhausted most of the game because it's not used just for running away from the killer, but rather to objectives and teammates faster for good value out of it. If you are saving it just for the killer and walking everywhere, you are doing your team a disservice.
Lithe of course is nice to have but only works when vaulting.
Smash hit will be good, especially on unsafe pallets.
Adrenaline rewards survivors for completing their objective.
And head-on is just a meme perk.
But dead hard just needs you to be injured and by the press of a button you can extend or even end a chase by using it. The other exhaustion perks (minus head-on) can also do the same thing, but they at least require some sort of skill to use to get full value out of it. You can 99% sprint burst and use it to get to objectives (too many people don't know how to use SB correctly), you can save lithe for when you need it, and you have to predict the killer for smash hit. With the other exhaustion perks, you have to change your playstyle just a little bit to use the perks properly.
Dead hard is just E and bam, chase extended, no skill needed, and a second chance if you mess up. This is especially harmful on killers such as Trapper when survivors can literally go through his traps on top of extending a chase. Even better killers like huntress or billy struggle because you can't always go for a swing at something like a mindgame like a pallet (I would explain some examples in details, but it would make the thread too long) because you don't have LOS on the survivor, or you barely don't make it in time. Sometimes you react too quickly and swing, but miss because the survivor pressed a button on their keyboard or controller. I feel like I am being outperked rather than outplayed especially when more than one survivor is running the darn thing.
So, can the perk be considered unfair, or am I still just wrong and it is?
and if I see a single comment saying "it doesn't work half the time..."
It doesn't work half the- most the time.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2042340#Comment_2042340
Cool concept bad rework.
Kinda surprises me that Scott came up with this. Giving a killer that can very effectivelly keep people injured stealth doesn't seem like the smartest idea unless survivors would really want to play vs a killer that gets downs with zero chases
At least it sounds like what we should have gotten from looking at the trailer.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2041956#Comment_2041956
The feedback didn't actually help; the post release backlash is the only thing that changed it. They did show us their ideas early and the majority disliked it. They still went right ahead and made the change. Do you see my point YET? Had they NOT shown it to us and established this notion in our heads that our opinion would sway things, it would have gone over much easier for them. They could have just dropped it on us, and a lot of people would have been giving immediate feedback. There would still have been pushback but it would have NOT included the outrage that we weren't listened to in the first place. It would simply have been genuine concern and suggestions to put it back or change it. What BEhavior got instead, for their foolishness of revealing it to us early, was a toxic storm of angry people who didn't understand why they were not listened to in the first place.
So again, you are simply PROVING my point. Showing it to us early did no one any good. Had it be just released, there still would have been feedback and it still would have been changed, and probably at the same speed. However, the notions of entitlement and blind range that the company ignored us would not have been there. The entire unnecessary step would have been skipped and all would have been happier. In short, don't put things out early (or provide info) with the vague idea that our opinion can change anything prior to release date when it can't. They should tell us nothing. We should get teasers. We can give our feedback when the thing drops.
Actually if they had listened to the feedback and solved the problem they wouldn't have to had to fix it 3 weeks later and we wouldn't have had to suffer that failure of a ui for so long. They knew the Ui was ass they knew the reception. Their best bet when they got the feedback was to actually listen to it instead of doubling down. In your case if they just released it we all tell them it sucks ass no big surprise then we have to wait for the 3 weeks for it to be fixed. They could have actually in that time of the ptb did their job and fixed what needed fixed. That was on them. They were the reason we had to wait so long and suffer. Another example is trickster everyone knows he sucks but whats really changed? Nothing much. They nerfed an addon. If they had just released trickster with no ptb he'd take so long to be fixed. If ever looking at some of the killers in this game.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2042355#Comment_2042355
Again where's the actual warning for all the other exploits including this one?
The irony for me is the devs are kinda two sided on exploits for instance wake up bug they didnt ban people because "we can't ban for people using a perk that might glitch" nurse gets light speed addon glitch "yeah lets ban for that" Tf is the difference? Oh that ones a killer glitch? Probably.
https://youtu.be/UDF1laqgsx4Edit:And apparently infinite mend legion.
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Necros...WHY...
Imma hijack this thought scott did a legion rework Concept and i love it.
https://youtu.be/LHtomqDa5RIblendette with a knife.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2041903#Comment_2041903
Your note about Trickster being one note is exactly why I like him. His power is more simple compared to other Killers and I don't have to put too much brain power in when playing as him, that's just a playstyle preference. Like how I enjoy Leather face and Demogorgon because their powers are relatively straightforward and simple. Blight requires big brain bounces and timing to hit people consistently, Nurse needs a ton of training practise and map knowledge/survivor move predictions. I prefer simple straight forward Killers. Even then, definitions of straight forward Killers may vary between people.
I believe BHVR have chosen this strange middle ground between not being transparent yet still trying to keep people informed, but in the most minimalistic way possible. They give us the bare minimum information outside of concrete dates. They will typically let us know when something is about to come out, but stray from that (like now with a fog whisperer letting us know the update is postponed to next week or later) occasionally. They need to either dedicate communication to being transparent, or stick to their guns and give us no information about upcoming content unless they know for absolute certain that it is accurate and correct.
Complete transparency would not be perfect. Even if they set solid dates, and then had to correct themselves and tell the community that content has been delayed, unreasonable people would still be mad, or those that took time off for a release that BHVR themselves "set in stone".
A complete lack of transparency would also not be perfect. Doing this would give people less time to prepare for a release, and would leave excitement and anticipation floating in the air. However, if BHVR fully dedicated to this stance and made an official statement on it, the "no transparency" approach could work well enough if they aren't confident in being transparent.
something along the lines of,
"We have decided that it is in the best interest of our community, that we withhold information regarding upcoming releases until it is known for certain that the information we give is completely accurate and assured to meet the deadline. We do not want to mislead the community and cause distrust, so we feel that is is for the best to only inform you when we feel it is the right time to do so. From now on, when an update is ready to be released, we will let you know. Do not expect updates to be released on any day other than when we announce it. We hope you understand our stance and our reasoning. See you in the fog"
Wanna know a time our feedback actually helped (well one of many) The new Ui. The devs spent 6 months on a change that was kinda unnecessary and pushed it through because "their call" and...for lack of a better word it sucked ass. They had so many better fanmade recommendations but when it was clear they wanted to stick with their decision we just said "then just condense the ui down to the bottom left and give skillchecks their own size option" and before you say "how do you know they weren't already planning to do so!" You know for a fact they werent for either of those. And so things got mostly fixed and things died down. But they could have solved the problem by showing us the UI Earlier and tweaking it for release. Save everyone the trouble.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2041898#Comment_2041898
What about them? If something is busted, people will post about it after the fact. They don't need to tell us anything up front. People will still post their ideas, and the company can still mine those posts. The key point here is NOT setting the expectation that we get a say. They don't need to let on that they are doing anything until it drops. No false expectations means less blowback. I'm not saying BEhavior shouldn't read what people post on the Forum. I'm saying they need to do it entirely hidden. Nothing is going to stop people from volunteering ideas and advice. Keeping us at arm's length and being professionally aloof prevents us from us developing any sense of entitlement. Do you see where I'm going with this?
So youd rather theyd waste the month or 2 reworking the perk to find out its busted and have to revert it instead of the approach they actually did and got community feedback on it?
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2041840#Comment_2041840
Almo saying things to irritate people is utterly beside the point. Although, if they were following my advice he wouldn't have been in a position to say anything stupid in the first place. :) If they just suddenly announced, when nobody was expecting it, "newly incorporated 'colorblind mode' for those who need it," nobody would have been grousing. Everyone would have been happily surprised.
There is an old saying, "it is better to remain silent and be thought a fool, than open your mouth and remove all doubt." That is the situation here. If BEhavior interacted with us less, or at least were far less "personal" about it, they would do better. They have created this expectation that they will give (or owe) us information. People are largely ungrateful, and once they feel they are entitled to something (whether they are or not) they whine if/when they don't get it. They always want MORE. The video below perfectly illustrates the dynamic:
https://www.youtube.com/watch?v=r8BbkbS0Vfc
I don't think they owe us, nor should they (for their own sanity and ours) tell us anything they don't have to tell us. This pertains most strongly to information about rules changes and upcoming releases. They need to keep us at a healthy arm's distance when it comes to it.
Also what about like future perk ideas like the OoO experiment? Everyone knows how busted OoO is so bhvr asked "hey would you like this version of Object if it was implemented"? And pretty much all the reception for it was good. Id personally love to see that new OoO come to live.
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@Moundshroud said:
Personally, I don't think they should tell us anything, period. The sense of entitlement is palpable. In short, they cannot win for losing. If they tell us anything in advance, a flame war begins as everyone has an opinion about everything. They end up getting nothing but negative press, and by default will have all the people that come down on one side of the issue let down and claiming bias. This undeserved notion that we all get a say in things combined with the modern internet delusion that people WANT to hear every thought in our heads has created a lose/lose scenario for companies like BEhavior. Tradition and habits are hard to change, so they keep using outmoded outreach.
They shouldn't tell us diddly squat until they release it, or within days of release. The only thing we should see are teasers, with nothing concrete. If we don't get it until basically we get it, all our initial time is spent playing and diving in rather than theorizing (and already complaining) about what we did or didn't get. Do you see my point. Most of you are saying we need more transparency; I'm saying the opposite. I think the company (and us) could do with a lot less. Think about movie trailers. Today, most of them entirely spoil the movie. The best ones, for the best films, tease you and get you excited, but don't give ANYTHING away. That is what Dead by Daylight needs.
So they shouldn't have said anything about the colorblind mode and almo was in the right for pissing people off? Then when they get called out on it "oh here it is!"
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@Pilot said:
https://forum.deadbydaylight.com/en/discussion/comment/2039989#Comment_2039989
Pretty much.
A Console can't do many things a PC player can do.
Including stretch res & editing files.
PC players can even disable V-sync and uncap their frame rate. Not sure if console can uncap theirs as I don't own one.
Nope. Besides console already has like 45 fps anyway because of horrible optimization so even if you could uncap it it wouldn't get far.
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@[Deleted User] said:
I play comp on native res both sides and do just fine. Pretty much all my opponents are on stretched res while I'm on native. Stop blaming the resolution difference. Note that the native res in the middle is still perfectly functional at that tile with the correct camera positioning.
Killers aren't failing mindgames because of stretched res. Those tiles shouldn't be mindgame-able in the first place. It only works because survivors make mistakes.
Still gives a advantage even if slight at some areas other games like fornite have banned stretched res because it allows you to see more then intentended which is the definition of a exploit.
"In video games, an exploit is the use of a bug or glitches, game system, rates, hit boxes, speed or level design etc. by a player to their advantage in a manner not intended by the game's designers." Stretched has been confirmed not intended.
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@ManWithALemon said:
I'm gonna be real with you, I firmly advocate for the use of stretched res until the FoV slider for Killers is a setting and not a Perk.
Will Survivors be able to use it for cheating? Yes. But do I want to be able to play Legion and 110 Killers without needing a Perk to mitigate motion sickness? Also yes.
So wait... "because the devs don't let us do it without a perk i endorse cheating to make it base myself"? Is that what your saying?
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@Phasmamain said:
” it just looks better bro”
It do though tbh but ######### that excuse lol.
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If the developers don't wanna fix it give everyone a fov slider us console players can't do it or the j flick so gotta make it even.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2039168#Comment_2039168
Because they don’t want to deal with survivors ######### and just want to win. I’d rather put the time into another killer and win through my own skill as opposed to winning because the survivors can’t see what I’m doing
At the highest level you'll reach a cap though where no killer but nurse and spirit suffice and survivors still are going very strong even against those. For isntance supalf is one of the best nurses around now and he scrims with oracle and agony and even he loses his games unless he literally 4 man slugs the entire team. I can be the best michael ever but his skillroof stops me fron reaching the highest level because of his limits as a character. What needs to happen is survivors and nurse and spirit and the other killers get a major rebalance that puts them all in a pretty even standing so you can see say like michael in a tourney without him losing instantly.
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@oxygen said:
https://forum.deadbydaylight.com/en/discussion/comment/2038574#Comment_2038574
I'm not expert on this sorta stuff, but could you even somehow enforce native resolution as long as DBD is one of those "borderless "fullscreen"" games? The kind without any actual resolution options beyond resolution scale in-game that just takes your desktop resolution? Not to mention that there's no benefit at all if someone uses a lower resolution at the same aspect ratio (like going from 1920x1080 to 1280x720 or even 1024x576) for performance purposes and such. They're all 16:9 so the game will look the same, just... worse, lol.
But for the flick I guess some sort of hard limit could work, even though it's strange that the specific steps involved in it break the intended 90 degree or whatever cap.
Right now it doesnt force the flick back though if you exceed the cap. The stretched thing idrk.
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@oxygen said:
But people complain a lot about every single thing you said as well though.
Either way if I understand it correctly it's in the same camp as stretched res when it comes to how it would actually be fixed if the devs decide to fix it - they'd have to change something rather fundamental about how the game works. Stretched is just the result of DBD taking whatever desktop resolution the user has and running with it without any questions despite the game having a very weird way of rendering on wacky non-standard aspect ratios, this thing... I guess the game doesn't know how to handle sudden DPI changes or something?
I'm sure if they considered either something that was critical to change they could, but it wouldn't just be correcting some sort of weird mistake like with the Wake Up bug or infinite mending Legion bug. Don't ask me how, overly aggressively messing with the resolution or mouse input of users sounds like a really bad idea if done wrong but I'm sure they could find a way if they decided to do so.
I think scott found a way for both last i checked. Force dbd to run the native resolution of whatever monitor your running. And for the j flick put a curve limit and if you exceed the limit it forces the flick back to its limit. Itll look like ######### but it fixes the problem lol.
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They all need fixed honestly since if something is not intended and the devs don't like it its a exploit not a tech. I will agree they need a big patch to fix all these they can't just fix j-flick and ignore all the other current exploits especially stretched. So im just gonna ride it out and hope they all go soon.
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@forthelulz said:
https://forum.deadbydaylight.com/en/discussion/comment/2037302#Comment_2037302
I guess you're under the impression that if it was "non-stretched" that you wouldn't still see her head? lol
Still "no advantage?"
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Why does this look better than current macmillian?
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@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/comment/2037175#Comment_2037175
What does a flashlight macro have to do with anything? It's just annoying. Stretched res doesn't help you in chases and just looks awful. Oni, Billy and Blight mains are bug abusing.
Oh really? This is a mindgame loop made useless because of stretched.
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Whenever they limit stretched res so you cant see over any loop in the game. And yeah the fast window exploit. At least some mouses come with built in macros so your technically using a 1st party tool. Stretched res is literally editing the files for an advantage.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2035413#Comment_2035413
But besides a negligible overheat nothing changed. He’s still very strong and balanced
Depends on the loops his chainsaw overheat becomes a big deterimant. Also the ######### scream and his animations god help me.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2035401#Comment_2035401
Yeah that’s what I’m saying. We need to rework or nerf nurse and spirit then we can move to survivors to make it more balanced overall
Every time they nerf survivor because most killers are struggling nurse and spirit only get stronger
It sucks because i always thought billy showed how balanced a killer can be then they dumstered him. He had high mobility a oneshot that punished survivors mistakes. Had a good skill floor. And just generally felt fun to face all he needed was a addon pass. Guess we can't have nice things.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2034071#Comment_2034071
Nurse and spirit are the only problematic killers at the moment because you can’t Balance them like the rest of the cast
If we want every killer balanced how do we make trapper as good as nurse?
By nerfing survivors? Inb4 people are like:why you nerfing survivors! Because of reasons that have been noted multiple times. Then just rebalance spirit and nurse after the fact. People say killers like tru3 just defend spirit because shes bs. Nah its really just shes the only answer beside nurse we have.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2035278#Comment_2035278
Perhaps the solution, then, is to re-balance the Survivor defense and balance the Killers who ignored said defense around that. :P
Brilliance? We don't do that here.
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@Mugombo said:
https://forum.deadbydaylight.com/en/discussion/comment/2035256#Comment_2035256
Like I just said no that shouldn’t be the case and if it is then the MMR is too strict and can be adjusted. But has anyone actually experienced this or are people complaining before they even know anything about it?
Dowsey had a 2 hour que until he got stomped by the top tournament team rn.
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@Mugombo said:
https://forum.deadbydaylight.com/en/discussion/comment/2035232#Comment_2035232
No you don’t cos if you play a different killer the opponents won’t be as difficult. With the old system this would have been the case. (It only wasn’t because it didn’t work)
And for the survivors who are at the top 1% who have broken the limit of what killers like michael can do should just face nurse and spirit every game or stomp?
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@Nosferatu3145 said:
https://forum.deadbydaylight.com/en/discussion/comment/2035232#Comment_2035232
If you believe in the power of friendship, everything is possible...
Oh yes i have forgotten thank you. Lol
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@Mugombo said:
https://forum.deadbydaylight.com/en/discussion/comment/2035208#Comment_2035208
It was tested for 24 hours and I highly doubt that’s all people were getting as high ranked survivors. If it is the case then all they need to do is make the matchmaking a bit less strict so that they go up against other good killers. It’s really not that big of a deal and until it’s implemented properly there shouldn’t be a million complaints
Do you not get at the very highest their cant be any other killers? I can be best michael NA and still lose at the highest level. Why? Because besides killers like nurse or spirit other killers have insane drawbacks. Michael has no anti loop,No ranged attack, No map pressure, starts in a weakened state. Ect. This makes it so killers have a cieling they cant break because of the limits of said character. So you have to play another one who doesnt have such limits. Aka you guessed it nurse or spirit.
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@VexTheHex said:
https://forum.deadbydaylight.com/en/discussion/comment/2035204#Comment_2035204
So Killers need balanced to the less than 1% of the game's population? (that went awful for Overwatch)
At least overwatch has more than 2 characters viable at the highest level. People like fitzy can play in tourney as sombra and win even if shes not the best pick. This game needs a way to bring all the characters more in line so the top level isnt nurse spirit or lose. Then we can talk about addressing nurse and spirit.
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@Mugombo said:
https://forum.deadbydaylight.com/en/discussion/comment/2035191#Comment_2035191
Do these guys not read? Each killer has its own MMR
Yes and scott addresses that but survivors DONT so teams at the top who beat out all killers but nurse or spirit what happens? Every game nurse spirit nurse spirit. And from what oracles said They HATE facing spirit so often. The game gets stale for the high level.
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@VexTheHex said:
S Tier is for Overpowered Killers.
Killers should all be around A and B tier.
Using the absolute strongest killer as the lowest balance level power for all Killers is ridiculous.
Ever watch oracle or agony tourney survivor team play?
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2035164#Comment_2035164
Probably not. But as I said, those are rare. You cannot balance the game around players like this, because this would mean that 99% of Survivors have a miserable experience.
Let alone that Dowsey himself is an exceptionally good Killer player, but the game should neither be balanced around players like Dowsey nor around the Survivors he went against.
This would mean that most of the playerbase will have bad games from that point, if you are catering for a really small minority. I mean, how many real tournaments squads exist worldwide? 20? At max?
Didnt scott and dowsey both say though that the current problem is you'll eventually reach a floor to a killer that you basically cant pass without nurse or spirit. For instance otz probably with 50 wins on legion could face oracle since his mmr is so high. Well he loses because its legion against a 4man swf. Dowseys and scotts main problem was itll make the game real lackluster if the highest games are nurse spirit or lose. Obviously this is the top 1% but the fogwhisperers do help populate the game a good bit and it seems bhvr is moving towards tourneys since they literally hosted their own. (Which idk why when they know for a fact this game cannot be tourney)
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@ChiSoxFan11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2035094#Comment_2035094
This poster's history almost all consists of claiming that the Pig is Nurse/Spirit level tier and deserves nerfs, with nothing reasonable to back it up. They're either trolling or bad at getting sarcasm through. Or a protégé of this thread's OP, learning the ropes of nonsensical Bait threads at the hands of the master. 🤣
Idk if you look at the stats pig has a pretty high kill rate so nerfs must be needed.
/s
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@Incurable_BOFA said:
https://forum.deadbydaylight.com/en/discussion/comment/2035021#Comment_2035021
If the game is balanced around what you class as 'high play' which is 4 man SWF who have OoO, ds and unbreakable, a solo survivor like me who just wants his WGLF stacks and some fun chases is gonna have a miserable time all the time. do you honestly think that's gonna work with even more of those kinds of killers?
Which is why the best option is the second one rebalance the survivor objective and times so killers like nurse and spirit can be nerfed and brought more in line with other characters and we can see most of the killers among all ranks.but thatd require to much work probably from bhvr.
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@Kirkylad said:
https://forum.deadbydaylight.com/en/discussion/comment/2035026#Comment_2035026
But you have to admit there's a big difference between going up against a killer blind and going up against one when you know who they're playing, what perks and add ons they're using and what the players playstyle is. All while watching their stream at the same time so knowing where they are on the map and when they are coming towards you before even hearing a terror radius.
Obviously.
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@Kirkylad said:
https://forum.deadbydaylight.com/en/discussion/comment/2034993#Comment_2034993
But dowsey went against people from his chat who new what perks he was bringing and killer and watched his stream while playing.
Yes he did. Doesn't mean hed win on neutral ground though as the counterplay to twins is just to have one person hijack victor and turn Charlotte into a m1 killer for 45 seconds. The medkits helped them a bit but they didn't change everything.
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@Incurable_BOFA said:
https://forum.deadbydaylight.com/en/discussion/comment/2035006#Comment_2035006
I thought they were nerfing ds whats your point? I literally never play swf so I really cant see where you come from with that to be honest
Then you don't really know how the game operates at the high level which is fine. But words of advice,we need either more killers like spirit or nurse not the other way around. Or survivors need some retuning to their objective.
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@Incurable_BOFA said:
https://forum.deadbydaylight.com/en/discussion/comment/2034972#Comment_2034972
Look I don't mind spirit, its just stridor AND spirit is so cheese it destroys her form of counter and then all you have is RNG, "maybe she wont be on this side of the pallet".
Look i don't mind 4 man swfs. But when they can all stack ds unbreakable have one OoO and just rush gens and get 3 of them out before first hook forcing killers to play either nurse or spirit to win a game at 1% theres a problem. Its uncounterable pretty much for any other killer and cheeses the game to stale at the highest level play.
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@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/2035002#Comment_2035002
Yes the game needs balancing but that doesn't mean weaker killers can't operate at a higher level!
What do you mean higher level? Because rank 1 goes from potatoes to tourneys. Top 1% you already admitted they couldnt.
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@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/2034993#Comment_2034993
Survivor bias? Idk who you are but I almost exclusively play killer. Yeah not the top 1% sure but how many people are the top 1%? Oh yeah only the top 1%
Stop acting like your smart cuz you watched a couple videos
Actually survivor and killer both rank 1 5k hours and have played at pretty high for a while now. The videos just help because i don't feel like writing a paragraph to explain how survivors if the mmr becomes a real thing will literally at the top 1% only face spirit and nurse. This game needs a major rebalance if they wanna enable mmr or itll become stale real quick.
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@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/2034980#Comment_2034980
If people can play killers like Wraith and Trapper at top level no one has an excuse
...they cant...not at the top 1% dowsey used twins and got destroyed.
https://youtu.be/gRdk2RLwTBwand any killer from the top 1% can tell you that only nurse and spirit are good against the top swf. Stop with your survivor bias and actually realize the problem with this game. If you need more proof watch the tourneys where any killer but nurse and spirit lose immediately. Survivors literally have tourney limits like only 2 ds 2 unbreakable OoO is banned entirely and its still a wash for any other killer.
https://youtu.be/cVqHp6DiT-w
