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woundcowboy

woundcowboy

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  • I would. Skill actually can matter with Nurse. Other killers can do zip about holding forward into safe pallets.

  • @ScottJund said:

    https://forum.deadbydaylight.com/en/discussion/comment/2740363#Comment_2740363

    Do you know how absurd 3 Ruins was on Blight with Tinkerer

    Tinkerer doesn’t matter that much beyond the first time or two he uses it. After that you should know to expect it and hear him rushing. I think old undying was good because it incentivized survivors to do another objective.

  • @ScottJund said:

    I don't think adding more BS is the solution, they just need to nerf Circle of Healing

    Implying old Ruin Undying was anywhere near as strong as survivor perks.....

  • @DeliciousFood said:

    https://forum.deadbydaylight.com/en/discussion/comment/2736432#Comment_2736432

    Let me just quote what I said about holding W vs nurse

    >"Obviously doing it mindlessly is dumb."

    There, no need to add that first sentence of yours, I said it for you already. I also explained why it was reasonable to do so to keep delaying her.

    Calling the game casual is calling it for what it is. People play this game too much even though they remain casuals. And it's fine. It doesn't mean they want all killers nerfed, even if crybabies on the survivor side whine about as much as killer crybabies. Some people truly just don't find some killer designs fun, and I agree with some of them. The same is applicable to survivor tools. I've NEVER asked for a killer nerf in my posts here, yet I called this game casual. I did say Spirit's nerf was a good thing, but never once said I asked for it or thought it was done well. Ultimately she's still S tier so I can only assume people who aren't winning with her are just not very good.

    I think you're outing yourself- Not as a Hater- but as a very bitter killer player (Not MAIN, just player, to avoid another strawman). Survivor takes skill like it does for killer, but unlike killer, it doesn't need to be re-learned for every killer and merely 'adjusted' depending on the killer they face. Is the skill requirement overall lower? Yes, you're just 1/4 of the team, so the expectations on you should be lower. You can be competent as both, but it doesn't mean you have the right perspective. I'm also good as both, and I'm disagreeing with you.

    Memorization isn't skill; you can't compare survivor skill to killer skill. I have gone matches looping the killer across the entire map. This shouldn't be possible in a 4 v1 game.


    It is incredibly obtuse to assert that Spirit is still S tier. People dropped her for a reason: she isn't strong anymore. People who aren't willing to learn should not have a say in game balance. Again, what game doesn't want you to invest time into learning and improving? That is a core part of video games and has been since the beginning. So yea, seeing killers get instantly nerfed but survivors getting to keep things like dead hard and god loops is pretty frustrating.

  • @DeliciousFood said:

    https://forum.deadbydaylight.com/en/discussion/comment/2736400#Comment_2736400

    Where in my post did I talk about equal footing? Nowhere, so try again. You're making your own nonsense up.

    But to address the notion you're presenting, first off running straight against a Nurse is a viable strategy as keeping distance with her is the best way to delay her. Going for basic jukes only works so much against a very good nurse, which is what I'm assuming is my opponent nowadays. I don't get this critique of holding W against a killer that you literally cannot loop. Obviously doing it mindlessly is dumb.

    I then have to ask why you think survivors aren't adapting after 6 years when the likely truth is that a lot of people aren't that experienced at the game. It's a casual fun game, a lot of people won't 'adapt' because this game is not worth any sort of hassle. Those that care do, just don't expect them to be some sort of norm, because it shouldn't be.

    As for this 'read' argument. When it came to old spirit, it was a buzzword for 'guessing'. Let's not kid ourselves. One streamer abused that term because they foolishly compare DBD gameplay to another game genre where the premise is actually fully balanced with limited variables (fighting games), which isn't the case for DBD. You were guessing, comp players guessed and tried to bait sometimes, but Spirit was good against the best teams for a reason: She invalidated a lot of their acquired skills.

    You should always be able to do SOMETHING as survivor, even if it's just delaying the killer. That SOMETHING should come from the skill you've acquired playing the game. Old Spirit didn't allow that for the most part. Current Spirit does but is very quick to punish for not reacting quickly and being very tactical about where you go.

    Purely holding forward against nurse without any attempt at faking is stupid- most don't know what they're doing.


    The "casual game" idea is a black hole of logic. If it's just a casual game, these new players shouldn't mind if they lose since they are only playing for fun. The reality is that they want to win without having to try. Calling the game casual is an excuse to demand killer nerfs. I have never played a game that openly accepts the idea that you shouldn't have to learn to be successful. Only in DBD community.

    Call me a hater if you want, but I find almost nothing skillful in survivor gameplay. The whole game is memorizing tiles and learning power specific counters-that's it. I have close to 3000 hours in this game. Throwing down a safe pallet isn't a skill. This is coming from someone who is competent at both roles.

  • @DeliciousFood said:

    https://forum.deadbydaylight.com/en/discussion/comment/2736358#Comment_2736358

    I'm going to assume you misunderstood me and didn't just pull some lazy strawman that hardly makes sense. So I'll clarify. Old spirit was adapted to by comp players since she was a popular pick at that level, and even then the counter was extremely unreliable and pretty dull overall. People that weren't comp could also 'adapt', but there's only so much you can do against a killer that telegraphs nothing. It's worse than Nurse, and she downright breaks the game.

    Current spirit is easier to adapt to because there's actual feedback from her power when in chase, which EVERY other killer has, and for some reason she got to be the exception until recently. So yeah, people of even casual levels can adapt to her, but it doesn't mean she can't crush most teams. Just because you can sort-of hear her coming doesn't mean you can react.

    I don't understand this double-standard argument. Both sides need experience and adapting to get good at facing the opposition. The Artist completely stomped most teams until they realized holding W was the only smart move. Survivors adapt, so do killers. The problem is that most killer players that took on Spirit (with stridor usually) after Freddy's nerf very obviously wanted EZ wins. Like, it wasn't even subtle. They all migrated to Bubba or something.

    Survivor escape rate is generally lower than a Killer's 3/4k rate. There's no 'easy win' with survivor unless you're SWF'ing with people of your own skill level.

    The game is almost 6 years old and people still run in a straight line against nurse- people don't adapt. You shouldn't be able to react to a killer's power. DBD is a 1v4- the killer should hold the power in a chase. This idea that it needs to be on equal footing is absolute nonsense. You could outplay old spirit by making reads, as good players did. You shouldn't be able to always know what is coming next.

  • @DeliciousFood said:

    https://forum.deadbydaylight.com/en/discussion/comment/2735662#Comment_2735662

    Uhm, they did, it just sucked. Comp players adapted really hard to her and even then it was hardly engaging gameplay. There's a reason why she competed closely to the killer that literally ignores all the rules in the game. Aspects of her were busted and made for an inordinate amount of information asymmetry, even compared to Nurse who at least telegraphed her busted power. Don't make this a 'but survivors' thing, it's about why Spirit isn't as chosen. And the inability to adapt to change is one of them. But most of it is because the Freddy Mains of old moved onto her for EZ wins. Now it's Bubba, probably. Maybe Blight too.

    You don't have to be comp to adapt. Again, this is a total double standard. People say you shouldn't be able to pick up and win (which btw isnt true of spirit) but want to be able to easily win as survivor. seem pretty obvious to me.

  • @Peanits said:

    I'll start by saying that I'm not trying to throw any shade here. People come and go over the years, and I really don't expect anyone to catch every single thread we've responded to or remember every time we've answered something. I'm willing to bet there's a good chunk of people who weren't even around last time we talked about it, but we have indeed brushed upon this in the past.

    First of all, I just want to clear up this idea that we are only thinking about this now that SBMM is a thing. I can safely say that it is not the case. Over the few years I've been here, there have been loads of conversations about not only this, but many other hot topics that for one reason or another have to get shelved for a while (whether that's time constraints, bottlenecks, bigger fish to fry, etc.).

    We shared this statistic because it gives something concrete to aim for. Previously, we only had ranks 1-20 to work on, and due to the way ranks worked- and since there's not a whole lot of granularity when you only have 20 ranks to work with- players of wildly varying skill levels ended up lumped together. I think anyone who's reached rank 1 on the old system knows that it's not necessarily purely about skill. Just by virtue of playing a lot, many people would end up climbing to rank 1 even if that wasn't where they were most comfortable.

    As a result, the data wasn't very reliable and the gap appeared far smaller than it really was. Does that mean the gap didn't exist? No, absolutely not. Sure, we could feel a difference playing matches, but I think we can all agree that blindly aiming for a target that you cannot see is not a good idea. Doing so makes any change we could do very risky, as it could be totally overkill and buff Survivors way too much, or not enough and still leave solo Survivors behind (as well as wasting development time that could be spent on other issues). Even after the fact, it'd be hard to say whether or not the change was effective because we don't have anything but our gut feeling to determine if it worked.

    With SBMM, on the other hand, we're able to see much more accurate info on just how big the difference is at different skill levels, and more importantly, we have something we can monitor to see how effective any changes are. It gives us a tangible goal beyond "This feels a little better I guess." Now if we do a change, we can see exactly how much the gap has closed (whether it's gone, unchanged, or smaller than before).

    But moreover, the main reason we shared this info- both the statistic and the mechanic- is to be more transparent. I think anyone who's been around for a while can vouch for the fact that we normally don't talk about mechanics like this so early on. It's something that people have been asking for and it's something we've been pushing for as well. We genuinely believe it's better to be open about it and frame the things we're suggesting with reasoning rather than dropping it as a surprise with no context.

    On a personal level, I find it a pretty disheartening that when we do push to reveal things earlier like this, it's often met with conspiracies, fearmongering and passive aggressive jabs at the team. I always get excited when we're able to good news like this with the community, especially when it's a big topic like the SWF gap. But it's really disappointing to see something that people have been asking for somehow get twisted into something negative. Even still, I stand by the fact that it's better to be transparent and share these details than the keep them locked away until the last second.

    You had one of your team a few years back making fun of people on this forum because the gap between swf “wasn’t that big.” It should not have taken your team 3 years to come to the conclusion publicly that SWF is too strong, when people who play could have told you that. Nonetheless, I am glad you will take action.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2729983#Comment_2729983

    That first sentence of yours already makes 0 sense. If they wanted to hand hold potato survivors, why nerf killers so they don't compete at the highest level? Pretty sure potato survivors don't play there.

    Camping and tunneling are two of the biggest problems for less experienced survivor players. Nothing has been done about that in many years. I also hope you realise that a large amount of people that play this game aren't that experienced. Certainly not among the top level players. The game needs to be balanced around those people as well, not only, but also.

    This game certainly has it's balance issues, especially at high level play, with gens going fast and maps being badly balanced. But it's not a problem of BHVR only caring about survivors.

    They nerf killers because those who can compete at a high level will completely demolish any lower skilled survivors they face. This isn’t “fun” for survivors who don’t learn the game, so killers get nerfed.

    Camping and tunneling exist because the devs don’t know how to solve their own broken design. It isn’t that the devs like survivors better, it’s that they don’t understand their game or how it is played at high level, so they think that killer is too powerful.

  • @GuyFawx said:

    Its very simply about adaptation and alot of players fail to adapt to the new scenario and say screw this. She requires a bit different mindset now as she is nolonger about jump scares like she used to be. She is still strong in a lot of ways she just cant so easily fool anyone so the majority of players that used to like her feel as tho her gutting / fixing ruined that style of gameplay. You can still pull it off sometimes with a furin addon tho its highly unlikely. I bet she will slowly gain some small tweaks and may at some point return to her status as a top tier killer which she still can be but again you have to adjust your mindset for the new spirit.

    Funny, survivors never adjusted their mindset when facing her before. Typical lack of understanding in this thread. These nerfs weren’t minor- she is now a glorified wraith lunge in chase, which isn’t a good power.

  • @GannTM said:

    This has to be bait…

    This is a person who is known for having bad opinions.

  • @TheArbiter said:

    Meanwhile when part 2 comes out and nothing is changing LMFAO

    Yea i’m tired of the “just wait people” . Nothing good ever comes

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2722843#Comment_2722843

    It took them years fo fix Dead Hard, which is only one Perk. And even the current version is not perfect, since it eats the powers of some Killers, which is unintended and being worked on. (The visual feedback is something which will probably not be fixed and it does not really matter IMO, since gameplay-wise it does not change anything)

    You can expect that it will take longer or is even impossible to fix the Bugs of one Killer Power.

    In general, people should really stop to compare Bug X with Bug Y and how fast the Devs fixed one of them. Some Bugs are harder to fix than others, which is the reason why some get fixed while others take more time. There would be no point in keeping Bugs in the game which can be fixed, just because other Bugs cannot be fixed at this point.

    Besides that, for me Nurse is mostly fine. Sometimes, pretty rarely, I have the Bug where I cannot press M1 after a Blink, but this is the only Bug I encounter.

    The bugs she encounters are gigantic though. At least 1/5 games, i am not able to use my second blink. It is absolutely game breaking.

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/2722720#Comment_2722720

    https://us.v-cdn.net/6030815/uploads/ONYVQ01JP5AL/bruh2.png

    https://us.v-cdn.net/6030815/uploads/F1YHKKPR0RD5/bruh.png

    It's literally easily provable. I don't have to make up things and even though i don't owe you proof, I can ALSO show you that I've got the adept achievement on the killer you claim I've never played (and every killed aside from the newest 2) which any killer main can tell you that getting that double pip isn't always easy for a number of reasons.

    Got anything else?

    I do: you don’t know what you’re talking about, regardless of experience.

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2723390#Comment_2723390

    I never played it, but considering it died out, hard to use that as an example

    It didn’t die because of the balance. It died because they couldn’t release or support it anymore due to licensing.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2723410#Comment_2723410

    Are they really though, or are we just saying this because you know survivors don't actually complain and want 4man escapes like killers do with 4 kills?

    I've never in my life seen someone say the killer should let them go and give them a 4man escape lmao.

    You must be joking.... have you really not seen the endless threads on this forum demanding nerfs to weak killers/perks? It all comes from the sense of entitlement survivors have: I lost, therefore this thing needs to go. If survivors didn't want the 4 man out, they wouldn't complain about the killer securing kills. Just because they don't use the words "i want a 4 man escape" does not mean that they are thinking reasonably.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2723375#Comment_2723375

    Yes, definitely, when players in the end game chat complain that you sat in the basement the entire match with one survivors they're definitely complaining they didn't 4 man escape and not the fact that you prevented someone playing the match or whatever.

    Yea, they're mad because the killer didn't let more out. Why should the killer do anything except get as many kills as possible? It's not the killer's job to make sure everyone has fun. That falls on the devs, and they have been failing miserably.

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2722183#Comment_2722183

    The problem is, balancing around 75% kill rate, and not taking into account camping and tunneling would kill the game.

    If you die 3 out of 4 times, as a standard balance, how many times would that increase with those tactics.

    And who wants to play a game where you are 75% likely to end in defeat. Not to mention rng, teammates, etc.

    The reason 50% works, is because it provides both sides with some wiggle room and not a defeatist proposition.

    That's not true at all. Friday the 13th was balanced around 6/8 people dying, and was even a point while the game was being promoted. Now granted, Jason was weaker than they intended, but the thought was there. F13 was a much better game than this mess imo, but unfortunately the licensing issues killed it.

  • @Seanzu said:

    don't think I've ever in my life seen a survivor complain about how they didn't 4-man escape.

    They do it indirectly. The killer gets 2-3k and then the other survivors complain about tactics or call the killer a loser/no life. They are implicitly mad because more didn’t get out.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2714422#Comment_2714422

    Ok but you can't base your ability as the base. I am the same I played about 3 games of her and I'm pretty good with her I hit blinks consistently but can still be out played. My biggest issue with survivors arguments about a killer been mindless when as a survivor you sit on a gen and hold one button and press another every once and a while that's mindless. Even most killers with a low skill floor takes more skill then survivors objective.

    Yea the survivor mentality makes no sense. Playing killer is incredibly more difficult than survivor. Yet killers need to “get gud”, while survivors hold m1 and mindlessly run tiles.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2710458#Comment_2710458

    It worked back then.

    I played against killer that absolutely dominated teams and they had no chase powers.

    It would work now.

    Yea you need some awareness….people didn’t know how to exploit tiles as well back in early DBD. One of the reasons MMR is so hated is because if you are good, you will pretty much never get a weak link on the team. DBD doesn’t work when everyone knows how to play: killer will lose the vast majority of the time.

  • @LoneSlinger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2714932#Comment_2714932

    I knew a couple good slinger mains but as you said they all stopped playing after the nerfs

    Just like Billy

    Just like Freddy

    Survivor mains don’t care. They won’t be happy until they control all chases. It’s only a matter of time before nurse is nerfed (again).

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2714358#Comment_2714358

    Sorry but I gotta disagree mate. She was nerfed but she is still one of the best killers in the game.

    I don't know how you can say she's "not worth playing". She's still in the top 5, in my opinion still top 3.

    People like playing killers that are easy to learn, with really good results. It's why a killer like Huntress is one of the most played killers at high mmr.

    The only killer that is difficult to learn, that people play is Nurse. The reason people learn her though is because everyone knows she's the best killer by a mile.

    Once again, totally off base. Huntress is one of the hardest killers to play effectively at high mmr. Spirit is nowhere near top 3 anymore.

  • @CashelP14 said:

    Thing about Spirit was that before her nerf, she was quite easy to play. You could pick Spirit, spend very little time learning her, and still 4k quite consistently at the highest level.

    However since the nerf to Stridor, and now the directional phase nerf, people just don't want to spend time properly learning her. She is still extremely good but isn't as easy as before.

    Again, this is a fundamental misunderstanding. It’s not like she can now get the same results if the killer tried harder with her: she is significantly worse and it is simply not possible to mindgame good survivors anymore. She’s not “harder”, she’s worse and not worth playing.

  • No, it’s not. Spirit has never been broken. She is at the mercy of the survivor now. Why would anyone play that?

  • @[Deleted User] said:

    I think the killer players who aren't quite as experienced on survivor are going to find that playing against four optimal Sprint Burst users is 10x as frustrating as Dead Hard. There's at least a chance for a misplay with DH. Early SB means you likely never have a chance in the first place.

    Sprint burst at least can help the killer to gauge if it is worth trying to chase, and they can at least force the exhaustion. There is also mindbreaker (or whatever it was renamed) to mitigate SB. You don’t know the survivor has dead hard until after you are in the chase. DH can easily add 30 seconds plus to a chase, with no possible counter by the killer.

  • @Chilli_man2400 said:

    People are completely misunderstanding me and someone else’s point what I’m trying to say is. It’s not about survivors can’t beat and counter slinger it’s the fact that Slinger could do fake zoning quick ADS you couldn’t predict a chain shot. God slingers will never miss there shot. If you dodged a slinger chain you didn’t outplay him he sucked and missed! That’s not outplaying that’s The slinger being bad at the game. I know there’s obstacles to break the chain but slinger will never go for long range shots he will always quick scope you get no reaction time he could shoot in .15 seconds and down you without any reaction time. When ever you raise your gun and put it down there’s no speed penalty nor cooldown you could zoom forever and down people easily.

    People saying there was no counter can’t let go of there ego and admit slinger had problems. I’m not denying the changes were bad. Yes the TR change was bad and he didn’t get buffs to compensate but your all ignoring why he was problematic he had no “COUNTERPLAY” in a chase. You can argue all you want but you could never beat a god slinger in a chase.

    This is such garbage. No human being is going back to hit every shot. Survivor could always move to make them miss, especially since the spear is a projectile.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2709333#Comment_2709333

    What strawman? I literally said this basement's power is too extreme. When in terms of the scale of survivor-sided and killer-sided, it tips the scale to be extremely killersided no matter what survivors throw at it. That's the definition of busted.

    This isnt slightly killer favored. Basements in general are slightly favored, RPD's basement is already on a scale of barely being able to overcome with the right playstyle or the killer outright ignoring the fact someone got unhooked in the basement. Eyrie of Crows is even stronger than that.

    All I have been saying is to lower Eyrie of Crows to at least RPD levels of basement strengths.

    Because you know what else Eyrie of Crows has that favors killers? An open mid-way, very easily spottable survivors across the map, being able to see if a gen has been progressed or not from almost the opposite side of the map. Not even talking about the fact that I did state: "there are issues here and there that I would like to see different as many other players". Issues including both on the killer and survivor side. But those issues pale in comparison to the basement there. Even if a double god pallet set-up spawns, leading right into the window upstairs, that is still much less problematic to killers than that basement is to survivors.

    I could make an entire list of things that are wrong with maps, both on killer and survivor side, like how the totem on top of the library is by far the strongest totem ever created and should not spawn if any boon enters the game. Just because I mention 1 thing that's extremely unfair(yes, extremely, not "slightly", not "barely", e x t r e m e l y) with a new map, doesnt mean I want to neuter killers.

    You created that strawman instantly, which is why I called you out. I literally copied what you said, reversed the roles and you call that a strawman. That's not what a strawman is. I just used your own logic against you to show how flawed it is.

    It's just Eyrie of Crows' main building basement that needs a slight nerf. Like a door opening with a pallet so it's escapable once the right play has been made, or a window straight ahead with the breakable door moved to that side to not make the window a god window. That's all that is needed. THAT is a fair basement. Still the strongest part of the map for the killer, but still escapable with the right play. Eyrie of Crows is not escapable, even with the right play, especially not against a proxy-camping Bubba.

    This post is so off base. Eyrie of crows is a severely survivor sided map. The map is huge, meaning it is impossible for the killer to control, and it it is loaded with safe pallets along the perimeter, not to mention the main building itself which has god loops and infinites. Breakable walls favor the survivor since it creates an infinite or forces the killer to spend time to they don’t have to break it. You are bad at the game if you think that the basement somehow tips it toward the killer.

  • Gimped killers aren’t fun. /topic

  • Yea god forbid a killer can fight back. We need all of them to be worthless apparently.

  • @BreadTube said:

    https://forum.deadbydaylight.com/en/discussion/comment/2705512#Comment_2705512

    At tournament level it's survivor sided, but at the casual level it's killer sided or survivor sided depending on maps, perks, add-ons, & whatever killer is being played. It'd be unfair if the devs started nerfing Blight bcuz the tip top 0.1% steamroll everyone, for example.

    Except that the devs do and have done this. Most can’t use Nurse, but she was hit with the nerf hammer. Same with slinger and Ph

  • @BreadTube said:

    No offense to tru3 but he complains too much to give him much merit anymore. Most other killers that aren't treating this game like a diamond match on OW don't think survs have too much power.

    That not at all true. Almost everyone who plays the game for any length of time agrees it is survivor sided

  • @Impartiality said:

    https://forum.deadbydaylight.com/en/discussion/comment/2699635#Comment_2699635

    OMG a bit of blood and sound where it shouldn’t happen. It doesn’t affect gameplay at all, so again where’s the problem apart from killer ego?

    And yet when survivor would get hit/downed while appearing further away, that was a problem? There were countless threads on this forum complaining about survivor hit validation. Instead of fixing the problem, the devs just shifted it to killer.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2687450#Comment_2687450

    How are you going to know how good she is if you don’t even try? That just makes no sense to me.

    Except that I have both tried her and gone against her as survivor. Her power only kind of works at short loops (which most killers do well against) and is completely dead at long loops. The only way she catches people is if they don’t use headphones/make mistakes. She is a worthless killer now.

  • @GannTM said:

    Have you played her since her nerf? Did you just look at the 5.3.0 patch notes and come to the conclusion that Spirit was dead without giving her a shot? You all just completely dropped her.

    This is making me sad because ever since 5.3.0 came out (which has almost been 2 months), I have only ran into only 4 Spirits. 3 of the games were very fun (the one unfun game was a Spirit on RPD who barely used her power so typical RPD match). I’d really like to see her more often because she’s very fun to go against now so if you did enjoy playing as her before but dropped her because she was given counterplay, please give her a shot at the very least.

    Why would anyone want to play an unviable killer? There are simply better options.

  • @Myla said:

    Nurse has 42% kill rate last time I checked so she deserves a massive buff like three blinks base kits.

    Nah, didn’t you know that statistics only matter when they support nerfing killers?

  • @Shenlong1904 said:

    Both the forums and the subreddit always were quite killer sided, treating killers like the underdogs while survivors as the big bad villain, but recently this has been worst than ever.

    These forums have mostly become an echo chamber for killers who want the game to be shaped around them.

    Like yes, I understand that this game is survivor sided, meaning that if both sides try their hardest and play almost perfectly, the survivors will mostly win.

    But that doesnt mean yall can just act as if people who play survivor are the scum of the earth.

    And holy hell, if the devs really decide to follow the general consensus of the forums, all matches would be a 4K at 5 gens.

    The way some of yall get so offended by somebody's virtual avatar crouches over and over again.

    Even I have gotten quite stressed because of this game, but I have never, never, never put blame on the survivors or the devs, because, as you so often repeat, "They bought the game, they play how they want"

    Recently, almost every post has a variation of "survivor easy and no stress, so survivor players are babies. Killer hard and have stress, so killer players are oppressed".

    If killer is so hard, then go play survivor and try it out. If you say it's easy and stress free, there are three things that could make you say that. 1.Low MMR for the skills you have 2.You stress yourself when playing killer. 3. You're lying.

    Many times, when you're having a stressful time playing a game, all you need to do is relax and remember, its just a game, and the results don't matter.

    But it seems that too many of you have put hours into getting better, and feel you deserve results, and therefore if you dont get those results, you'll feel cheated, which causes you to stress.

    Yes, sometimes the game really is unfair, or atleast feels very unfair. But most of this unfairness is created by your expectations.

    Hell, for some time i had quit DBD when i had around 700 hours in the game. Because I thought I deserved to win almost every match. And that simply wasn't true.

    I play around 70% killer and 30% survivor if it matters.

    Alright, rant over

    While it might sound harsh, the reality is that playing survivor is significantly easier than killer. I play solo at high mmr and escape around 70% of the time (yes, even against blight.) The other thing that makes this even more annoying is that killers are always expected to “get gud” and are nerfed to be “more skillful”, while a literal potato could play survivor. The burden of skill is always on the killer, not survivor. The most laughable example of this is Pinhead, who has a power that is near Nurse level of difficulty for almost no reward.

  • @Kira4Evr said:

    Yea he's playable, you just have to adapt

    If only survivors would adapt instead of crying about any killer that is mildly challenging.

  • @ManOMaker said:

    Who is it?

    Why did you choose them?

    How many hours d you think you have with them?

    What percentile of killer do you think you are with that kller?

    -Nurse

    -I was tired of being looped

    -Tough to say, but I would guess 1000 hours or so.

    -I am in the top percentile of killers.

  • @Impartiality said:

    https://forum.deadbydaylight.com/en/discussion/comment/2677924#Comment_2677924

    No it’s an online PvP game, there shouldn’t be a power role. It should be balanced.

    And yet it is horrifically balanced in favor of survivors

  • @anarchy753 said:

    They got salty and ditched him when his add ons got nerfed. Previously they were in a state where it was basically "equip any two add ons to win," and post nerf their descriptions may as well read "puts an icon of an add on in the bottom left of your screen" aside from one or two. Then they pretended it's because you can no longer walk around with the chainsaw revved for over a minute without consequence.

    He's still a strong killer, and has a fun playstyle, but he's definitely been powercreeped by some of the later entries like Blight, and Bubba who got pretty universally buffed at the same time as the Billy nerf.

    It’s not all salt. Billy is a worthless killer. He does nothing particularly well, so there is no reason to use him.

  • @Vampwire said:

    People are just mad they don't have brain dead killers who win in every scenario. And that's not an exaggeration either. Old slinger literally won in every single situation just because survivors had no way to tell when he would shoot.

    Old slinger was like huntress with no wind up time. So that's what they did to balance him. They made you have to plan shots instead of quickscoping when its convenient to. Slinger still has a lot going for him in a chase, people just don't care how to learn his mechanics because they're use to getting free hits.

    Typical survivor entitlement. You could predict shots and make him miss. Now you seem salty because people just play other, more rewarding killers. Playing a chase that the survivor controls isn’t fun, so don’t be surprised there are fewer slingers now.

  • @Junylar said:

    See you tomorrow!

    "survivor gameplay becoming more easy now"

    Try playing soloQ survivor and you will never say such things ever again.

    I play solo. It is far and away easier than killer. Playing survivor is literally just holding m1 and memorizing tiles. That’s it. If you’re getting bad teammates, you’re probably at low mmr.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2642740#Comment_2642740

    There is also a problem in regards to maps - some have ridiculously strong loops/layouts that neccesitate playing a killer with enormous mobility or the ability to bypass these loops, especially at higher MMR where survivors will know how to 'play' these loops and turn them into incredibly safe pseudo-infinites.

    The notorious 'House of Pain' loops, the wonderfully named 'POGlog' on swamp maps etc.

    What's going to have to happen is a rework of these maps. Right now were in an arms-race between killer mobility and anti-loop, and survivors chaining together strong vaults and pallets. Something is going to have to give.

    https://forum.deadbydaylight.com/en/discussion/comment/2643289#Comment_2643289

    This.

    The meta has shifted from trying to mindgame pallets/vaults to running larger, stronger loops where it's very difficult to catch up.

    I'm not sure if there's an easy solution to this.

    https://forum.deadbydaylight.com/en/discussion/comment/2657909#Comment_2657909

    I recently saw a video where a single survivor looped an excellent killer player for around 5 minutes on the Haddonfield HOP. He was playing Nemesis.

    Legion is vulnerable to predrops. Trickster and Slinger both fall apart when survivors know how to LOS.

    I think killer movement speed needs to be increased. It will help the hold forward problem and cut down on BS god loops.

  • “I wonder why I haven’t seen the killer yet…..”

  • @thebrentster911 said:

    Man, this is depressing to read about and all the comments.

    I'm still newish, and I keep thinking "when I put more hours in and learn and develop my skills as killer/survivor, the game will be more fun".

    It seems like the more you play and higher your MMR goes, the less enjoyment you'll have.

    Pretty much this. The devs have made it so the more experienced you are, the less fun the game is.

  • @kaeru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2655168#Comment_2655168

    If 4 kills is winning for you, you can slug at 5 gens and get 4 hooks - 4 kills while having 4 strongest slowdown perks. If it's fun for you I don't see the problem.

    Well, for one, that won’t work against a good group since they will be able to get the pick up or bring UB. For another, optimal play is boring. Against a high ranking group, killer is forced to get a hook and camp. The fun part of the game, chasing, isn’t viable to do against the whole team because of gen speeds and tile setups. BHVR can do much better than this.

  • @kaeru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2655128#Comment_2655128

    If it stressful you should probably change your win condition. For example get 4 stacks of BBQ and over 25k bp. It doesn't mean you should not aim to 4k. Just make killing survivors your secondary objective.

    If you not having fun for securing kills by slugging/camping/tunneling, you should probably look for fun in chases and interesting ways to play killer. Like crossmap hatchets as Huntress or distant Victor pounces as Twins. Try M2 only Hillbilly or M2 only Nemesis. You can find guilty pleasure in securing head pop as Pig. Some killers have game changing addons that open different side of gameplay.

    I mean you can find your own Fun in game.

    What if winning is fun? I don’t enjoy derping around with crap perks and addons to get 1-2 kills. Pulsar is right: all of you in this thread are only talking about masking the issues. The devs need to balance the game, not cater it towards people who don’t put in the time to learn.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2648293#Comment_2648293

    ...Yes, exactly. He's going to be shooting at some point, so you can't ignore him ADSing briefly, but he's also not going to shoot you just because he's raised his gun, so you can't just keep swerving because you'll lose distance.

    Combined with a quickscope being literally too quick to dodge when he's at a certain distance from you, and survivors are at a lose/lose with no real agency in the chase beyond hoping there's something to break LoS or hoping that the Deathslinger just misses when he does shoot. The changes needed to go deeper than what we got, but they were still ultimately necessary.

    There aren’t really any killer nerfs that are justified, beyond things like old legion and old Nurse addons. Killer is incredibly weak atm. As survivor, I am escaping around 4/5 matches, and the one loss usually comes from one of my teammates trolling. Killer needs to be strong.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2648253#Comment_2648253

    But that's exactly what we've been talking about- if you're doing that, then you're not gaining as much distance, which means he's gaining on you. All it takes is for him not to be holding his ADS for the entire chase, which even bad Slingers don't tend to do, and you're in a lose/lose scenario where you're either easy to shoot or you're losing a ton of distance by running erratically.

    He's going to shoot eventually, you don't know when, and he loses nothing by making you swerve to avoid a shot that you have no way of predicting or reacting to even if you could manage to guess right. I'm not the first person to say this, it was the hot button topic about Slinger's design for a while.

    Yea and everyone talking about it was wrong. The fact is that he is going to be forced to shoot at some point, otherwise you will break line of sight or reach a safe structure. Making up a little ground doesn’t mean much when there are multiple safe pallets per map.

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