designator
designator
About
- Username
- designator
- Joined
- Visits
- 373
- Last Active
Comments
-
Why not remove exit gates too?
-
@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/3079459#Comment_3079459
I think your mixing up survivors and killers on the hold W thing there. And I've gotten out of plenty of matches as a survivor since the patch. I've lost some too, but you know what, I usually pip, and I move on to another game. Or are do Survivors just want a free 4E?
Only one side is actively rewarded by the game for holding w with no thought for 15 seconds.
-
Yep, everybody with more than 200 hours knew this would happen. Camping is already strong, increasing gen times without increasing hook times will just make is stronger and easier. Played several games where the killer face camped at 5 gens, one was a Myers, one was a Bubba. Both had Deadlock, No Way Out, and guess who ended up winning. But thank god killer mains can have their ego feed even though their side is basically a glorified hold w.
-
@Hex_Rural_LTE said:
https://forum.deadbydaylight.com/en/discussion/comment/3073874#Comment_3073874
Survivors seem to think that they won by completing all the generators and they're entitled to the escape just by powering the gates. The game isn't over until you leave.
Killers seem to think they deserve a kill by hooking someone once in end game and they’re entitled to a kill just by hooking someone once in end game. The game isn’t over until the third hook.
it’s always the nurse profile pics huh
-
@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3073874#Comment_3073874
End game is still part of the game, no one has lost until the game is over or they're eliminated. Or should we count any survivor who's in the dying state as 'lost' and just eliminate them immediately without any hooks?
The problem with certain perks at end game, is that they put a killer in a lose-lose situation.
If a survivor has gotten themselves downed at any point, then the killer has earned that down and has the capacity to attempt a hook, regardless of when this occurs in the game.
The problem with DS at endgame is that a killer could down a survivor within range of an exit gate (could be as much as 30 meters which is huge), but if they have DS, then they are untouchable. Killer is damned if they do, damned if they don't. They can't pick them up, because the guarantees an escape, and they can't slug them, because they can just crawl out.
- Go for unhooker
- Hook far from exit and slug
- Don’t get to endgame
There three counters that aren’t killer dependent. Individual killers may have even more counters to DS and OTR. But complaining about losing kills because of DS is like 2 survivors dying at 5 gens and then blaming it on Barbecue and Chili. If survivors did 450 seconds worth of gene they should have an advantage.
-
@Killing_Time said:
Survivors just mad crutches got limited
Which perk is a crutch?
DS the only perk that prevents the killers from tunneling someone out in 30 seconds?
Iron will which just made your injured survivor quiet and allowed you to mind game during chases (which takes significant skill)?
Spine chill which just told you the killer was looking at you?
-
@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/3065584#Comment_3065584
What facts or useful information have they shown? I'm really curious.
Nurse kill rate 49 percent? Irrelevant. It has been explained why many times.
Extremely condescendingly saying no one wants to learn how to play against Nurse, and then giving information on how to face her which everyone in this discussion already knows?
Some random casual tournament with random players where nurse has 2.1 kill rate or whatever it was? I checked out some of the players from that tournament setup. Lol..
You are in many of these threads defending nurse. Maybe you should consider your bias.
I haven't seen a single piece of useful or good information relating to this topic by the players defending nurse, except for teaching noobies how to go against Nurse. But..they are not the ones claiming Nurse is OP in the first place.
YAAAAAS DRAG HER!!!!!
-
@Hansenni said:
https://forum.deadbydaylight.com/en/discussion/comment/3065579#Comment_3065579
They didn't plan on nerfing one group specifically, the whole point of the update is to shake up the meta and create an environment, where survivor and killer can try out new perk builds, without immediately having to fear to throw a game, just because they didn't bring the best 4 perks in the game. And it is not skill, if you need the same 4 perks to win. And truly skilled players, are able to outrun an killer for quite some time. This way many players can experience new aspects of the game, which they till now didn't, because they just used 4 meta perks every game from the start to now. I see this update as an opportunity to discover new fun perk builds. But for most survivors it seems like change = bad. While as killer you are used to adepting to new situations, since every new chapter brings a new character with unique abilities and new perk build needs. And now for the first time in many years survivors get as well the chance to learn new skills and adept to new perks.
I mean they said specifically they wanted kill rates to be higher (even though the last stats they showed us, when survivors were objectively stronger showed every killer above a 2k average). It’s pretty obvious that this is a killer sided patch and most long term players understand they went a bit overboard. Good killers have no problems getting 4ks even against a hardcore SWF. 5 seconds of BT and Off the Record are not even close to what killers got this patch and I think if they changes go through killers will have above a 3k kill rate on average which I question the necessity of.
-
Survivor main. I’m gonna stop playing until they nerf killers. I feel like they plan to nerf killers but nerfed survivors first because killers complain more (just look at the fourms). I’m hoping the next patch will nerf oppressive killers like nurse and look at mechanics like camping but until that I probably won’t play.
What bothers me about these changes is they have consistently made survivor skill matter less and less with killers like Legion, Deathslinger, Artist, and old ones like nurse. When does my 2000 hours worth of knowledge come into play when I spawn in a dead zone and go down in 25 seconds to a bloodlusting killer? Seriously why do they want to buff bloodlust and nerf pallets? Why not just make it so survivors automatically go down after 30 seconds in a chase so baby killers don’t need to learn enough game sense to drop a chase? Until they improve survivor gameplay I will invest my time in a game that rewards skills.
-
@Tsulan said:
You realize that the top Nurse players during tournaments barely get a 2k with NOED and camping against top survivor squads. Do you?
Please post the game in question. A nurse on Leary’s or Red Forrest may be tieable, but I highly doubt they were playing on Wrecker’s Yard or Blood Lodge. Regardless, almost every tournament Nurse I’ve seen recently has only gotten 4ks, which is why she is usually saved in the killer rotation until the final matches. I imagine for a tournament Nurse to get a 2k she made some serious errors.
-
@Souplet said:
Map balance doesnt make dh pick rate 75%
uh yeah it actually does... Dead Hard works consistently on every map. If a survivor brings balanced landing they risk a shelter woods or wretched shop game, and if they bring lithe they risk the game. If they fixed the map design so every map has a balanced landing spot and at least several windows the other perks would be used more.
-
Identity V has a mechanic where for the first three minutes of the match has slower deciding. Then the survivors decode at regular speed. This IMO is a much better solution because it would encourage more interaction ( totems, flashlight saves, hook sabo). But a blanket extra 50 seconds of gens seems stupid.
-
Or go play a game that has more interactive gameplay then press space at the right time. Hell at least rhythm heaven has good music
-
Deadlock camping will be much easier and probably guarantee a 3k if hook times don’t change. Comp players already proxy camp because it’s a powerful strategy so it will likely continue at all levels.
Tunneling will be incredibly easy with the DS nerf and bloodlust buff.
3 gen will likely become more powerful as kicking a gen has built in pop. I predict the killer meta will still be 4 gen slowdown (why is thanatophobia not considered meta? It definitely is a meta perk?). Hit and run is an incredibly boring strategy that is stronger now.
Solo survivors will probably have a .5 escape average while a sweaty four man SWF will probably have a 1.5 average. Built in BT won’t make much a difference. Overall horrible game balance decisions.
Why buff bloodlust? Killers should be rewarded for holding W? This is the same problem as old legion. Chases are now a 30 second cutscene if you play it perfectly unless you drop shack pallet.
-
Survivor is at its worst state in a long time. Survivors are literally punished for doing well in a chase now with bloodlust and entity blocker. Why am I going to invest my skills in survivor gameplay when the game literally punishes me for doing well? Then we have killers like Spirit, Freddy, and Deathslinger who basically ignore survivor skill and force the other 3 people to rush gens and hope you can waste enough time in between going down and getting carried to hook. If you want to do marginally well now you need a 4 man squad unless the killer is a potato. Guess what not everyone wants to track down a Navy Seal team for a casual game. The stats showed that a majority of players were solo but let's nerf all survivors. Sure there are 5000 hour nurses and huntresses that you can't do anything against but let's nerf the 1% of teams that collectively have more than 2000 hours.
-
Yep. With bloodlust, deadzones, and entity blocker, killer gameplay has become hold W long enough and you'll win every chase. Add a broken power like Spirit's or Freddy's and there's very little survivors can do. Everyone loves talking about Ironworks infinite but when are we going to discuss Hawkins and Saloon where the killer can literally lunge around every pallet and get a hit because of lag/lack of safety?
-
I think camping is the reason this game will never be as popular as some other games. Too much of the gameplay is already holding M1 as survivor, and when you're being camped you either have to be bored for 2 minutes or ######### and reward the killer for camping. I can't even really blame people who kill themselves against campers, because they play the game to have fun and not sit on a hook for 2 minutes. Let's be real, outside of a very coordinated SWF or highly skilled solos that have good game sense it is very difficult to punish camping to the extent it should. The killer is basically refusing to play the game normally so camping should guarantee a loss. If the killer is camping it takes time to run and check the hook, it takes time to run to multiple gens, it takes time to do totems, and it takes time to power the exit gates. 2 minutes for a survivor is not enough on hook, especially with high mobility killers like spirit, multiple slowdown perks like thanatophobia and dying light, and perks like NOED that force survivors to Gen Rush. And I'm not talking about exit gates are powered so the killer tries to secure a kill camping. I'm talking about killers camping at 5 gens for no reason or when the killer is losing so they decide to hard camp someone.
-
The funny thing is the majority of people that only play 4-man SWF are killer mains. Actual survivor mains play solo a majority of the time.
-
Lore wish it makes sense. The entity feeds on hope and it would make sense survivors would be consumed slower if the killer is revving a chainsaw 2 inches away from them. They already nerfed gen speeds which just buffs camping even further. The entity should ensure both sides play fair since it already blocks windows for survivors and blocks exits for killers.
-
Survivors should instantly die after dropping off top floor of ironworks too
-
Survivors should not be punished for doing well in a chase. It's a stupid mechanic. Imagine if a built in game mechanic gave a health state to a survivor that was put into the dying state too quickly. While good killers usually don't need it, it's basically uncounterable and good killers can use it to down a survivor in unfair situations when they should break a pallet (EGC, multiple survivors incapacitated, tunneling one person they want to kill ect).
-
@Aneurysm said:
They didn't remove pallets except on disturbed ward, there's enough to complain about in this game that actually exists without making sh1t up.
The devs admitted on their QA stream that the spawn logic on old maps lead to massive dead zones but ok
-
@PNgamer said:
The Devs already said they aren´t touching Noed, because they want to encurage survivors to do an alternate objective.
First survivors complain about more to do in maps. Than we have so many Killer´s with onehit options. Abilitys, Add ons and stuff like that. Than survivors complain about totems are to easy to find. They have map offerings, Detectives Perk and so on......
The reason why survivors complain so much about Noed is because they are to lazy to do bones ! So stop asking for Nerfs or reworks. I can remember Noed wasn´t a totemperk ect. Its absl. absurd and i can´t understand why survivors still complain about a Hexperk.....
I told you again, the Devs never touching it yet, because this perk is perfect balanced atm and i don´t care what wannaby pros or Streamer are saying. Everyone can have his own oppinion thats np for me and i accept it. If they wanna rush only gens np they can do, but than accept or liv with the consequences.
this is the perfect answer from community Manager Not_Queen
"As it was mentioned in the thread by different people, NOED isn't rewarding poor gameplay from Killers:
- Killer has to play the trial with only 3 perks before the doors are activated.
- The perk can be fully deactivated by survivors
- If the killer has no luck in hooking many survivors before the doors are activated, then the survivors should have been able to cleanse totems without feeling pressure, thus, not giving the NOED edge to the killer. It's on them if it activates.
- If survivors allow the killer to get a 4K with NOED in the end game, I would argue that survivors made mistakes during their end game plays or didn't prepare for the potential NOED activation.
Finally, if you don't want to play NOED, it's your prerogative. In my opinion, building a build that is strong in end game isn't rewarding failure, it is using perks for their intended purposes. The purpose of NOED is to give a killer a burst of strength in end game. Since it's effectively strong, survivors have the power to deactivate it, if they focus secondary objectives.
The killer players choosing to play NOED are banking on a burst of strength at the end for the downside of playing with 3 perks the rest of the game and having a chance to have their perk deactivated. It's a high risk, high reward scenario."
There is nothing more to say
Deal with it
greetings
Yes because Not_Queen, who I've never seen play past rank 10, is the authority on game balance and design.
-
@sulaiman said:
But killers are forced to do that for every swf death squad. One side has to, the other shouldn´t?
No one is forcing killers to play and they can see the lobbies and items beforehand, something survivors can't do. Maybe you only play killer but having a teammate DC at 5 gens is like spawning in as a killer with 2 gens to do instead of 5. Not fun.
-
@OutcastEric said:
https://forum.deadbydaylight.com/en/discussion/comment/1228302#Comment_1228302
Stop playing solo then! How bout you be the one to do totems if you feel like your team isnt doing them
You seem to forgot I have no control whether the killer finds or chases me first and I shouldn't have to play in a SWF just to counter a perk.
-
I think the fairest option is if a survivor DCs or kills themselves on hook early game (Maybe first 1-2 Minutes) the other survivors can leave the match. Survivors shouldn't be forced to play for a game they can't win for the killers entertainment
-
@Steah said:
People who think DS is anti tunnel are delusional, If a guy i hook gets unhooked, runs over and unhooks someone else, and they both have DS, is that me tunneling half the team if i'm right there when they are doing this? What am i suppose to just leave them? Not to mention locker tech with DS. It's a stupid perk that only survivors mains defend
DS is a perk with activation requirements. Yes it is used for anti tunneling but that won't always be the case. It's the same as saying NOED is anti genrush even though it can activate after a 20 minutes forever Freddy game when he closes the hatch.
-
I strongly believe that if they nerf DS or BT in the endgame killers kill percentage will decrease. I've seen many games where survivors turn a 1k into a 4k because they didn't want to leave anyone behind in end game since they have those perks. If they nerf them, it will lead to a boring meta where survivors just leave the last person on hook while the other 2 or 3 escape. The same thing happened with flashlight saves. Now its not worth it because killers can just flick their camera and make it impossible with their 3 second pickup animation. Guess what it lead to? The other 3 survivors rushing gens and not bothering going for saves.
-
NOED is a busted perk, and almost everyone who plays both sides agrees. Doing totems in not reliable counterplay, especially as a solo. The all-or-nothing design means that if you miss one totem it still activates. I've had many matches where I've done 4 totems, couldn't find the last one, and still got hit by NOED. If the killer camps or plays a top tier killer doing totems while juggling objectives is borderline impossible. If I'm playing against a rank 10 killer I don't mind when they use it. If it's a sweaty Freddy or Spirit and everyone barely gets to endgame it feels like bullshit.
If killers really hate 4-man SWF they should advocate changes to perks like NOED to make solo survivor less awful.
-
The small terror radius means nothing against experienced survivors, SWF, or people running detection perks. Adding a noise notification will do nothing as long as he can quickscope. I don't mind the perk synergy and I don't most people do either. The problem is he ends chases extremely quickly with little counterplay especially when he quickscopes. There are also too many maps where the loops are basically useless against him. Making killers that have the counterplay of "The other survivors have to rush gens because chases end in 5 seconds" is bad game design. And he's still a relatively new character. I'm sure in a year he'll be even more cancer to go against as people get better with him.
I think they can discuss buffing him when they remove his ability to quickscope because crosshair deathslingers are boring AF.
-
I find it hilarious when killers blame their loses on SWF. Yes, SWF made you respect every pallet at a jungle gym and get looped for 5 minutes. Bottom line if you're ending chases fast enough SWF doesn't matter.
-
Just because it's a bad strategy doesn't mean the devs shouldn't do something about it. It's boring AF for survivors. No one wants to play gen repair simulator. If you want to camp as killer go play animal crossing and watch your flowers grow or something. You'll probably have a similar gameplay experience.
-
Hag is already annoying enough as it is they don't need to remove the only reasonable counterplay other than crouching everywhere or using sprint burst. Honestly I think it's stupid that a survivors can't disarm her traps by wiping their foot on them. It's stupid when you know she's camping a hook or basement and you can't do anything but crouch and as soon as you save she'll start running back and you have to crouch away. You don't know when the killer is a hag and when to bring a flashlight and it's already a finite item. A yellow flashlight and green will probably disarm about 5 traps, purple maybe 7. Unpopular opinion but she's probably the worst designed killer in the game because her power just encourages camping.
-
I think detective's hunch is almost always better. It tells you the exact locations and when you go against a Freddy with small game the constant pinging is very confusing. Plus, if gens aren't being done you probably should not be doing totems anyway.
-
@Marcus said:
"Survivors should have the option to play sweaty like killers"
But they have, it's called SWF.
God loops were bad for the game and they needed to be nerfed. I agree some killer stuff like Moris should be nerfed too, but that doesn't mean God loops should stay as they are.
Not everyone wants to or had the option to play in SWF. Promoting a meta where the only way to win against sweaty killers is to be in a survivor team six is going to kill this game.
-
@Freddy96 said:
R20 pallet campers would be r1. Good players that know when to go down instead of creating a huge dead zone would be r20
I agree with you. Good survivors know when it's better to go down and waste 10 seconds of the killers time getting a carried to the hook rather than create a deadzone in an important area or waste an important pallet. They could introduce an "efficiency" metric in which a survivor's chase skill becomes the proportion of how long they were in a chase compared to how many pallets they used.
-
When 50-60% of addons stop being useless they can introduce this change. I shouldn't have to go through 3 bloodwebs to get a yellow battery because I keep getting grip wrenches and focuses lenses.
-
I think a small nerf would be healthy for him as he has way to much pressure without doing anything. I think alarm clock spawn should be RNG or it should be more worth it to run across the map. Like if you use the alarm clock you won't fall asleep until he hits you. Snares should take more timing and skill to use, maybe they should slow him down a bit or he should be more limited in how many he can place in a short time period. Other than that I think he's ok. I don't mind his Gen teleport for example and I think it's a fair way to apply pressure. Dream pallets are also fine. Slowdown adding I think should be reworked into something less boring.
-
If you are playing against 4 solos killer is the power role. If you're playing against a casual SWF odds are killer is still the power role. If you're playing against a sweaty 4 man squad survivor is the power role but is arguably equal to the best killers (Nurse, Spirit, Freddy, Huntress)
-
@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/1213340#Comment_1213340
That's easy. There are a lot of lousy survivors that muddy the waters.
I remember a week or two ago playing against some red ranks that couldn't even loop. They played like rank 20s and got downed really fast.
Oh ok. So it sounds like it takes skill to get good at survivor? Or do you only lose because survivors are OP and only win because survivors are bad?
-
@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/1212902#Comment_1212902
Except, I can back up my claims.
- This game has always been survivor-sided (still is).
- I see many survivor mains who try say the game is fair enough as it is (it's not by a long shot).
- Killer mains come up with ridiculous ideas too, but at least their intentions are understandable (because the game is unfair to them).
The point being: DbD has always been survivor-sided. And survivor mains have gotten used to it. So when killer mains (justifiably) want more balance updates that make them stronger, survivor mains act like we are selfish. Since when is wanting a balanced game selfish?
I can make these claims because I've been here for years and gotten to experience everything about this game. Not to mention, the devs have a track record of being very biased. They are starting to change finally (thank god), but we'll see how long that lasts. I'm pretty sure the only reason the devs announced the map reworks is because of the enormous blow-back after the Ruin nerf. After that shameful decision, the devs could no longer pretend like they weren't biased.
Ok if this game is so survivor sided why do most killers have 75% kill rate? Please no "forum moderator with no formal training in statistics said numbers bad" argument
-
@WTBacon said:
Any time I play a killer that's not meta and don't use meta perks or mori, the survivors do gens in my face and booty dance at the exit gate.
Your not receiving mercy.
You probably aren't a good killer then lol.
-
Honestly I think it would be really cool and would reward survivors prestiging more than their main. Another idea I had was if you use all 3 teachable perks that belong to a survivor you get a small bonus or an extra perk slot.
-
I mean it's not different on survivor side. If everyone rushes Gens and leaves in 5 minutes no one pips. Same if killer decides to facecamp someone.
-
@bendermac said:
I'm not arguing that the add on is really strong. But how many times do you actually encounter this add on in a game? The last 5 weeks I only saw it once as Survivor (Red Ranks) and only used twice myself when I played Huntress (Red Ranks). I asked friends whole only play SV and even they said that they encounter this very rarely.
Even strong Huntress players like @ScottJund said they rarely use the add on because it's so strong. So stop bringing this add on up. If the devs really decide to nerf it, we are in for very annoying time, because all Huntress player will use their stockpiles. Myself has about 70 of them and about the same belts to run 3 hatchets.
On the other hand, just because a Huntress uses the add on, it doesn't mean they will have an easy game. You still need to hit those hatchets ;)
Just saying
So you're arguing that since it's so broken that most people won't use it it doesn't need a nerf?
-
NOED is an awful perk and honestly a huge reason why some people only play SWF. First of all its design is terrible. Why does it have to be a surprise? Survivors shoudn't find out the killer is 4% faster and has instadowns until they are hit? Devour hope I can understand being a surprise but NOED should notify you like rancor. It epitomizes the reason why solo is so unbalanced compared to SWF. It's impossible to coordinate doing 5 totems as a solo. Even if you have time to, say you're on the Swamp or Hawkins. Is it really a good use of time to run around the map doing totems when the killer is downing a teammate every 30 seconds. It should either be a reward for doing well or a boost for players that are struggling. As of right now it can be either. If I barely make it to endgame against a stridor spirit or slowdown Freddy I shouldn't be punished for not doing an objective I didn't have time to. There also needs to be some changes to Solo vs SWF. A totem counter should be the bare minimum since totems are an "objective" we are punished for not doing. If killer mains really want less sweaty 4 man SWF games than they really should advocate making the solo survivor experience less of a nightmare.
-
It is year 2022. Survivors now spawn in the dying state. Killer mains unanimously declared unbreakable a crutch and it was promptly nerfed. Now the only way for survivors to escape is if one can find the hatch before the killer finishes sacrificing the other 3.
-
@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1208545#Comment_1208545
Ok then, first of all you need to be injured, which if you can make dukes with scratch marks aswell as run safe loops, you're fine.
Now let's say you are injured, which means you have made a mistake on your part, the best thing you can do is drop a safe pallet early and if you suspect they are using their power, vault it.
Often Spirits think you'll just save the pallet because it's safe, and you can rarely run a good killer for ever.
Also it takes time to learn a killer (except Freddy). If they are that lethal, it means they put time into it.
You realize she can hear your footsteps and breathing even when you aren't injured right? Basically you're saying just vault the pallet? That's counterplay? I'd love to see you go against a competent spirit.
-
@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1208537#Comment_1208537
Ok, besides Freddy, aswell as moris and bad maps (such as hawkins and shelter), what is unbalanced that killers have which can't be countered easily.
Please explain how you would counter stridor spirit that spams her powers around loops every 3 seconds?
-
@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1208446#Comment_1208446
In a game that unless you're playing against Freddy, is survivor sided.
Or spirit. Or hillbilly. Or Doctor. Or using a mori. Or solo queue. Or on a bad map.