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BruhMoment

BruhMoment

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BruhMoment
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  • I love how every time an update arrives that actually balances the game out somewhat all of the sudden people start making posts about how theres been nothing but survivor nerfs for the past whatever months. If you were to look at their post history I'm sure you'll find them defending killer nerfs in the replies of posts dating all the way back to the nurse's destruction, not talking about these supposed "survivor nerfs" that they're pulling out of thin air.

    Personally, this is the first update that has actually, legitimately, given me hope for the future of the game. I'm so glad they're finally addressing all of these problems, literally every single thing they mentioned is a positive change. For once, I'm looking forward to an update.

  • In my experience in facing against him, the only way to actually reveal him is if you center him on your screen. Essentially, imagine that theres a decently sized rectangle or square in the middle of your screen, as long as hes in that square you can reveal him. The best way to do it is just to center him on your screen though, or try to get as close as possible to that. As for the rest of what you said, I agree. I don't know anything about the spam reset though, how do they do that?

  • @DeathBeam said:

    Honestly I'm just going to face camp, use moris, tunnel, and slug as killer instead.

    Same honestly. I'd rather do that than play solo survivor. Playing survivor by yourself is probably the worst experience you could have in this game, other than playing mid to low tier killers of course. But at least with killers there's a bit of a challenge. Plus I don't have to wait ten minutes to find a match (even when I solo que). Either that or I just don't play the game, which seems to be the path I'm going down. The rare chance I do get on the game, I usually either play spirit, camp with leatherface, or tunnel with pig. The only way to get kills consistently at this point, which is the entire point of playing killer.

  • I agree. His shred ability is almost entirely useless, and his portals take too much time to set up and use to justify what little advantage they give.

  • Never. Survivors never show mercy to me, so I've become a merciless killer. I don't really have a choice, anyways, since I play at high ranks. Can't risk loosing rank over someone else's enjoyment. I honestly would, but I don't feel like I have a choice as a killer. Due to them feeling so weak, I have to sacrifice at every chance I'm given.

    There are a few exceptions, like when a team of two people used bloody party streamers and the other two person team quit the match within 20 seconds or so due to me finding them. I felt bad because the other survivors used bloody party streamers for everyone, and got screwed over by derankers. I didn't let them go, but I farmed with them and let them do all of the generators and totems while chasing them around. Super nice dudes, they didn't even give up after the other two quit.

    Events like these are extremely rare though, I haven't had a game like that in months. In almost all of my games survivors will try to steamroll me as hard as possible, which I don't blame them for they're just trying to win the game same as me.

  • @arslaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/927182#Comment_927182

    Her hitboxes are just very messy overall. Sometimes the hatchets hit when they aren't even close to you, sometimes they go right through you, sometimes they hit the weird hitboxes of objects. They can also hit survivors working on gens (survivors hitboxes act like they are standing up when working on gens for some reason).

    Totally, It feels bad to play and bad to play against. Not all the time, but frequently enough to be a problem. I feel like buffing her throwing speed and hatchet speed while making the survivors' hitbox represent them better could fix this issue. As a killer, she would be more powerful while requiring more skill, and, as a survivor, you would never feel like she got an undeserved hit as you could see her hatchets hitting you not your invisible hitbox.

    An overall fix to how hitboxes and hatchets interact needs to happen regardless though.

  • @Galklife said:

    i dont think anything IN GAME is toxic, toxic is only post game chat

    but ofc there are things that are extremely unfun to play against

    as surv i hate to be tunneled off the hook or camped

    as killer when survivors abuse windows like ironworks, grim pantry window (so called infinite windows) with literally 0 mindgame potencial, and killer have to drop chase or hard press W and wait for bloodlust (btw DBD has over 3 years and ironworks window exist, just sayin) fix those windows and remove bloodlust xd

    Dude ironworks is so awful. That single window is so easy to get to yet so rewarding for a survivor. When you think about it, it's like the shack window. A long wall on one side and a slightly shorter wall on the other. The difference is, the walls around the iron works window are MASSIVE, wasting way more time for the killer to maneuver around. However, in the area on the other side of them there are usually one or two generators. This makes this prime looping material as survivors can just work on gens and loop the god window whenever you get close.

  • I feel like a good buff would be a change to the hitboxes of objects scattered around the maps. I can't tell you how many times an axe should've landed when it insead hit an invisible object, typically being the hitbox of a car.

    The only issue I could see that would rise from this is accidentally changing how the hitboxes react with players running into them (i.e. how much space you have to run around an object). Objects should have different hitboxes when it comes to ranged powers though, so this shouldn't be a problem.

    Regardless, I know one of the most frustrating things I face as huntress is not being able to hit survivors if they are behind an object, even if that object doesn't provide enough cover and I should easily hit them. It just makes me wonder what the whole point of her character is if I can't hit people from a distance.

  • Bumping solo players' level of communication to that of a SWF team and balancing killers around that is exactly what the game needs. For once, I'm actually excited to see the where the game is headed balance wise!

  • @LetsPlayTogether said:

    Killers are still scared of SWF even though the majority of them doesnt tryhard like those redrank killers with their ebonys and OP Addons. They wouldnt even understand that they would get done in by solo players ######### just better skilled. Also killers are highly sulky to any kind of change which doesnt benefit them. Survivor are just adapt to changes, while killer quit. Looks like mental problems on killer sides.

    Oh my.

  • It could be several things. For one, survivor tomes outnumber killer tomes, the second page being particularly bad. This could cause more people to play survivor than usual, I know it did for me. Another thing it could be is the Chapter Release patch. That patch has been the buggiest patch the game has faced in a long time and I wouldn't be surprised if it messed up matchmaking somehow. The last thing I can think of is an increase in players due to the new chapter, though that shouldn't have messed up the matchmaking to this degree. I think its a combination of the tomes and the Chapter release patch.

    One thing is certain: matchmaking for survivors is CHEEKS right now.

  • I only used her basekit before her nerf because the addons she had would always throw me off. Even though I played like this, I still feel that she is far worse after her nerf. She isn't low tier by any means, but she isn't great. The nurse is a killer who is punished for using her power, be it the fatigue after each blink and the fact that she is reliant on using her power for transportation. This was fine before, as she was very strong but required skill to master. Adding a recharge rate, however, removes this benefit by adding further punishment. Her kit now forces her to blink and punishes her harshly for doing so. This makes her far weaker and feel awful to play.

  • Honestly thought this would be complaining about some killer or killer perk but DCing in this case is perfectly justified. If your own team is obviously working with the killer, there is no reason to play the game. If their entire goal is to destroy your game, then why bother playing the rest of it and reward them? Although I can't speak from experience as I've never had a game like this.

    The only issue that I can see is that the rest of the team may have been normal players, and only that one guy was sandbagging you. Honestly, you shouldn't DC in any situation other than being forced to leave your computer/or/console unexpectedly, but I'm not going to rebuke you for this.

  • Honestly, I think the legion rework is great. Focusing on closing loops instead of wasting survivor time is a huge plus and a step in the right direction. Although, I totally understand your concern.

  • I disagree with this completely. The developers clearly care a lot for the game. Them making bad choices does not mean there is a lack of care, rather, a lack of understanding. They put a lot of work into communication and being open with the community as well as balancing. While many of the things they do (especially in regards to balancing) I disagree with, I still recognize the amount they care about both the game and the community. Their choices, of course, are subject to critique, however, I believe there is a genuine want to make the game better behind those choices.

  • The best thing you could do at this point is play it as much as possible. Due to him being a new killer, people wont know the best counters to him yet. Unfortunately, you're just going to have to get lucky. Playing before people know exactly how to counter him will just increase your chances.

    Just giving my advice, you are still pretty boned being on console and all. I totally sympathize, I first started playing on ps4 so I understand your suffering.The developers absolutely need to give console players more options as playing killer on there is torture. If you are still going for adept, I wish you the best of luck!

  • @HeroLives said:

    https://forum.deadbydaylight.com/en/discussion/comment/889748#Comment_889748

    okay so survivors will just get hit at any drop down now for the one perk that fixed that bs issue👌much more fun and balanced for both sides wouldn’t you say? I suppose they could just make it where a killer can’t swing or get a hit while the survivor is in a stagger animation it’s just void. YA KNOW KIND OF LIKE HOW YOU CANT GET BLINDS WHILE THE KILLER IS IN A PICK UP ANIMATION.

    im not angry at you, and understand what you mean but damn man. This is some bs.

    If you plan ahead accordingly or weigh your options, during chase, appropriately, you will not get hit at any drop down. You can either avoid the drop down by leading them somewhere else, or you can make sure you aren't exhausted before the next chase. A drop down isn't unavoidable during a chase, you choose the path you run through. If you let the killer catch up to you before you drop, you deserve to get hit as you didn't choose the best route to take during the chase.

  • Before the nerf, balanced landing made infinites possible. Also, the stagger reduction is still there as long as you aren't exhausted. It's balanced at this state.

  • Noed is 100% counterable. The best way to counter NOED without wasting too much time is by simply knowing who the killer is and how they play. If they are playing a weak killer, then they could have noed. If they are playing a bottom-tier, goober killer, they definitely have noed. If they appear to be new to the game, there's a good chance they're running noed.

    However, if they are playing a high tier to mid tier killer and are playing very well, theres a good chance they won't be running noed as they would want to capitalize on their character or personal skill. This works great even as a solo survivor, but of course there are outliers. You can, of course, just bolt out those exit gates if you have the chance. If you want to go for saves though, make sure to cleanse before they are powered.

  • Most of these challenges require so much luck to accomplish. Typically, the ones that you are required to get in one game. I don't mind having a grind to the challenges, like unhooking x amount of survivors safely, because that's doable. But when I have to rely on shear luck to actually complete the challenge, its not really a challenge is it? Its more of a "spin the roulette wheel and hope you get the jackpot" kind of thing. This sucks even more for players at a high rank, as getting survivors to step in your traps in beyond impossible. I've had to rely on placing traps in random but logical places in the hopes of some unlucky soul stumbles that way. I've also been forced to use addons that darken the traps, as undarkened traps might as well have a neon sign pointing to them.

    You would either have to be at an incredibly low rank, or have the luck of Ace himself on your side to complete these challenges. It took me over 11+ matches with trapper to get 4 people to step in my traps, as well as 22+ addons. This poor of an implementation of these so-called "challenges" only further encourages high ranks to derank, bringing even more problems to balance in a game without any to begin with.

    Honestly, the grind ridden challenges are a far better alternative as, at the very least, they are completable in normal play.

  • The nurse is pretty useless at basekit now. She used to be the most balanced killer at basekit, it was her addons they needed to nerf due to them being stupidly overpowered. Now, if you use both of her blinks to hit a survivor (which is the point of her having a second blink, other than improved movement speed) you have no chance of catching up to them. They get their speed boost due to the hit, you fatigue and have to wait for your cooldown. Even after fatiguing, they will still be making massive amounts of progress due to nurse's slow movement speed combined with their temporarily increased sprint speed, and the nurse still has to wait for her cooldown to end. To many people, a few seconds of cooldown on a power wouldn't seem like a large deal, and by itself it isn't. However, the cooldown is on top of her slow base speed and her fatigue which allows survivors to lose line of sight. Adding a few seconds of cooldown to every single blink completely wrecks the nurse as she is so reliant on her power. Knowing this, I feel that it is safe to say that the nurse is now a lackluster and non-threatening killer, if you are decently experienced with basic looping.

  • I'm sure he was peeved that you got the flashlight save and you looped him, but you also have to take into account there's only one other person left alive. He could've just wanted to secure the 3k and let the other guy get hatch.

  • @PinkMochaV2 said:

    Eh, Killers like Legion could pip without a single kill as I recall.

    That said, I disagree with 2k/2escape being a bad target. It is the perfect target.

    BUT the Emblem system needs to be changed so that it reflects that goal realistically. If the target "neutral" is 2Ks then 2K should give you a black pip almost all the time. You should only pip if you are getting 3k or more.

    Legion is such a strange killer. He sucks at actually killing survivors, but he ranks up easily due to his malicious, brutality, and chaser gaining ability being crazy good. I'm definitely agree with you there. And while I do agree with the idea of 2k/2escape, the execution is the thing that is lacking. At this point in the game, you'd have to either get lucky and get a bad team on a good map, or you'd have to play nearly perfectly to get a 2k at high ranks. With all the tools, strategies, and perks loadouts survivors have all they need to get 4 escapes is basic teamwork (The maps with their many long loops and endless pallets being an especially large contributing factor to this). In a balanced system however, getting a black at 2k would make total sense and I would completely agree with you. The developers need to either balance the game and give killers better perk loadouts, powers, or strategies, or they need to make the killer pipping system more logical for the current balance. Personally, I believe they should better the balance of the game (specifically the maps) first before they touch anything else as that would affect every aspect of the game. Then they would be able to see where to go from there.

  • I completely agree. The gatekeeper emblem being especially bad at higher ranks. It's pretty ridiculous that a killer is expected to scrape by with a 2k. This makes it so red rank killers are considered to be outliers and ranks 7 or below are the actual skilled players. In order to make red ranks, you can't rely on skill alone. You must be both skilled and lucky, as depiping is obnoxiously easy even when you do well. Not only is this bad for the killers, but it's also bad for the survivors. As a red rank survivor, finding a game can take forever. This is why derankers and high tier killers are such an issue in DBD. Red rank survivors feel like they have to derank to either find games faster or play against different killers (these problems only getting worse with each killer nerf). This, in turn, causes killers to derank as they are constantly facing survivors who are of much higher skill than they are. It honestly pains me to see the devs ignore this problem, especially since it affects those most dedicated to the game.

  • @Nobsyde said:

    https://forum.deadbydaylight.com/en/discussion/100433/just-played-scratched-mirror-v-4-spine-chill-users

    a "new player" shouldn't play jump scares Myers anyway, since it's nothing like the normal game - don't get me wrong, it's a lot of fun both as killer and survivor, if Myers plays to scare survivors and not to try hard, but still you won't learn anything about the game.

    Long live Spine Chill!

    He wasn't talking about himself when he said "a new players way of learning". He was talking about why the change was made. The change had been made to make it easier for new survivors to learn how to play the game. Now new survivors can rely on spinechill and premonition a lot more, and there's nothing myers players can do to counter it other than walk backwards everywhere (which is seriously debilitating).

  • I use him occasionally for fun, but I never use his stalk ability. Honestly, his lackluster power is the main reason I don't play him as much as other killers. I tend to play higher ranks and stalking with him is entirely useless there. Nightshroud is decent though and can be fun to use! However, even that isn't great. You can be knocked out of it by a survivor on the hook, meaning that on large, open maps you won't have much use out of it, and on small, cluttered maps survivors will be given enough of a warning to tell which direction you are headed. This defeats the purpose of nightshroud entirely as you will be useless for a varied amount of time after hooking a survivor. It wouldn't be too noticeable if his main ability, stalking, was viable whatsoever. Unfortunately, it falls victim to the same problem as well as being easily and frequently canceled. Chases are honestly shorter if you only focus on using nightshroud and ignore his main ability completely. This is my main issue with Ghostface as he essentially has half of a power instead of a complete one. Which particularly blows because I love scream and I love the idea of sneaking around the map to surprise kill survivors. Unfortunately, it's not possible to do with Ghostface (at least with the stalk ability) which leads to him being a Myers that fails at being a Myers.

    I truly wish that I could main him as he's one of the coolest looking/most interesting killers in the game, but I can't bring myself to play him often due to his lackluster stalking ability.

  • Its taking like 15-20 minutes on average to find a game, its probably rank reset and not enough people are at higher ranks or something.

  • The nurse's addons definitely needed to be nerfed, but her basekit should not be touched whatsoever. At the moment I'd say shes the most balanced killer atm (without addons of course).


    So yeah, I agree

  • It really comes down to map design combined with perks that extend chases or straight up grant extra chases. That, combined with things like instaheals and tool boxes, really don't give killers a chance. Not to mention the extraordinary amount of windows and pallets on some maps (autohaven maps and haddonfield lane). If you play a killer outside of nurse, hillbilly, and maybe huntress and spirit, you are not going to win.

  • Hooking a survivor should delete the game from the killer's hard drive. We don't need toxic, tunneling, camping killers in our game!

  • Honestly Haddonfield is SO awful, especially when survivors are running balanced landing.

  • @Lightsaber09 said:

    Ooo is good when youre a killer. Now I know where you are

    And now every stealth killer is useless. Awesome!

  • It doesn't need to be countered when it can be so easily avoided by playing smart combined with overall game sense. A perk that counters exposed would literally be the end of Myers as a killer. Not to mention other killers and killer perks.

    As a survivor, it is pretty easy to counter exposed as every way exposed is even brought into the game has a downside. It's all about knowing how exposed was brought into the game and countering it.

  • The game is blatantly pro survivor at several turns, and this is just one more aspect in which the game favors survivors more. Letting the killers keep their add ons when survivors disconnect would be the least they could do, but if we want a truly balanced experience the killers will need a way to keep their add ons when they do well (same as the survivors).