Avatar

NumB_16

NumB_16

About

Username
NumB_16
Joined
Visits
1,286
Last Active

Comments

  • @RenTheCat said:

    You know you can bait them into wasting it or just miss the hit and then hit them again?

    Every time there's a dead hard discussion, someone sugests to "just bait it out"... You cant bait out dead hard for distance.

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/183555/people-who-say-its-to-early-to-judge

    People said the same about the spirit when she dropped and now she's considered top tier, sometimes just because something looks bad doesn't mean it is

    She received a lot of changes/buffs from her original ptb release

  • @xGodSendDeath said:

    Not one charge time add-on except the one that makes you 110% and his iridescent add-on is speed limiter???? This is ridiculous

    And that was a great change. Billy is still the same. Only people that crutched on charge addons are upset

  • @Sunbreaker7 said:

    BROKEN. Let me repeat that slowly so you catch that, Brooo-ooooo-keee-eeen.

    The new Leatherface can now:

    • Pallet loop without fear or effort with 3 full charges and even catch the looper on the first loop if they dont drop the pallet. So there is no real looping against leatherface now.
    • Leatherface can easily chase down anyone in open field while way behind and still catch the survivor by the end of the third charge of the chainsaw. You are pretty much dead if nowhere near a pallet or window, don't even try to spin dodge or do any fancy moves, leatherface got fuel in the chainsaw to still hit you even after many misses.
    • LeatherFace's infinite hook face camp zero chance rescue is still very much present.
    • Leatherface can chainsaw his way from basement all the way out of the shack and even to the other side of the outer window of the shack with 3 full charges, so good luck getting out of the basement even if you raid it with 3 other survivors. Again, leatherface got fuel to down the whole team in one go.
    • Leatherface can strike a borrowed time survivor with the chainsaw and catch them with the same sweep, rendering borrow time completely useless against this killer.

    LeatherFace has rised from low tier to top tier in a single patch and he far outperforms any other killer in the game now, period. I am a main Leatherface player, I have played this killer the most out of all and still continue to do so. Despite being absolutely broken and having extremely fun playing him in this broken state, laughing how easy it is to down survivors now, even I can't put up with this disgust with a straight face and hope it to stay untouched.

    Is this the change we wanted for him? I have to seriously put effort to lose a game on purpose when playing him now. Don't get me wrong, it's freaking fun to play the new Leatherface, I think the new reworked power is a step to the right direction in his design, but it's absolutely op, especially with addons.

    I love that I no longer can accidently end my chainsaw charge prematurely in 99%, that was the best change about him. I also love that I can extend my sweep time if needed, no longer having to be 100% skin contact distance from the survivor in order to hope to down them with the chainsaw. It was something that made playing Leatherface a big chore as many could simply outrun him to a window or pallet,thus restarting the whole chase to 100% skin contact all over again. It was a big waste of time, so glad to see there is now new power to extend the sweep time when needed. However, the amount of time the leatherface can sweep is just redicilous, not to mention how fast he goes while sweeping.

    He's just following the 2020 killer design trend of little to no counterplay. You either pre drop every pallet or you get downed.

    Windows are strong vs him but bamboozle is a thing.

  • Why is that everytime a gen speed thread shows up, its always a tru3 video with all caps clickbait title?

  • @Valor188917 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1452883#Comment_1452883

    this is not a 1v1 game, the killer is supposed to beat you in a chase unless you VASTLY outplay them and I'm glad that BHVR is finally going that design route.

    Killers with no counterplay a good design route? Ok...

    Im done with this thread now

  • @catbeans said:

    https://forum.deadbydaylight.com/en/discussion/comment/1452926#Comment_1452926

    Lmfao, but what you mean is OP. The implication is that you cannot win against him no matter what you do. And the key word there is YOU because YOU cannot perform without obvious reads because YOU lack the game sense.

    No. You can still win vs those killers. Just spread and do gens wich is the optimal way to play vs literally any killer if you want to escape. Again no one is talking about their power on the 1v4 scenario, its the chase.

    You keep throwing accusations that im crying X or Y killer are op when its not true, and saying i lack game sense, when i play the game since beta. Would like to know how many hours you have and since when do you play the game.

    And to see that miraculous counterplay that doesnt exist in chases vs pyramidhead

  • @Sinister0208 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1452883#Comment_1452883

    How does a 1v1 work? Even a no blink Nurse would eventually beat one survivor due to bloodlust.

    Ofc the survivor will go down eventually. The point is not that, its how long the chase lasts and to see this counterplay that person is talking about.

    Again, no one is saying OP. When will people read and learn the diference between OP and uncounterable.

    And i dont mind losing as long i have fun chases where my input as survivor matters a.k.a. not spirit, deathslinger and pyramidhead.

    And i play both sides since beta, playing those killers feel cheap and not rewarding.

  • @catbeans said:

    https://forum.deadbydaylight.com/en/discussion/comment/1452810#Comment_1452810

    How do I explain game sense. If you dont like to think you are going to have a hard time in any game I hate to tell ya. You seem so entrenched in playing one specific way that you cannot even fathom changing how you run a chase or what perks you bring. Its astounding. If you dont understand what game sense is I explained it in terms of a fighting game earlier as an example. Its anticipation. PH may not be one who you can read but he is predictable. I think I have died to him once since release. Force him into bad angles at vaults, use vaults, and pallets sparingly just dont blindly rush to one like so many seem to do. If he has time to slow himself down to fake M2 and hit you then you were going to go down anyway against any killer. But if you do PUT YOURSELF in that situation and you know the fake is coming fake right, he swings, you go left. WOW

    Again would like to see you counterplaying someone decent at pyramidhead.

    Maybe we can get a 1v1 going like @ScottJund arranged the deathslinger one, and the outcome will be the same.

  • @catbeans said:

    https://forum.deadbydaylight.com/en/discussion/comment/1452767#Comment_1452767

    Game sense is not magical. It's the same thing as playing a fighting game, experience tells you when to strike high, when you block, when to grapple. How to anticipate your opponent BEFORE they act. If everything your opponent does can be read then the game just plays itself for you. But that's what you want isnt it?

    I would like to see this counterplay you talk about vs PH.

    OhTofu was playing PH last night on stream for a long time to prove exactly this, survivors will get into the lose lose situation no matter what.

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/1451885#Comment_1451885

    What people don't seem to understand is that PH already struggles against survivors that just do gens quickly. Removing his ability to put them in a TIME CONSUMING lose lose situation would put Pyramid Head himself in a lose lose situation.

    As a result every decent survivor would IMMEDIATELY be able to loop him for 5 gens.

    Be honest: What is your typical chase duration against Pyramid Head? Also keep in mind chase power is all he's got.

    Spirit (to name sample) can down you QUICKLY and check gens, hooks, gates etc. QUICKLY using her phase power so she has strong chase potential AND strong map pressure.

    Meanwhile Pyramid Head has to walk everywhere and people want him to struggle to get his 2 hits in a chase by adding a cooldown when canceling his power...

    Apparently people want to face nothing but Spirit and Freddy all day.

    Multiple people here already sugested to make missing M2 less punishing in trade for a short cooldown when canceling M2.

    It would even make playing more interesting. I dont want to play a killer that 90% of the times is better to fake using the power than actually using it.

  • By being chased? Wich is literally what this game is about and the most fun part of it

  • @catbeans said:

    https://forum.deadbydaylight.com/en/discussion/comment/1451973#Comment_1451973

    It's not a lose/lose situation you just dont have the game sense to not put yourself into a bad situation.

    What is this magical game sense that allows you not be in a lose/lose situation vs PH? Hide all game so you never hey chased?

    This isnt hide and seek. And even if you try that killers have a lot of aura reading perks so they can find you anyway, again because this game isnt about hiding, its about chases.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1450297#Comment_1450297

    I'll agree with you on that rank means nothing right now but only because MM is broken and needs a rework.

    PH already has very CD punishing power so further nerfs might just trash him. You can still do some tricks to play around him faking his M2 just like all killers. No power is fool-proof with 0 counterplay as of now, only 2 times during DBD's history that happened and both times they were fixed.

    What i mean is a cooldown when canceling M2, he has none right now. In exchange they could make missing his M2 a bit less punishing. It would make playing as him more interesting too. Right now 90% of the times its just better to fake the M2 than actually using it

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1450198#Comment_1450198

    For non-competitive game it's pretty weird that there's no casual mode and only ranked one but I won't discuss this since it would take ages to reach any solid understanding.

    As for the "boring killers" argument, that's very subjective, I find those 3 fun to face due to higher difficulty in predicting their actions which is really fun for me unlike casual M1 looping where killer is powerless to do anything but force down the pallet which nobody talks about how unfair it is towards the killer.

    They have different counterplay then avergame M1 killer which is what makes people dislike them so much. They change the fundamentals of average chases and people just don't know what to do since they never bothered to learn.

    Rank means nothing in this game and only exists to give a sense of achievment every month.

    Its not about being the typical M1 looping. There are killers that counter looping but still fun to play aggainst like demogorgon, huntress. Even pyramid head would be fine if he just had a cooldown when canceling M2

  • @Kebek said:

    I wanted to make a thread on the same topic but you've summed it up really well so thank you.

    It so frustrating when in most competitive games predicting your opponents moves is one of the most skillful actions one can learn but here in DBD so many survivors just ignore learning such strategies and rather complain about lack of counterplay when there clearly is one. Just because it's different from their normal easy reactive gameplay where they're in full control doesn't mean it's unfair or uncounterable.

    Pity that most will continue on beiing close minded and ignore tools given to them and insted of learning cry for nerfs. I just hope that devs won't take their side and ruin a few killers that have these unique playstyles.

    DBD isnt a competitive game.

    And people dont want direct nerfs, they want changes. They're not saying those 3 killers are OP on the 1v4 scenario, but are just boring and lack counterplay on the 1v1.

  • @Sir_Bassington said:

    To be fair, you have to be a very skilled killer to play Spirit. The timing on her phase attack is extremely subtle, without a solid grasp on your mouse to use it, which the typical killer simply is unable to do, you're going to 0k. There's also Spirit's mindgames that you have to take into account, do you use your phase at a pallet to hit the person on the other side, or do you simply do nothing and wait for the survivor to do it on their own? The best Spirit mains understand this stuff. To this day I have never understood how anyone considers Leatherface useless. Compared to spirit without add-ons, he's stronger. Instant downs, pallet breaks, and normal speed vs spirit with slow speed and a power that enforces chance. Deathslinger need pin point accuracy to land hits, you know what Im talking about if you ever played MW2 back in the day, if he hits you its because hes a good shot. Its not the killers ADS, and instant cooldown and zoning potential that makes the slinger good, If you juke the Slinger its because he missed his mark.

    Ah yes the standing still MiNdGaMe.

    And no, doesnt take any skill to play spirit, just a decent headset

  • @NekoTorvic said:

    I find this a completely baffling thing in this community.

    It's generally accepted in other videogames that the ability to anticipate your opponent's actions based on the character or faction they're playing, the specific context of the match or game and the specific player being played, is often a sign of a highly capable player who displays deep understanding of the game and it's players, to the point they can operate several plays ahead.

    This seems to be true of DBD killers to an extend, because having the First Person FOV they inherently need to make plays predicting survivor's movements and actions.

    This happens in some situations for survivors too for instance they have to predict if the Huntress is gonna wind up a hatchet at the pallet or keep walking. This is unreactable, if you wait and don't drop the pallet she keeps walking and smacks you, if you drop the pallet and she readied the hatched she smacks you. However it's a read that the Huntress needs to make as well.

    However for the most part I see post after post of people, mainly survivors, but killers as well, wanting killer characters to be more like NPC bosses than actual players with tools to be deceptive and play upon their opponent's expectations.

    "Deathslinger's ADS is too quick, Spirit gives you no info, Pyramid Head can m1 after m2 too quick... THERE'S NO COUNTER PLAY".... Never mind the fact that the player on the killer side needs to anticipate what survivors are going to do. Never mind the fact that survivors can anticipate what the killer is going to do and counter accordingly IF they understand how the killer is played and pay attention to stuff other than "boxes+pallet=circle around until press space". If you pay attention and know how the killer's power works, their timings, how far you are from the killer, what loops are safe or not against them, what info the killer needs, how the player is playing them, every single killer in this game has counters that you can use... Yes, some of them deviate from the norm and ask you to use that knowledge to predict your their actions. That's not lack of counter play, it's counter play that's harder to pull off which is exactly what makes stronger killers strong.

    This is a bit of a rant, but i just find it hard to understand how this kind of predictive counter play is seen as high skill in other games but in DBD when a killer requires it from survivors, all of a sudden the character is too OP and needs a nerf because NO COUNTER PLAY...

    More on the subjective side, I absolutely love going against Spirit, SPECIFICALLY because, if you consistently beat her at loops, you are 100% in this player's head. You know how're they're thinking and you know what they're trying to do and you're just messing with them. Same thing with Deathslinger or Pyramid Head... I can understand people may like a different kind of play style to this, but to actively suggest it's a sign of 0 counter play is a whole thing entirely.

    This is wrong about huntress: she gets slowed down, has a windup animation, noise indication and timing. Also if she cancels the M2 she has a cooldown. So survivors get information of what she's doing and can react to it.

    Let's compare her to deathslinger: deathslinger can quick scope giving no time for survivors to react, also he can instantly M1 after canceling M2. Same goes for pyramid head can cancel the M2 with no cooldown and instantly M1.

  • @OutcastEric said:

    https://forum.deadbydaylight.com/en/discussion/comment/1444225#Comment_1444225

    Rather play the game instead of stealthing? ######### do you think this game is? Lol. I'll tell you what it isnt, interacting with the killer on purpose to increase your chances of dying

    This game isnt about stealth. If you want a hide and seek game go play F13 or hide or die.

    Interacting with the killer doesnt mean running into his arms, but engaging in chases and not avoiding being seen all match.

    If this was a stealth game there would be way more hiding spots and way less pallets and windows. Also killers have a lot of aura reading perks

  • @Jason4hees said:

    yeah imagine hiding in a hide and seek game

    Wrong game jason

  • @OutcastEric said:

    https://forum.deadbydaylight.com/en/discussion/comment/1443889#Comment_1443889

    deathslinger not having counters? are you joking? the other side of a pallet is 100% a counter. Stay there. hes a 110 killer. when he reloads run. EZPZ. Learn other playstyles other than looping. Ever try stealth? HES A 110 KILLER. Zero Map control. Spread out and you should never be caught. Spine chill is everyones friend. Even works on spirit.

    "Sit on other side of a pallet" theres a lot of ifs for that to work and most pallets he can just go around one side and hit you while youre speared.

    No, i dont like stealth. I rather actually play the game and interact with the killer than sit afk in a corner of the map or equip urban evasion and play with my crouch button stuck all game.

    Spread out is literally the counter to every killer

  • Uhh... did you read the title of the post?

  • @ThisGuuy83 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1443949#Comment_1443949

    Yes I have, and SC let's me know he's coming way before his TR... And he's never right next to me. I hear him coming and still have time to get away. Do you use headphones?

    So you move cause of spine chill and not his almost inexistent sounds of the first 2 seconds of his terror radius music

  • @ThisGuuy83 said:

    Imagine if they took away the red stain and the terror radius and made it more realistic. It's funny how people ######### but they get plenty of warning when the killer is near them. They just don't capitalize on it because they think the same brain dead tactics should work on every killer with the same outcome.. The only killer you don't get a warning w is GF if he's in shroud, but SC kills that instantly. I've been playing since release on PS4, and honestly all I've seen is the skill cap keeps rising to keep up as killer, while they just keep lowering the bar for survivor... If this is there new recipe, it's gonna fail bad unless all killers turn into bots. Who would honestly wanna keep playing killer if this is the direction there going?

    Have you played vs deathslinger with m&a? The initial sounds of his terror radius are so low. Paired with m&a when you actually hear anything he's right next to you.

  • So tired of these posts. It has nothing to do with billy nerf. In fact most players didnt want base kit billy changed at all.

    Spirit and deathslinger hate is not new.

    And its not about killers being strong. Its about the inexistent counterplay to those killers powers.

  • @Snowbawlzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/1441944#Comment_1441944

    500 hour red rank killer, not super-experienced compared to others, but I've encountered everything there is to see in the current meta

    https://forum.deadbydaylight.com/en/discussion/comment/1441315#Comment_1441315

    That's what makes him hard to bully. Same principle as pyramid head. You can't make a killer that ends loops faster without making them negate survivor experience in some way

    https://forum.deadbydaylight.com/en/discussion/comment/1442032#Comment_1442032

    If I didn't watch the video I wouldn't have directly responded to his points about slinger

    Bullying is such an overused term in dbd. Now trying to loop a killer is bullying... Ok... If youre decent at killer you never feel "bullied".

    And yes you can, demo and huntress are 2 examples that the power helps countering looping and still fun to play aggainst.

    If pyramid head had a short cooldown when canceling M2 he would be fine too.

  • Next patch that wont work cause of the new auras on ptb

  • @Snowbawlzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/1441038#Comment_1441038

    The ease with which you can bully huntress is dependant on both the skill of the killer and the map. In general, she's very easy to bully on maps that don't favor her playstyle (Lery's, Ormond, Gideon)

    I've never considered Freddy boring and I honestly think the posts coming at him are salt posts, same with Oni. They're targeted in "unfun killer" posts because those killers are able to pressure all survivors. Spirit hasn't even been a problem for a while, but that's for another thread.

    https://forum.deadbydaylight.com/en/discussion/comment/1441027#Comment_1441027

    Scott's points about deathslinger were complete nonsense and have already been addressed in this thread. he complains that slinger can "just keep taking shots over and over again" which is straight up untrue, because he has to stop and reload after every shot, losing enough ground to reset the chase. His complaints about deathslinger's popshots are traits of a GOOD deathslinger and something that most can't pull off.

    The problem with balancing around "fun" first and foremost is that "fun" is completely subjective. The game is already fun, and if the problem isn't balance-related, characters shouldn't be messed with over such an opinionated thing as them being "unfun" in the eyes of others in the lobby. Clearly that character is fun in their player's eyes.

    He didnt say he can keep shooting over and over. Said he can spam M2 to zone the survivors with no downsides. If the survivor tries to juke they lose distance, killer gets a M1. if they dont try to juke they get shot. Its a lose lose situation

  • @CrusaderNella said:

    9) Tea-Bagging and Flash Light Spamming

    Oh no, the survivors are pressing buttons...

  • @Snowbawlzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/1440567#Comment_1440567

    Yet they rate Freddy, Oni and Spirit (the good killers) as unfun while clown, trapper and huntress (easy to bully) are at the top of their lists

    Please tell me what the problem with deathslinger is then

    And he tops the comment off with an ad-hominem

    Wrong, clown is bad and still unfun to play aggainst. It has nothing to do with how strong the killer is

  • @JephKaplan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1438213#Comment_1438213

    he has noise notification when aiming at u, he has to aim unlike huntress and an animation oh and actually good hitboxes, he also has to reel u in or break the chain unlike huntress

    He doesnt have to aim, he can quick scope. Tap M2 and M1 instantly thats why no tell or time to react

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1438794#Comment_1438794

    So youre saying anytime deathslingers on the map theres nothibg at all you can do. Youre dead as soon as he spawns in.

    No. I'm saying when in chase vs a deathslinger my input doesnt matter. I have to guess right if he's going to shoot or not because he can instantly ADS and shoot, with no tell or time to react. Compare it to huntress for example: she has a windup time, a noise indicating shes going to prepare the hatchet and an animation so survivors can react to those things.

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1438765#Comment_1438765

    An unbalanced game is unfun for 1 side. Thats just true. And if you think theres no interaction or counter between you and deathslinger im not sure what else to tell you

    And i didnt bring balance into it, he did when he brought chess up

    No, he compared it to a 1v1 situation where one player inpunt pretty much doesnt influence the outcome of the situation

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1438647#Comment_1438647

    So then the issue you have is you see this as a 1v1, its not. Its a 4v1. Its not comparable to chess because in chess both players are SUPPOSED to start off on equal footing. If 1 individual survivor is on equal footing with the killer then when skills are equally matched the killer would always lose because its 4 players all on the same playing field as the one player. Not necessarily in chase, but the entirety of the match itself I mean. You and I both know how stupid the gen speeds can be when the survivors decide to do them AS A TEAM, survivors are supposed to go down relatively fast, the point is for them to stay up long enough so their team to get some of the gens done. Thyre not supposed to run the killer for minutes at a time because there isnt whole minutes the killer can spend chasing 1 person. Youre SUPPOSED to lose those chases. The question is always, well how long does it take for you to lose that chase.

    As for deathslinger, ive gone over numerous times how to counter him. I do it all the time in game, sometimes im able to extend the chase, sometimes he gets me early. At no point though am I at a "well theres just nothing I could have done." If he got me i either goofed or hes a really goid killer, and if hes really good then Im SUPPOSED to go down quick. Hopefulky my team was doing what they were supposed to do

    You're bringing balance when no one is talking about balance. Just how interactable and counterable some killer powers are or not

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1438553#Comment_1438553

    Saying something is boring is subjective. Theres a lot of ways to counter Freddy that people overlook. Clowns a little more straight forward but hes weak overall. I dont find any of them boring but then i know how to counter them. ALL of them require skill to counter, theres more to this game than looping

    Getting snare/bottle spammed is the definition of exciting gameplay

  • @Yeebud said:

    So now that they nerfed Billy, people are trying to get them to nerf every good or viable killer? No. Spirit might be annoying to face sometimes. But she already got nerfed once. She isnt OP.

    No one is saying she's op. And people want changes, not nerfs. The nerfs she received didnt change the core problems with her.

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1438420#Comment_1438420

    The kind that says if you dont enjoy something you shouldnt do it. Theyre not going to stop making anti loop killers

    There's killer powers that are anti loop that arent boring to play vs like demo, huntress, oni to some extent. And then theres the boring ones like freddy, clown, deathslinger etc.

    And it has nothing to do if they're strong killers/power (clown is one of the worse killers) or not, just about interactivity or ability to use your skill in chases

  • @JephKaplan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1436416#Comment_1436416

    Also huntress can just yeet a hatchet and the hitbox will injure u. Deathslinger has to aim and reel u in/break the chain.

    Huntress has a windup time, noise warning the survivor, and an animation. Deathslinger has none, he can instantly shoot

  • @rabid_pygmy said:

    I have no idea why he says demo is more fun than slinger. As a main of both killers, I find slinger more fun to play/verse because his strong power is entirely based on mindgames between good players. The fact that some survivors call it a boring guessing game baffles me. It's no different from vaulting an unsafe pallet. His argument holds better in regards to clown, freddy, and spirit, though. I think freddy would be OK if snares weren't so oppressive, as they're the only braindead part of his kit.

    Spirit has far too much advantage over injured survivors, making it feel pointless for them to do anything besides w.

    Pyramid Head is just as oppressive at loops, as he can just plop his blade down and if you drop a pallet or vault, you're hit. If you keep running, he just whacks you.....

    Looping huntress is WAY more fun than PH, as her slower speed makes the mindgames more risky. PH has 4.6 speed and can hit through obstacles, making him a fairly low risk killer in many 1v1 situations.

    Perhaps I'm just bad and don't know how to play against him though.....

    Because demo has an indication that he's about to use his power and you can still dodge it, while deathslinger just istantly shoots with no time for the survivor to react and also he can just spam M2 to zone the survivor

  • @ZaKzan said:

    killers are designed around camping / tunneling / slugging. Don't play by survivor rules and you'll do a lot better.

    That being said, there will be games that you just cannot win as killer as this game heavily favors survivors at the higher end of play, especially swf. This game is a PvP game, but it is not balanced like one.

    You don't chase down loopers until you have people hooked or sacrificed. Unless you can get them to either drop a pallet or get a hit within the first 15 seconds of a chase, there is no point in chasing them. You have to learn to zone and then prepare to stay in the game for 30 minutes to an hour or more if you want to win if you are fighting against survivors that understand what you're doing and start a war of attrition with you. This game is designed to be as unpleasant as possible the more seriously you play it, as it is designed around bad players instead of good players.

    That is the wrong mindset. If you want to get better at killer you try to improve your chases and the mechanics with each specific killer. Camping and tunneling does not help you at getting good, just gives you easy kills because... you afk'ed near the hook and tunneled the unhooked survivor

  • They're not actually instablinds. What happens is you dont get to see the full animation of getting blinded, so your screen goes from fully visible to fully blind. Instead of fading. The actual time it takes to blind is not afected

  • @Eye66 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1043147#Comment_1043147

    *ignores that this ensures nobody can be safely chased or hooked and trolling the heck of of killer* which apparently devs like Peanits fully endorse

    the only thing that ensures nobody can be safely chased or hooked is the killer. flashlights were nerfed multiple times (no more instablinds, survivor has to be in killer FOV to blind, quicker pickup animation), if you keep getting blinded while picking a survivor that's on you: face a wall, bait the flashlight save, see where the survivor is and face the other way... there's so much counterplay to it...

  • @AStupidDavid said:

    https://forum.deadbydaylight.com/en/discussion/comment/1037993#Comment_1037993

    So you're telling me that a really small boost or dash that let's you get a little bit of distance so that you can get to a window or a pallet is op? Gtfo self-care is op, dead hard is not a big deal and at the moment it's bugged, don't know if it's because of dedicated servers but dead hard sometimes just won't work even after you get exhausted

    A small boost that extends the chase that should be over there and can lose you the game. If multiple survivors have it and use it like that yes its op.

    Did you really just say self care is op? lol ok im out

  • @AStupidDavid said:

    https://forum.deadbydaylight.com/en/discussion/124441/after-nerf-hex-ruin-dead-hard-need-a-nerf-also-80-survivors-use-this-perk

    DH was already nerfed when dedicated servers were introduced lol also I don't understand how a perk like DH could be op, all you literally have to do is get close to the survivor, wait for him to use it and then swing is it that hard? 🤣

    Have you heard of dead hard for distance? They use it to get that extra distance to get to a window/pallet. There's no getting closer or waiting for the survivor to use it that counters that

  • @ClickyClicky said:

    “Billy is the most balanced killer” is just a meme spread by people that only play killer. It’s not true.

    Its not a meme. They mean base billy, no charge addons involved. And good survivors agree with that statement. Its not a thing spread by people that only play killer. He's strong but he still has to deal with pallets and windows (unlike spirit and nurse)

  • @ImmortalReaver said:

    https://forum.deadbydaylight.com/en/discussion/comment/936694#Comment_936694

    If playing 16 matches against red ranks and getting 4ks for 15 of them isn't good, then what is?

    With 3 slowdown perks and the best addons... Wow... Very impressive...

  • I was getting worried, the weekly thread discussion with a tru3 video about genrush was still missing this week.

  • Because he would... shred it.

    I'll see myself out now

  • The stacking Q and E on top of mouse flick wasnt intended.

    A dev said "Those using the mouse would not see a difference, actually you should gain about 5 to 10 degrees more. Those affected by the change are players who where remapping their keys and using Left-Right instead of the normal A-D during the Oni attack."

    But after the last patch you can barely get a 30 degree flick

  • I mean, they said mouse only flick would not be affected and that you should still be able to do a 90° flick. As of right now you can barely do 30°.

    And the known issues were the stacking Q and E turn on top of mouse flick, not oni having flick.

    A dev said it: "Those using the mouse would not see a difference, actually you should gain about 5 to 10 degrees more. Those affected by the change are players who where remapping their keys and using Left-Right instead of the normal A-D during the Oni attack."

‹ 1 2