PabloLovesMC
PabloLovesMC
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@helix43 said:
Part of it is the game, but a lot of it is just the devs backwards mindset. For example, the 5 year anniversary stream. They talked about how they want to deal with toxicity, but then proceeded to talk about dealing already nerfed moris because they're some how still toxic. Then they announced they're adding an autoban feature that will obviously affect killers the most. Yet not once did they mention a key rework or any of the ways they're going to deal with toxic bs from survivors.
Worst part is the Memento Mori aren't even worth running half the time because more often than not it takes more time to Mori then it takes to take somebody to the hook
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2219097#Comment_2219097
Just because they aren’t played doesn’t mean they are bad. Twins are still quite a strong killer tbh
Theyre a strong killer but nobody plays them. Thats the thing. Now even less people are going to play them. The twins are heavily perk reliant. Slowdown perks are a must. Sloppy butcher is a must. And they are easily countered by staying in groups of two and constantly healing and kicking the ######### outta victor. The twins are so easy to counter its not even funny and theyre still nerfing him.
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@onemind said:
https://forum.deadbydaylight.com/en/discussion/252648/whats-with-the-drop-in-killer-mains
Most are probably playing nemmisis on the ptb
The thing is ptb queue times for killer are less than 5 minutes meaning there arent many killers there either
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@Phasmamain said:
Survivors don’t get more pull. The devs balance the game as they see fit which is why killer has got many buffs and multiple killers have been reworked to be better
Re work for the better like the twins that saw no play and still got Nerfed to hell
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@Thr_ust said:
Bubba definitely gets a lot of hate on the forums but for this discussion I want to set aside the camping aspect and talk about the chase. I’ve got a couple friends who play survivor mainly and when we talk about bubba it’s not so much the camping that bothers them. Rather it’s the fact that at some loops (especially with the chili’s) you just gotta feed bubba the pallet and on some of the bigger maps getting to another pallet before bubba gets his tokens back is simply not gonna happen. So I was thinking of a slight slowdown to bubbas pallet eating skills based on how many tokens he has. If he’s on his first token the breaking speed will be the same as it is now. If he’s on his second token it takes maybe .5-.75 seconds longer and if he’s on his final token it takes 1-1.5 seconds longer. This would simply help with making it to another loop in situations where you have to feed bubba the pallet without completely killing his pallet eating prowess. What do y’all think?
Reverse it. Longer pallet break the more tokens he has. That way ih je still has tokens it takes longer and if he has no tokens then obviously he cant use his chainsaw as quickly... good idea tho
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@Red_Beard said:
https://forum.deadbydaylight.com/en/discussion/comment/2204862#Comment_2204862
How many hours do you have? I think it is just you needing to put in some more time to learn. I won't get into a statistics debate, but killers as a whole are over a 50% kill average. With you getting only 7 to 15% kills you are well below the average. I get it can be frustrating if all your matches seem like you are going against people that severely out skill you, but you really learn more in those matches than you do killing 4 people of lesser skill because you will learn what works and doesn't work against good survivors versus only learning what works against bad survivors.
In my opinion, the balance is the best it has been for killer. That doesn't mean certain things don't need tweaks, but it used to be a lot harder.
I was devotion 2 level 64 on ps4 but ive since switched to pc (lost all my teachables so i cant go around playing fun builds whether i win or lose anymore) and now i have around 100 hrs on pc and i was at rank 3 before my rank DIDNT get reset and i had to start manually deping because i was tired of trying and getting murdered. (It hurts less letting everyone escape when you know you arent trying to kill anyone)
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Blight is unplayable ‐‐in ormond--
(I think thats how u do the slashes)
Anyways nah he's just unplayable. Collision isnt a thing even after the devs tried so hard to fix collision. I remember hearing them say "youll never have a problem with blights collision again" then it got so much worse. Blight is unplayable.
Idk how tf you can hit your chainsaw against the smallest pixel as bubba but cant hit a wall as blight its bs
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I like it.... im glad thats gone
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@Paina said:
https://forum.deadbydaylight.com/en/discussion/comment/2202430#Comment_2202430
I still don't understand why people get so mad about teabagging, god my life would be perfect, if this is what I have to worry about. I never get mad about it, those poor babys just want attention their mommy won't give them.
I hate it because its a direct taunt. Its staring at the killer and saying 'lol i outplayed you you suck' if i knew tebagging had no meaning behind it i wouldnt care but it pisses me off that there are so many survivors willing to gloat about how good they are.
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@miketheratguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2203834#Comment_2203834
Agreed. If the game starts pushing everybody to play aggressively and force more confrontations and (yawn) loops, then I'll just quit playing and go back to Monstrum. I didn't get this game so I could play "endless chase simulator".
I hate playing endless chase simulator. Expecially when the newer versions of the map make it so much easier to get to the next loop after you force the killer to kick the pallet. You cant zone a survivor out of the whole darn map.
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/251039/i-want-to-give-up
I disagree that the maps are now more survivor sided. Yes, they added strong loops, but they heavily nerfed stealth, both on autohaven, coldwind (although the corn now works better than before) and surly the game. On autohaven, there are such wide open areas there is no way to break line of sight in some of them, and in the ones that are, there is nowhere to go. The game now has open areas and see-trough stairs. Yes, there are some of the old labyrinth-type tiles on the ground floor, but over all, heavy nerf for stealth.
The maps have not shifted to survivor side, they just shifted to looping for beginners. Its easier for new players to loop there, and stealth is hated by lots of killers and even survivors with the "this game is about looping" mindset.
Stealth is (and in my opinion should be) a valid option to play this game, but the map reworks nerfed them on every step.
If they shift to looping for beginners then that makes it so experienced players can loop you for a minute and a half at one loop.
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@Red_Beard said:
https://forum.deadbydaylight.com/en/discussion/comment/2202447#Comment_2202447
Just before the recent Wraith buff, I played 50 games and kept track of the data. I was either rank 2 or rank 1 the whole time and I killed 79.5% of the survivors. Without looking back at my post, I think there were only 4 teams I played that I felt really out skilled me. The other games I played where I didn't win was just because I made too many mistakes.
Do you play those 10 games in a row or just like one a night? If you only play a couple a night you might just be unlucky in matchmaking and get survivors more skilled than you.
In a row in one night (excluding the game where 2 people dc right off the bat but at that point it dosent feel like i deserve the win)
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@zombitehdeath said:
https://forum.deadbydaylight.com/en/discussion/comment/2202428#Comment_2202428
I don't believe that Ormond is balance.
It still big and survivor that are a bit good can be annoying on it.
I don't think the dev know how to balance maps properly seeing how we have hawkin and current Gideon.
The only map that I think is more balance then the rest is saloon. Being small with loops that can be mind game at while having only a few safe loop in the map but I do think that need some changes to it to be better.
Ormond is WAYYY better than it was and honestly its also better than a lot of other maps in terms of balance.
I feel hawkins is balanced because it has a few safe pallets with lots of unsafe pallets that you can get good hits at. Hawkins only really has one good loop which is pretty fair in my opinion.
Saloon is rather killer sided tbh. Lots of open space along with a layout that creates predictability. The only balance that comes from the saloon would be the upstairs gens. If those three gens are the last ones the killer is screwed if they dont know how to handle it.
The big thing with balance is that survivors need to be able to be annoying in every map or else its not balanced. Im not looking for a map with no windows or pallets. I want a fair map that dosent have 30 pallets and no upstairs lockers (i feel bad for any huntress on gideon. Might as well dc at that point)
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@PabloLovesMC said:
Lullaby 100% heres why...
Lullaby does what ruin was originally meant for but better.
Old ruin made it so you had to hit great skill checks to progress the gen and if you hit the normal skill check it reduced the progress.
Lullaby makes it so skill check notis arent heard. Skillchecks with lullaby are actually kinda difficult. This means not only do you get a lot of missed skill checks but you also get a lot of info. You know which gens are being worked on better with lullaby due to gen explosions AND you get a lot of info when someone heals too.
How to make it op:
Run it on Doctor
Perks: lullaby, undying, unnerving presence, sloppy
Addons: the best calm addons you have.
How it plays: calm gives you a massive terror radius for unnerving. As you find and hook survivors you get tokens (that stay if cleansed because new undying) lullaby activates with less warning / no warning for skillchecks. Unnerving is still a thing and getting out of the terror radius isnt a thing. Finally as you shock people the skill checks get weird. The weirder the skill checks are the harder they will be so try not to get people to tier 3 madness.
Now you have a no skillcheck build with an oppressive ammount of tracking and slowdown.
Have fun
I forgot to vote b4 i posted... oops
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Lullaby 100% heres why...
Lullaby does what ruin was originally meant for but better.
Old ruin made it so you had to hit great skill checks to progress the gen and if you hit the normal skill check it reduced the progress.
Lullaby makes it so skill check notis arent heard. Skillchecks with lullaby are actually kinda difficult. This means not only do you get a lot of missed skill checks but you also get a lot of info. You know which gens are being worked on better with lullaby due to gen explosions AND you get a lot of info when someone heals too.
How to make it op:
Run it on Doctor
Perks: lullaby, undying, unnerving presence, sloppy
Addons: the best calm addons you have.
How it plays: calm gives you a massive terror radius for unnerving. As you find and hook survivors you get tokens (that stay if cleansed because new undying) lullaby activates with less warning / no warning for skillchecks. Unnerving is still a thing and getting out of the terror radius isnt a thing. Finally as you shock people the skill checks get weird. The weirder the skill checks are the harder they will be so try not to get people to tier 3 madness.
Now you have a no skillcheck build with an oppressive ammount of tracking and slowdown.
Have fun
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/2202435#Comment_2202435
Can you not break a wall for cowshed? I only saw a infinite in chapel.
Infinites aside there are still many problems with the game, but i think the game goes in the right direction. You can watch the anniversary stream and look at the new roadmap. If you dont see something promising, you should maybe play other games.
the window next to where the basement can spawn was an infinite while I was T3 meyers they went through the window (i had to go through the door to the left or the window both took about the same amount of time) they went around the outside of the building and went back into the cowshed to vault through the window again. I got a minimal amount of distance (if any) they went around til the window got blocked then they went through the main building on the other side till the window got unblocked. idk if they were a god tier gamer? maybe they had quickvault (even though they were uninjured) but it seemed rather infinite to me (also i saw no breakable walls on that side)
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@OniWantsUrLocation said:
https://forum.deadbydaylight.com/en/discussion/comment/2202430#Comment_2202430
Imagine you are playing 10 games. How many of those 10 games are actually difficult for you? In how many of them do you get a 4k? Can you answer these questions for me off the top of your head? Also, which killer(s) do you play?
It used to be better but right now in ten games i get around 3-6 kills. I havent had an easy game in a week. Ive been playing huntress, wraith, deathslinger, and anyone stream requests or anyone I have dailies for
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2202427#Comment_2202427
I don't know about you but I don't have fun getting ######### tbagged because the gens are ######### finished in 5 minutes and I haven't got a single kill.
if I have to camp, tunnel and slug for a 4k then I'm gonna do it
Thats you. And thats ok. I wont bash other peoples playstyles.
When i play in a way where i know that the survivors arent having fun it makes me feel slimy and gross. When i play survivor i hat being tunneled and camped. I dont want the same thing for someone else.
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@Mooks said:
actual infinite loops used to be a thing but aren’t any more.
Ormond rework made one of the most survivor sided maps pretty balanced (though the Game was overdone and needs adjustments with the safe pallets)
Playing killer is not as difficult as you make it out to be, this is said by a pretty bad casual killer player that uses a controller. Many survivors are also casuals and can’t run you for 5 gens straight, not even on red ranks.
sore winners are on both sides, usually they don’t win that much and that’s why they have to ‚rub it in‘, but keep in mind, that’s not survivor specific. Head nodding, hook slapping and letting people bleed out without any reason is often seen by killer players.
it seems like you are burnt out and only see the bad side of you matches. You need a serious distance from the game, maybe play surv if that’s so easy for you or do something else. Also hope for a working MMR system and give it a chance. Obviously it will not make every match perfectly matched though.
How do you define an infinite loop? Because i think being able to go through a window 3X where a killer cant catch up then go through a different loop where the killer cant catch up then right back to the first loop is kinda infinite (look at cowshed on coldwind)
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@Lord_Tony said:
we have to camp/tunnel because of how suirvivor sided this game is
I refuse. I understand but i refuse. Its a game im gonna play in a way that wveryone has fun. If i cant do that and have fun myself then theres no point to playing.
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@NotYourAverageJay said:
Its sad how I don't see any clowns anymore where did they go ? I mean I just see the same killers like wraith, huntress, freddy, bubba, demo
Almost all killers are dead. With the new maps getting so strong killers only options are to play super good killers. If you dont you lose.
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@Itslat3ncy said:
https://forum.deadbydaylight.com/en/discussion/250944/last-video-of-otz
I think your being sarcastic, but he played trapper only m1ing and didnt set up any traps or break the walls to the building. Usually a killer has time to set up around the map not just start a chase and mind game every pallet until you get a down.
'Usually a killer has time' HAHAHAHAHAHAHAHAHAHA
I have 4 survivors to keep from doing gens. The act of kicking a gen takes ttoo much of the time i have. You honestly think a killer has time to go break walls? There were no other teammates in that video but think.... three minutes 3 survivors could EASILY do all 5 gens and power the exit gates. Anyone who thinks the killer has time hasnt played killer.
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@Dabihwow said:
Got to have high hopes mate I know its rough
Im so tired of this. My rank didnt reset so ive been stuck in red ranks. Ive gone to the coldwind maps 7 games in a row. Every time i miss a hatchet as huntress ppl just teabag because theyre so good at crouching behind a loop. I want to keep playing but the devs show no intent to fix anything.
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I was a killer main and i avoided tunneling and camping. Now with the new maps that are heavily and obviously survivor sided i just want to quit. I wanna play the game but ik that the devs dont care much for the killers (before you try to counter me just know that im a crap survivor but ive still run purple ranks for 4 gens in both the game map and on coldwind. Survivor on these maps are easy mode)
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(Part reply part rant)
Welcome to survior sided dbd. The survivors think the killers are too overpowered but the truth is that the killers take a crap ton of skill to play. Any survivor that wants to complain that a killer, perk, or power is too op needs to try to use them first. Killer takes a lot of skill and thought and to be fair so does survivor. We as killers dont have time to avoid tunneling. We dont have time to not slug. But the survivors have a ton of time to find the hatch and teabag over it with a key in hand. The survivors have so much time to begin with. What makes it worse it the maps being released now are featuring safer loops and more survivor sidedness. Like fr... a main building that has 2 infinite loops where i have to take the time to break 2 walls to stop it? I have 4 survivors to keep off gens and each one is gonna loop me for a minute or two because all the loops are too darn strong. I dont have time to break walls and i dont have time to break every pallet in the map. I want the game and coldwind to be reverted cause they're too darn easy as survivor. I suck at survivor and ive looped killers for ages on those maps. They give survivors easy mode and constantly make it harder on killers and im sick of it.
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You can get at least 3 gens in 2 minutes. Maybe 4 if you're good. The important part is everyone stay on their own gen. Thats 80 seconds of progress x3. If you have 3 people on one gen it gives diminishing returns and wont go as quickly. Once you and your 2 teammates are done with your first gens then 2 of you hop on another gen while your best runner gets ready to either save if the killer left hook with 3 gens done OR run the killer for 2 gens. With the matchmaking as bad as it is right now playing killer is annoying expecially in red ranks. When we get screwed 10 matches in a row because we refuse to camp or tunnel we need new strategies. A good survivor can run a good killer for a long time expecially on the new maps that BHVR is making more survivor sided (because fork anyone who wants to play killer amirite) check otzdarvas 1v1 video where he chases one survivor for 3 minutes without getting the downs 3 minutes is 180 seconds. If the 3 remaining sirvivors stick to seperate gens that whole time then do another gen seperately they can get all 5 gens done in that time. If thats not oppressively survivor sided idk what is
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Momentum
"Momentum is important because if you loose it you're done"
At the start of the game get a 6% boost to breaking pallets and gens, picking up survivors, and hooking survivors. You also have 3% bonus movement speed so long as you are not in a chase. For every hook state achieved lose .5% of your boosts. For every downed survivor not on a hook after 3 seconds, lose 1% of your boost. (you regain your boost once they're picked up or placed on a hook)
It was the best idea I had but I feel you could re word it to be understood better, basically I wanted a perk that could help killers with early game in a way that proceeding through the game forces you to loose your boost. I also wanted it in a way that the killer can get value from it all game if they haven't gotten the value from it (in contrast from corrupt intervention) with this perk or something similar a killer can help their early game and still help if they haven't been able to get downs or find survivors. let me know what you think and how you would change the wording.
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Ok so im gonna explain first and see what others say later. First and foremost its highly dependent on your skill level. Just starting out the game is very killer sideded as the survivors dont know how to use loops effectively. As you go up in skill on both sides you hit a middle point around green/purple ranks (assuming you're being paired with people of your own rank and not red ranks) at that point, the game is fairly balanced for both sides. Thats why people think its more fun to be in green ranks. As you go up tho the game becomes very survivor sided. They know how to properly use loops and items and know how to properly manage their time (unless they are potato reds who got to red ranks by sticking to gens and hiding all match) at this point playing killer becomes somewhat infuriating. Once you hit these ranks you deal with many more free health states (borrowed time, dead hard, soul guard) you also have more survivors that can use infinites. At this point if you cant mindgame the hell out of the survivors you're screwed. So then we get to the point.
There is no way to make this game even at all skill levels (except maybe mmr) because you have to base it around skill which emblems and ranks dont do well at all.
Im excited for mmr because i can see it fixing the issue here and itll fix the issue where someone who plays for a long time gets to red ranks then dosent have fun because they cant get a single kill (ive been there)
What would i fix outside of MMR? I would add more pallets that are less safe. The pallets at new coldwind are safer than they were before and i hate it as killer and love it as survivor. Same with gideon meat plant. A nice balanced map for me would be hawkins national laboratory with a few strong loops and lots of weak pallets. Theres lots of walls to hide from both sides along with lots of paths to get the sneaky flashlight save. The gen spawns are predictable for survivor so you can tell which gens to safe for last (always save the upstairs gens for last)
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@Clünge said:
Wraith body blocking whilst he uncloaks
Bubba & Billy body blocking for the easy down
Hag trapping & body blocking at pallets
Works both ways so don't pretend survivors have an advantage
Survivors shouldnt be able to hug the killer without fear is what theyre saying. The killer should be free to body block because thats what a killer would do in a horror movie. Find a good horror movie where a character willingly shoves their face into the killer just so their friend can escape where that person also runs away just fine. Survivors are op. You dont wanna be body blocked as a survivor dont be somwhere you can be bodyblocked but being bodyblocked by a survivor is bs
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@Aneurysm said:
????????????
I knew someone was going to do it the question was when :P
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/248041/my-problem-with-object-of-obsession
Take a look at the title of your thread. You are correct; that is YOUR problem, not ours. :)
You are very right. As stated it is MY problem with object of obsession. What is your problem is how you take atitude into a forums post and offer no insight or anything related to the conversation.
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@thefallenloser said:
Do you even know how Undying works? It always notifies the survivors.
The valued information trade off is that it works both ways, so if the killer would otherwise not know where you are, now they can see you (Alert, Buckle Up, Dark Sense, etc.).
I was not aware that undying notified the survivors. As i dont see that in the perk description and i play mostly killer. Thank you for bringing that to my attention (also watch the attitude. "Do YoU eVeN kNoW hOw UnDyInG WoRks" its not neccesary bruv)
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@GannTM said:
The new Object is risk reward. The passive effect it gives while your the obsession can backfire big time. It did that to me when I played against a Billy and I was the last survivor that wasn’t downed. I needed to stealth and get a save but the risk from Object didn’t pay off. I am in love with risk reward perks like that.
But that passive is only of ur obsession. Theres a lot less risk and a lot more reward if you arent obsession. (Unless i have the is obsession and general effect flipped i may need to re-read)
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@ChiSoxFan11 said:
As someone who plays 50/50, I HATED old OOO with a passion. It was a free "call out everything I'm doing perk" for SWF groups, and in some instances (like going to Midwich with it), it was essentially a free pass to never get run down, unless the survivor running it wasn't very good.
I played against the new OOO last night for the first time (in multiple matches, as it turns out), and I never felt that way during the match. In fact, I think the info I got on the survivor running it worked far more to my advantage as it did theirs.
The info you're talking about, a good survivor will be able to figure out anyway. The Undying one is irrelevant -- ANY survivor knows Undying is in play when they run by a dull totem, OOO or not. Killer is running BBQ? Any experienced survivor should be assuming that anyway, or if they're not, they'll be able to figure it out pretty quickly without the OOO help. Other aura-reading perks like Nurse's will be the same. I'm All Ears? It doesn't really matter if they know you're running the perk, as the strength for the killer comes in getting the info on a survivor's moments after the vault -- and if a survivor doesn't want to fast vault in the middle of a chase to avoid triggering it, that will end up coming back to bite them. I was playing All-Seeing Wraith -- which should have tipped off the survivor, according to your argument -- but that add-on is so powerful, it didn't matter. The info I was getting from the add-on FAR outweighed their knowing I had it.
Given the choice between going against this version of OOO and the old one, this one is far more balanced. My two cents.
Yeah i 100%agree its not NEARLY as bad as old OOO i just dont like survivors having that much info (also how can survivors tell theres undying by just moving near the totem without OOO?)
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@[Deleted User] said:
The killer sees you.
You see the killer.
THE KILLER SEES YOU. That's the risk you take. You may get info on the killer, but you may get tunneled.
The killer would see you anyways just more often. I as a killer dont need perks to show me your aura. Them showing me where they are dosent mean much if i have my back turned. The killer has no notifier that he is being looked at. (And stastically theres only around a 33% chance you see the object user. Assuming you are on the edge of the map and even less if mid map.) Idk i just feel theres too much information there. If it told the killer that the survivors saw their aura it would be better. What if i put a trap down right when they can see me? I could avoid that better if it told me i was being seen. But i do agree there is still risk for the survivor
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/2168851#Comment_2168851
That is one opinion. But as other's more familiar with me would know, I am very much a 50/50 player as well a strong advocate for playing how a person wants to. It is a fair question if someone makes a thread talking about double standards and a particular perk, to explore said "double standards." As well to be curious about the OP's opinions since they were the one's that chose those terms.
Is that not what the forums are for? And does DH not counter Blood lust? But thanks for chiming in!
Thank you. You are amazing and i love you because you get it. Keep on keeping on my friend. :D
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Camping is only usefull when you have one survivor on hook and its the only kill youll get all game. Camping can be easily countered by a group of survivors by each of them tackling a different gen. Camping only works when survivors are being overly altruistic and wont give up on getting their teammate off the hook. One hook state lasts for 60 seconds (i think) so if all other survivors are on a gen by themselves they can get three gens and three half gens finished by the time the player on hook dies. Then simply have the best survivor take chase to give the others time to finish the last 2 gens. Boom all gens are done. If the looping survivor lived you get 3 out easily if they got hooked you send the second best (hopefully with borrowed time) to get them out and escort them to the exit. The killer will get 2 kills at best but most likely only 1(i am a killer main)
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@CashelP14 said:
Here is my guide to save as many Bloodpoints as possible while also completing the archives.
Red Line = Collect
Yellow Circle = Save
https://us.v-cdn.net/6030815/uploads/7TF51XZ4KAM8/sketch-1620227370498.png
Can you explain im not sure i understand...dont you get bloodpoints whether you do them now or later?
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@Johnny_XMan said:
You’re comparing a one shot down add on to a perk that may/may not work depending on your set up??? 🤨
Yes because in the new maps its super easy to dead hard to a pallet and find another super strong pallet afterwards. This means they get to try to loop me around 2+super strong loop because they made it to the first one for free.
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@Bwsted said:
Neither was abusing anything. Both were working as intended.
IRI head reduced hatchets by 4 and the belt added 2.
Dead Hard literally tells you that you dash forward. The distance is part of the perk description.
Iri head got nerfed because all of the survivors wewe saying having 3 iridescent heads was abusing the perk.
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I cant decide between reverting coldwind or the game.... my reasons are as follows:
In the new coldwind farm map the devs made pallet loops larger and therefore stronger also, it is very difficult to see scratchmarks with how bright it is on that map.
In the game there are far too many pallets in general (aproximately 30) with too many safe pallets and a total of FIVE (5) GOD PALLETS.
Both of these maps annoy the hell out of me with the new changes and i want them fixed or reverted.
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@Mooks said:
Can you please show me were it is stated that Dead Hard isn’t intended to use for distance?
you are making bold statements and accusing many but it seems like you just don’t like the perk? (Which is okay, but then please formulate your feedback in a different way)
Tbh the more i post and respond to people im realising that my problem isnt really with dead hard its more about all of the super safe pallets in the game. It aslo includes the frusturation that the devs dont seeem to care about the overwhelming number of super strong pallets evidenced by the increase of safety on pallets in the coldwind farms maps.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2168731#Comment_2168731
That’s irrelevant but I play both sides
And becaus eyou play both sides i value that and your opinion. I know as killer i dont realize what survivors think is op and i know its the same the other way around
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2168867#Comment_2168867
then don't start by insinuating the same thing that every other generic forum user insinuates when they complain about something they don't like
dead hard is annoying as hell. comparing DH to the iri head nerf and calling it a double standard is a false equivalency.
Perhaps of commenting on what im insinuating how about you ask why i want to know. Or perhaps dont take a shot at me personally for what you THINK im saying
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2168838#Comment_2168838
all you're doing is stoking the survivor vs killer and "devs favor this side" narratives. nothing good can come out of your thread.
Nothing good can come out of telling people that they have a crappy mindset and they should feel bad either. You just enforce the narrative by being toxic about it rather than allowing me some perspective
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/248009/double-standards
“Killers don’t have perks where they get hits where they shouldn’t”
Coup De Grace? Basically an anti-Dead Hard. Spirit Fury also allows hits you otherwise wouldn’t get. There are insta-down perks that skip one hit entirely. Save The Best For Last has given me many hits I wouldn’t have got otherwise.
The “dodging a hit” part of Dead Hard is by far the weaker part of the perk, and the easiest thing in the world to counter if you a) expect it on every injured survivor, and b) have patience and wait for it before you lunge. You just need to work on not swinging/lunging too early.
But what about the free mega safe pallet that if you break it gives them time to get to a new really safe pallet? TBH i wouldnt are about dh if there werent so many safe loops everywhere. On hawkins i have no issue with deadhard because if you deadhard to a pallet its typically an unsafe pallet and possible to play arouns without you getting to a new pallet
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/2168826#Comment_2168826
I did not say I didn't like bloodlust. I asked what your thoughts were on BL and pointed out that this perk directly counters a Blood Lusting killer. Which many killers will do . And is a mechanic in the game that could use a counter like DH
I know some people have a problem with bloodlust. People complained about it like crazy. For those who dislike bloodlust thats how you counter it. But those were my thoughts on bloodlust. In most cases if you are playing well you shouldnt have chases long enough for bloodlust.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2168731#Comment_2168731
no but this kind of thinking sucks and you should feel bad about it
I ask this question because i as a killer main dont notice the things i do can be OP so i ask to see and know what your perspective is. If youve only used dh but never played against it you will obviously have different views and a different perspective. GTFO with trting to make me feel bad because im getting perspective. You should feel bad about assuming my intentions and telling me to feel bad.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/2168770#Comment_2168770
So you think the person with over 4000 posts doesn't understand the game nor the perk?
What are your thoughts on Blood Lust? Dead hard is a perk that gets used maybe two times a game on average. It is easily baited out in a lot of instances. And directly counters a blood lusting killer.
If you get bloodlust as a killer then you obviously need help. In a game where the killer is supposed to be powerfull having something to equalize the odds if the killer is underpreforming is fair. If you dont like bloodlust just play around a mega safe pallet untill he is forced to break it (lord knows there are plenty of mega safe pallets in the game)
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@Artick said:
It's funny how killer mains always find an "intended way" to use survivors perks just to justify demanding completely unreasonable nerfs. Dead Hard was "intended" to be what it is and to work how it works. At no point did they say "you have to bait or DH into the killer".
Just stop with this nonsense.
Its also funny how if a killer main does anything a survivor dosent like (camping tunneling slugging) then the killer is an ######### but if a killer finds an issue with one perk you say its unreasonable.