PandaChris
PandaChris
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@Rudjohns said:
1st game: a teammate got tunneled, 3 hooks back to back, died with 4 gens left. We all died with 4 gens left.
2nd game: a teammate got tunneled, 3 hooks back to back, died with 4 gens left. Me and another survivor got tunneled next. 1 survivor and 3 gens left. Didn't see if they got the hatch because my game crashed whilst spectating.
3rd game: I got tunneled with 4 gens left. Everybody else died with 2 gens left.
4th game: I got basement and the killer camped, it was a hook trade disaster. 4k with 4 gens left.
I am back playing this when the new tome page opens (which I don't even know lol)
1st Game - Sounds more like a teammate issue more so than a killer issue. One person got tunneled 3 times and you guys couldn't do more than 1 gen?
2nd Game - Same thing
3rd Game - No idea
4th Game - Teammate issue. He camped you, plus chase, plus going to basement. Let us say 150 seconds low end, if you could loop a killer for at least 30 seconds. If all 3 teammates did gens while he camped you, they could of easily gotten at least 3 gens done. It is unfortunate but that is how you punish campers.
If you say, well that is rare to have a little bit of coordination in solo q. Well, that just proofs this is a teammate issue and you should be asking for buffs to solo q.
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DH clearly made a difference. It was mentioned above but just because YOU specifically didn't use DH, doesn't mean your teammates didn't. Your teammates ability to extend chases 30 to 60 seconds or more effects everyone on the team. It allows you and your team to get 30+ seconds to stay on a gen, to heal, to unhook and heal. I think that's the point the person was trying to make.
Saying the DH change didn't make a huge difference in the game is craziness. I would honestly say 9 out of 10 games I played before patch had at least 2 survivors with DH. If they each used it effectively only ONCE in a match that's 60 seconds to 2 minutes of extra time their teammates could keep doing gens or whatever. That is massive.
Anyways, about tunneling and camping. My vote is still make first hook to struggle phase take 30 seconds longer. Revert DS and kindred base kit without killer aura buff.
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With the DH nerf and gens taking a bit longer. The main issue for solo q ends up being that the game has become even more team dependent. The streamers I have watched rage mostly at their teammates.
For example, before patch you could carry a team by doing 3 gens but now that adds a minimum of 30 seconds. You could extend chase an extra 30 to 60 seconds by DH for distance to a pallet or window. Losing out on 30 to 60 seconds in a game like this is substantial.
I feel what needs to be done is kindred base kit without the killer aura there, revert DS and then add some amount of time (10, 20, 30 seconds) to first hook to struggle phase. With gens taking 10 seconds longer it escentives camping. This makes camping on first hook much more punishable.
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They should of just nerfed dead hard then waited a few weeks to see how the game was effected then went from there. Let survivors try to adapt a bit.
Dead hard was way more impactful than a lot of people would of liked to admit. It was used as a crutch most of the time and now that crutch is gone so a lot of solo survivors just got smacked in the face. Add in the killer buffs and solo survivors are getting smacked in the face some more. It was too much all at once.
I really hope they buff solo survivors. There is no excuse right now why Kindred is not base. Just remove being able to see the killer aura.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/3004054#Comment_3004054
Good point, if killers decide to abuse it they can make these changes to slugging as well - 2 minutes bleed out total, after 30 seconds the survivor automatically gets up if the killer is refusing to hook. Bleedout deaths give 0 BP, doesn't count as kill towards challenges, and doesn't count towards MMR like a hatch escape. This way survivors aren't wasting time doing nothing, aren't punished in MMR for killer refusing to sacrifice and killers aren't rewarded for the death.
Wait...so I knock down 1 survivor. Another one is close. I can get a huge momentum swing by slugging the first then knocking down and hooking the new one! NOPE not anymore because survivors insta get up after 30 seconds!
At times, the wrong play is to go for the hook every time. Knowing when to slug, when to chase and when to hook to maximize pressure and momentum is a huge part of killer and having survivors get up in 30 seconds or a minute completely kills that part of the game.
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What I started to do as someone who came back to the game and used to play killer more so than survivor is focus just on 2 kills and 2 escapes. Even if you have to dumb yourself down a bit and let the 2 escape.
My mmr has dropped so I can just hop on and play casually till this meta perk change happens.
I cannot say about right now at high mmr. But when I stopped playing awhile back at high mmr, I felt the game gets alot less fun as the killer. I am not talking about winning or losing, more so the feeling while playing the game.
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If they just removed Deadhard and Noed even for a trial run for a couple weeks I think the game would be in a better place.
This isn't a just play better, do totems or people will just complain about other perks conversation I'm trying to start.
I am just saying if Deadhard and Noed did not exist in DBD from the start would the game feel even slightly better? I think it would.
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She is under performing so by the logic of nerfing pinhead because he was over performing. Nurse should get a buff. Give her 3 blinks....yes...
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We need a Christmas event where killers 1 shot survivors with a candy cane weapon. Let's see how that goes.
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I just want more bloodpoints for facing swf groups. Bhvr won't ever change them so give me mah extra bloodpoints.
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@Johnny_XMan said:
It's not a trash play if on their end it was an intentional play.
That's like saying Spirit Fury is a trash play because the killer swings even though they know they aren't getting stunned by a pallet because they get a a stun-free get out of jail card.
You cannot be nit picking and comparing Spirit fury to Dead hard because intentional means something is fine.....
There are massive differences in power level between the two. Dead hard has no pre req and can be used anytime you want off cooldown. Spirit fury needs to break minimum of 2 pallets before hand depending on tier. Spirit fury by itself isnt that good. It relies on Enduring to get maximum effect. That's 2 perk slots. Dead hard doesn't require another perk to reach it's peak effectiveness. Dead hard can be used way more times than Spirit fury in a match simply because there are 4 survivors.
Not to mention Spirit fury isn't a stun free get out of jail card. You still get stunned. You can at least get your facts correct especially if you are nit picking.
I could go on but the point was it being intentional = not trash so it can't be bad for the game. So, if we want to losely nit pick examples. Gunslinger literally got nerfed for intentional play with his mechanics to get closer in chases by faking his shot. Slingers were doing this intentionally, they knew what they were doing so I guess that means that was another unjust killer nerf. You want a perk? Sure! Coupe de grace got nerfed. Killers were able to use it intentionally but it still got nerfed.
I am sure the list goes on and on for both survivors and killers. I am just tired of hearing Dead hard is okay everyone because they use it intentionaaaally. Well, no poop they used it intentionally. That's how the perk is used. There is more to consider than using it intentionally.
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Coup de Grace actually got nerfed which is hilarious. Coup de Grace should be like dead hard on a cooldown.
Dead hard has the potential to fix a mistake where you should be hit. You got outplayed and now you rely on pressing E to possibly extend a chase.
A buffed Coup de Grace will a cooldown will have the potential to fix a mistake where you couldn't get a hit in. You got outplayed and now you rely on Pressing E to possibly end a chase.
Sounds fair to me.
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I am not sure because killers are getting nerfed because of "no counter play" (ex gunslinger) yet they literally made a map with 2 god pallets with no counter play.
I don't know if they do this on purpose. Acknowledge map sizes being an issue then make a large map? Saying lack of counter play is an issue then releasing a map with 2 more god pallets? You would think 1 of their 100s of employees might say after seeing the finished product, hey maybe we shouldn't do this because of what we literally said and did a few months back being issues. But nope they do it again.
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Ahh yes the nerf threads begin
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I posted this on a thread when she came out on the ptb. She is a B tier killer just because of how slow and long it takes to set up and aim the crows. The survivor literally gets a head start to the next loop. That's all you have to do. Plus she has no mobility and her chase (not anti loop) is of a m1 killer.
Even assuming people will get better at hitting with her crows for downs. I still feel huntress, nurse, spirit and blight are way better.
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Another huge map......just exactly the thing every killer wanted.
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Just like how pinhead was fine. She will "over perform" against newer players like pinhead does then she will get the nerf bat. I give it 1 to 2 months like they did with pinhead.
Next nerf will be to add a larger delay after placing the crows to being able to fire them off cause there is no "counter play".
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Doctor is high C tier. He doesn't compete with B tier killers like demo, twins, nemesis and cannibal.
His power suffers from bad hit reg at times and you can just predrop pallets then hold the W key to a new loop. He is punished more when you face better survivors.
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The developers are too busy making the next content patch to put enough resources into any meaningful balance.
Can't blame them either, i would do the same as long as people keep buying the DLC's. So, you can complain about balance all you want and how this change and that change would make the game better but every time you purchase a DLC all it does is show them to prioritize hammering out new chapters every few months. It doesn't matter if you play the DLC stuff only for a few weeks or a month, they get your money and your time.
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VHS probably won't be out to early next year. But it looks very promising.
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I am sure what I am about to tell you will pop up here if this thread gets a few replies from survivor mains. You can even search past threads about this.
But the answer is simply when survivors don't have fun in a match they feel it's okay to kill themselves. Doesnt matter the reason...whether they are losing or facing a killer they don't like they feel its perfectly acceptable to screw over everyone else because they aren't having fun.
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This killer isn't S tier. Sure, maybe S tier at loops. But basically low tier at mobility and low mid at chase.
Will end up in A tier though because of how strong her anti loop is which means survivors will have to adapt a bit and we all know how that goes in lower tiers. Her kill rate will be extremely over inflated at low tiers.
I give it 2 months till a nerf and 2 days before the nerf cries will be heard around the world if she gets released like this to live.
Her nerfs will be crows disappear in 3ish seconds and a crow cool down so you can't spam 3 out quickly. It will be place 1 wait few seconds, maybe 2 or 3 seconds then place another.
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It's been like 4 days and they haven't even acknowledged they made a mistake. No fix is happening. Sorry.
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That isn't fair. As a survivor if i out play a killer and get distance they shouldn't have a magical second chance button to possibly get the down before i get to a window or pallet. They shouldn't get rewarded for being outplayed. That makes no sense.
If the killer however out plays me on a loop which is already unfair by the way. I should have an ability on a 40-60 second cool down that i can use to get a possible reset on the chase by reaching a pallet or window which otherwise i wouldn't be able to reach. Or if i get caught out of position because maybe i am like eating a sandwich or something, i should be able to sprint away really fast on a 40-60 second cool down to get distance instead of getting caught like i should.
I should be able to make mistakes in a chase and still have a chance to get out of it but not the other way around. That makes no sense silly.
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It essentially slows down the heal by like 2 seconds. It is not worth it.
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@Mr_K said:
Easy solution. Survivors in the dying state instantly go into cages somewhere on the map.
Killer can't camp and they now have the time to pressure gens.
Great idea. Only thing I would tweak is that the killer calls upon the entity to take the survivor away to a cage/hook that appears. That way it isn't automatic. Sorta like how pyramid head does. This way survivors can atleast crawl away to a pallet if the killer decides to leave them and chase another person or whatever.
Only downside is survivors probably complaining mah flashlight saves :(.
I would 100 percent love to see this change made to even test it out. I think it would be amazing for the flow of the game. Too bad there will never be a test server for things like this. I really hope this idea at least gets to the devs ears.
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@Kaitsja said:
It'll probably get buffed with the way killers are camping and tunneling their way to a 4k every match.
Ya, it's almost like when they added even more healing to the game that survivor bouncing and leaving them in an injured state punishes the killer even more because everyone heals up so fast now.
Just like how the game made it so that one of the best ways survivors can win is to gen rush, one of the best ways killers can get ahead in the healing meta is to get a survivor out of the game asap now.
But ya, let's keep buffing healing in the game cause I'm sure that will promote killers to leave survivors in an injured state and will fix camping and tunneling.
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Circle of Healing hurts Hag a lot because it is such a heal meta right now especially in higher MMR. Hag needs to be able to survivor bounce because once you get a hit on a survivor after a TP you just become a very slow M1 killer. You had to be picky with chases and a lot of the time it would be just smarter to teleport to the next trap to hit another survivor.
Now with COH especially when used in a SWF where everyone knows where the totem is survivor bouncing isn't much of a thing. In fact if you do that you are hurting yourself even more. That is why there has been more of an abundance of FIX TUNNELLING! FIX CAMPING! TOO MUCH TUNNELLING NOW! WHY? threads. People don't understand that tunnelling and camping isn't 100% to blame it's the game direction that is forcing it.
Just like how one of the easiest ways to escape is to gen rush. One of the easiest ways right now to swing a match in the killers favour is to get 1 survivor killed asap even at the cost of a couple gens. Even i am noticing now that a lot of the times i have to tunnel or camp a survivor in more games than i want to and honestly it ruins the fun for me. I would honestly say 75% of my games today included COH and at least 2 survivors having medkits.
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You need the big 3 to get S tier. Chase, anti loop and mobility. That's why nurse, spirit and blight are top.
Then you got killers like huntress with no mobility, oni who is hard to control on loops, hag who again isn't very loop friendly and not great in chase cause of speed. Then you could probably toss plague in there with no mobility and needs a pool to be effective in chase and loops.
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Why not just make gens have a harder mini game. One where you can't look around all the time while waiting for a skill check.
This will make perks like spine chill more viable and make generators not only more challenging but engaging.
This would also promote what angle you feel is best to do the generator while being on the look out. Plus doing a generator would become much more intense when you can't scan around constantly.
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I never really camp or tunnel but it's happening more because thats what the game is evolving into. Just like how one of the best ways to escape is to gen rush. One of the best ways to swing a match in the killers favor is to camp and tunnel and kill a survivor out as quickly as possible to get a 3v1.
Not to mention killers who don't really camp and tunnel like myself are getting punished for it. Killers more and more get punished for trying to play "nice" with the additions to the game such as the healing boon totem. Leaving a survivor in an injured state in such a big healing meta especially in higher mmr just isn't worth it.
I feel like a lot of issues such as these are deeper game issues. It seems design decisions lately are shifting the game into a worse direction. I don't think anyone here would of thought hey you know what the game really needs right now? A new objective for the killer and another way for survivors to heal themselves.
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It's tough. Like it was mentioned above..
If you're anywhere near a hooked survivor looking for another survivor trying to get the unhook. Even if you heard the other survivor and spend 10 seconds looking for them = youre a camper.
If there is an unhook and you can't find the one who unhooked and only see the one who was hooked so you go after them = you're a tunneler.
You are literally suppose to turn a blind eye to these things and not go near a hooked survivor and literally let the unhooked survivor go even if you don't see anyone else.
Essentially to allot of survivors a killer is there for the survivors entertainment. That's why people defend killing themselves on hook. It's because they aren't having fun or they are losing the match. There was a recent thread about this and those were the replies defending it. If the killer had an option like that the same people would complain that killers are just forfeiting and it's no fun for them.
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Ya, totally Dead hard isn't used as a freebie to fix survivors mistakes. Nope not at all. Doesn't give them a free second chance to reset a chase. Nope.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2590776#Comment_2590776
Thing is, a good Survivor with Dead Hard will play the more unsafe and rewarding way because they know they can get away with it
A bad survivor using Dead Hard will use it to "fix their mistakes", and in that case theyre probably not that hard to catch anyway
So, the main issue isn't "they probably wont be hard to catch anyway". Its the fact that a 30 second chase now can turn into over a minute chase. Where time is such a huge factor for a killer this is massive. The killer does everything right at a loop and chase but a press of a button helps get the survivor a possible free reset on a loop and chase.
It would be like a killer having a perk where their lunge is 3x as far every 40-60 seconds. You outplay the killer, you gain the distance to get to a pallet or window, you're about to make it and he activates his perk and lunges 3x as far and hits you.
So, i am down for Coupe to get buffed like that if everyone feels Dead Hard is okay. Survivors can even bait it also and dodge to the left or right like the killer has to bait Dead Hard. Let's see how that works out.
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So, according to some people in this thread his main benefit now compared to other range characters is being able to reload while walking extremely slowly during chase. Wowza.
Even with the annoying quick shot or quick shot fake mechanic he was still a mid tier worse than huntress killer. All this has done was made him worse especially on maps he already struggled on.
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I have been getting a lot more map offerings and key + hatch offerings lately. I would say nearly every third game is forsure at least a map offering.
That's pretty much the only thing that bothers me a bit.
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@Snowbawlzzz said:
https://forum.deadbydaylight.com/en/discussion/comment/2467110#Comment_2467110
I shouldn't be forced to play Blight with Tinkerer/Ruin/Undying/BBQ every single match because the game decided I'm high-MMR and matched me exclusively with 4-man SWFs. I main Clown, I should be able to play Clown and be competitive.
Maybe I didn't understand the MMR system properly but I thought each killer had a seperate MMR. So, if you "win" 10000 games in a row as blight you wouldn't face the same survivors as clown if you're only "winning" a quarter of your games.
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They stated they want solo players to be equal to swf players first then balance killers.
This is basically because even though swf has no disadvantage and is all advantage even mentioning a compromise to the killer or adjustment to swf literally makes survivors engulf with rage and threaten to quit.
Unranked and ranked matchmaking gets thrown out by survivors cause they get engulfed with rage screaming their queue times will get longer.
Universal voice coms get thrown out by survivors cause again it engulfs them with rage because they dont want to be forced to talk or listen to people.
The only thing to do is give all survivors the ability to see each others auras all the time. Basically a buffed base kit kindred. Its the only way to make solos basically the same as swf. There is literally no other way to match the info given in a swf group to solo players.
Then the next step would be to normalize map size so most killers dont have to walk for 45 seconds across the map. Then you balance killers. Thats the way the devs want to do it and i dont see any other options.
Edit - and yes you can add develop perks for survivors that help solos. But those are just tippy tap bandaid fixes and solos shouldnt be required to take perks just to be on a equal level of swf groups.
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They keep wanting ideas to boost solos to swf levels. Universal voice com is always shut down cause people are picky who they want to listen to and coding issues.
They need to make survivor auras always visible to other survivors except in the dying state then balance killers around that. Its the closest youll get to balancing solos and swf. There is literally no other way without massive complaints. I say just be done with it then regulate map size for killers so most of them dont have to run 30 seconds across the map then start balancing killers accordingly.
The kindred change is nice but its more of the same tippy tap bandaid fixes.
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I thought originally it was the match making system somehow. I get super fast queues as killer at red ranks and slow survivor queues at red ranks. My friend who is rank 12 has super fast survivor queues and long killer queues.
Now I doubt its matchmaking. Its just less killers at red ranks. Which cant really blame them. I used to play about 80 percent of the time as killer. Now im having to deal with the queue but playing survivor more than killer. Sorta sucks on both ends right now.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/914710#Comment_914710
You're blindly throwing out stats mate.
Where did i throw out stats mate? I used numbers in a example. There is a difference. If you like you can google the definition of a statistic. My numbers werent based off of any testing, they were used as an example to show the issue with using the 50% 4 man SWF stat.
As for the 80% of rank 1 escape rate... "The devs aren't exactly great about giving data. It is often too little to be of use or simply wrong far too often to be of any real worth." ... is exactly the point i was making about taking one stat from a report and coming to a conclusion. If you are going to do that which is silly in the first place, you might as well just use them all.
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@VincentRedfield said:
This has to be a bad joke mocking killer mains.
Killer mains: "the game is survivor sided."
Developers: "our data shows even 4 man SWF does not have a 50% escape rate."
Killer mains: "LIES!"
Vincent ive seen you post this 4 man SWF stat so many times already. This stat has so many issues its not even funny and the fact you use it is even worse.
One example, is you can have a 4 man SWF group of rank 1, 2, 2, 3 that escape 75% (3 out of 4 escape) of the time and a 4 man SWF group of 10, 12, 13, 10 that escape 25% (1 out of 4 escape) of the time. Combine them and you got a 50% escape rate.
Another example which leads to main issue of this stat is you can have a 4 man SWF group of ranks 1, 2, 10, 20. Now out of 100 games the rank 1, 2 escape 75% of the time and the rank 10, 20 escape 25% of the time. Their group total at the end of the match normally would be is 2 alive (the Red Ranks) and 2 dead (the Higher Ranks), so 50%.
Also, if you want to blindy throw out stats maybe you should include at Rank 1 on PC there is a 80% survival rate. So, i am going to bet Red Rank survivors in 4 man SWF groups are escaping way more than 50%.
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@VincentRedfield said:
https://forum.deadbydaylight.com/en/discussion/112209/this-is-getting-out-of-control
Killers are a joke?
After all the crying about SWF the devs came out and told us 4 man SWF has a 49% survival rate. So much for OP.
I don't know what you must be smoking to say "survivors want the game handed to them"
The 49 percent is across all ranks and includes dc's
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Well they said on a dev stream a couple months ago that they werent looking to change freddy and look what happened.
I could swear the devs on twitter said they werent changing spirit. Maybe im wrong.
And I can probably find the dev quote on here like a month ago saying they arent looking to change ghostface.
So....if it follows suit couple months its gonna be ghostface.
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A dull totem objective with a totem counter is a great idea. Only problem then is some totem perks would probably have to be removed.
I do think it does make the Exit Gate Phase way more scary for survivors. It wont have them open the exit gates and mess around with the killer for extra giggles and it gives a secondary objective.
It might not be useful every game or be a "game changer" like a dev above said. But thats called balance. It shouldnt be a "game changer" every game. It has counter play by doing totems or adjusting the way you play at the end all while making the exit gates phase a lot scarier if you skipped doing totems. Risk vs reward.
Again the perk would probably have to be adjusted and the totem perks might have to be removed or adjusted but doesnt sound like a bad idea.
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@JC316 said:
https://forum.deadbydaylight.com/en/discussion/comment/912648#Comment_912648
That's why you increase the timer by a significant amount. If it takes two or three minutes to pick yourself back up solo, that gives the killer ample time to chase, but doesn't allow them to leave you down indefinitely.
Sure, sounds good. But survivors dont want to hold M1 for longer periods of time to increase generator time because its "unfun". It would be silly for them to be totally okay with holding M1 for longer periods of time to get up no problem and put the killer at a disadvantage.
Or if they have no problem with holding M1 longer to get up then they should have no problem holding M1 longer for increased gen times.
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@JC316 said:
https://forum.deadbydaylight.com/en/discussion/comment/912613#Comment_912613
Slugging in general should be removed from the game. Every survivor should be able to pick themselves up when the recover bar is maxed. Increase the time required to do so, but still.
Terrible idea. Not saying slugging is a great mechanic but removing slugging effectively decreases the killers ability to apply pressure. For example, you down a survivor and another survivor is really close. Well now you cant apply max pressure by chasing the other survivor because the downed one will eventually get up. This is especially bad when there are 2-3 survivors left.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/912142#Comment_912142
You're aware that in Fury mode, he breaks pallets faster and can dash afterwards to immediately be on a survivors back again, right? Why does nobody highlight literally everything else he can do and pretend like the flick is literally his only strength.
I think the thing is that its fantastic you break pallets faster. But pallets are in loops and if your turning is slower on the lunge (which it currently is using the mouse) then you have a lot less chance to actually hit a survivor now in loops. So, breaking the pallet doesnt really mean anything, catching up to a survivor doesnt mean anything, when loops screw you over. Most survivors i think will be able to loop him on tight corners quite easily now.
Again he isnt terrible now. But Billy can essentially turn better then him now and doesnt have to charge a power.
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I always used the mouse with Oni. From my perspective currently, yes, you can turn 45 degrees but the turn feels slower and the majority of the turn seems to happen at the last half second.
What that basically means is corner turning is slower and moving survivors have a greater chance at getting to the distance where the lunge will miss. The oni still isnt terrible but he is quite worse now.
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@ColgateAdvancedWhite said:
People keep saying it gets harder for killers as they go up the ranks, yet kill rates also go up the higher rank they go.
It's amazing how people are willing to ignore data that do not support their opinions
The devs have said 50,000 times the stats they release shouldnt be used to come to conclusions because they dont take in a lot of factors.
Such as the rampant DCing that has been taking place that counts as kills which is especially more prevalent in red ranks or Mori's for example.