PigMainBigBrain
PigMainBigBrain
About
- Username
- PigMainBigBrain
- Joined
- Visits
- 1,341
- Last Active
Comments
-
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3655632#Comment_3655632
What on earth are you talking about?
The entire reason the timer nerf doesn't matter is because it doesn't affect the main point of value of Pig's RBTs. Thirty extra seconds on the timer just gives more time for survivors to be off generators and searching boxes, it isn't so much of a nerf that they can safely ignore traps or anything.
As I said in the post you quoted. Pig's stealth/chase got slightly better, the main value of her traps doesn't change, and some slight edge cases were shored up in a way that shouldn't matter too much in most games. You'll forgive me for not being too upset about this outcome.
There is no value in Pigs RBTs.....
^ THATS THE POINT. What do you guys not understand about that? It was already low value to begin with with the off chance you ran reduction timers and the survivors didn't care about each other. AKA just fire off gens ignoring the person you just trapped. You can 99% the gens. And get an extra 30 seconds on top of the compounding time loss should you end up facing them again freezing that 3 minutes and adding ?X? value to the overall premise. AND IF NO GEN WENT OFF IN THE TIME THEY HAVE IT ON IT HAS DONE 0 PRESSURE. Her anti loops suck compared to whats new on the roster and even compared to whats old. So the only unique thing about her kit is useless.
"mmm bbb BUT MUH pushing people off gens!"
Stop it...
Survivors aren't stupid apes.
They aren't gonna be PrEsSuRed by an imaginary number that doesn't start until they say its time to start (99% gens). And they aren't gonna sit their holdin their dick in their hands pretending the trap is a threat.
"mmm bbb but you can kick GENS!"
Congratulations now they've wasted your time.
If head traps went red as soon as you put them on someones head this would be a completely different discussion about pressure but they don't. So I wont.
-
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3655626#Comment_3655626
If nobody does the only thing that would be affected by the timer nerf, we're golden, there's no problem.
There is a problem.
The problem is she has a wasted power slot where something else effective could go. You could play ghostface and do 10 times better. But I'm not gonna sit here and go over the TTK numbers again between the two been there done that explanation. It was depressing years ago, its still depressing now. I shouldn't have to explain pressure flow and psychology and TTK anymore as long as this games been around. Nor should I have to explain the flaw behind the idea that a thing doing nothing is magically doing something because we imagine its doing something. Time is still time. But yall have fun with the nerfs to an abomination of the SAW franchise.
-
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653566#Comment_3653566
It's the only conclusion to saying that the timer nerf in any way affects the viability or strength of her head traps. An increase of the timer on RBTs doesn't change the fact that you're dragging survivors off generators to go search jigsaw boxes, and that's what her power is for.
So, the effective playstyle of Pig - trapping survivors so they're off generators then occupying other survivors with chases, hooks, and their own traps - hasn't changed. Her ability to use stealth and Ambush is getting at least a little bit better. And finally, specifically harassing one guy off a box until they get a head pop got slightly weaker.
This is somehow an overall nerf to Pig? Her main thing doesn't change, her weakest elements get better, and a suboptimal playstyle gets very slightly weaker?
Literally nobody camps people on boxes with head traps except trolls. The timer stops when you do that and at the point you have them cornered like that assuming survivors haven't 99%'d all the gens by that time you could have just hooked them and stopped messing around.
All this did was make her lunge better....which really didn't need it and made the actual head pops impossible to get unless the survivor just stands there AFK. Which isn't as fun. At this point with all the box nerfs they may as well remove it because it doesn't do anything but act as a set piece decoration. Which is....pretty boring ngl. No threat to it. I go back to sleep now.
-
@AbsolutGrndZer0 said:
A few minutes ago I said no Pig main I know likes these changes, but I said that to a streamer who says Pig was the first killer she bought and she thinks they re fine. So that's one. Every other Pig main I know is not on board. We will see what happens on the PTB how things go, but... I am thinking that my go to build (in which I do not actually get many head pops but do rely on the traps for pressure) will end up with a 0% kill rate instead of my usual 60%.
Awww man really? I haven't played DBD in like 3 years. Pig got changes? This is gonna be juicy! Lemme see whats goin on with pi....
- The Pig can no longer see the auras of Jigsaw Boxes
- Reverse Bear Traps now have a base timer of 3 minutes (was 2.5 minutes)
Aight imma head out. Imma see yall in a couple years...
-
@Monlyth said:
...Here's two tournament-winning Oni performances where the Oni swung into it. Four times total. Twice with his power, and twice with M1. Yes, in a setting where only one player is allowed to have it. Yes, even after seeing which Survivor has it.
https://www.youtube.com/watch?v=6YoJQyoh5ac
https://www.youtube.com/watch?v=72F-slds7oY
This guy got first place in the DbD community cup. Twice.
So, are you really going to lecture me about how this was clearly a skill issue?
I dunno why you guys keep bringing up tournaments as critique. The game isn't balanced enough to host a tournament without cutting parts of the game out.
That alone spells out all you need to know. So there isn't really a point in bringing it up considering just how many things get yeeted and deleted during tournaments to put them into even a modicum of balanced play. If the game was fully ready for a tournament you'd be able to run 4 DH and it wouldn't be a problem. There wouldn't be any perk bans or needs to adjust anything.
-
@InvadeGames said:
the totems spwsn REALLY need to be addressed/ with killer hexes being put right in the open with a peacon saying HEY COME CLEAN me, one of my favorite perks, devour hope almost NEVER pays off because its easily found and cleaned. most totems arent even in hidden spots, its in open spots and they should never be literally right next to a gen in the open.
Ive also spawned as survivor in a game standing next to a lit hex totem.
this is a problem and i dont know why it hasnt been addressed.
because boons are a big part of the game now and most survs with experience know where all the spawns of these totems are, hex totems by proxy have been nerfed to oblivion.
Its probably never gonna get addressed now since they added boons. And they (HAVE TO) allow survivors to find totems to light boons on. Thus need to make them less hidden thus by proxy nerfing the ######### out of / making hexes completely useless/competed over with survivors. Imaging having to compete with the other side over using your own perks which were already kind of weak due to being easily discovered.
-
@Malkhrim said:
TL;DR: the hex mechanic is bad on most perks and needs to change. Totem locations are still terrible and should be adressed again.
Back in the day, one hex perk was meta: Ruin. Other hex perks were used from time to time, NOED being probably the second most popular, strong but still an endgame perk. No other hex had an immediate strong effect like these two, but aways had a chance of being cleansed early and leaving you with an empty perk slot without doing anything. Even Haunted Grounds could end up being cleansed when you had no healthy survivor near you and and so not doing much. Ruin had this problem too but was used a lot due to being the best regression perk and to the lack of alternatives (for a long time, Pop was the only viable alternative to Ruin).
I've commented before on this forums how I liked the Ruin nerf, since I hated the fact the best perk for slowing down the insanely quick gens had a chance of deactivating permanently in the first 30 seconds, and now we finally have alternatives. HOWEVER, after Ruin and NOED got nerfed, Hex Perks became extremely rare, and the first reason is obvious: it's not worth to take a perk that will probably be gone in the first few minutes instead of one that lasts for the whole match. The mechanic is underwhelming by default. No wonder why the better two at the moment are Plaything and Pentimento: the way their totems are created and their effects cleansed are different. They don't use the same mechanic that makes other hexes so weak. The other hex perks need an overhaul to change the way they work too.
Of course, other things made hexes become so unpopular: with Boon Totems, survivors seem to be more aware than ever of totem locations and look for them even before knowing there is a hex in play. And then there's the downside that plagued totems for years: many totem locations are just terrible, being either extremely visible or taking place right beside survivor's main objective, the generators.
I remember devs changed a few totem locations back in 2018... but I wonder when and why they decided they were fine and needed no more improvement. I leave a few examples below of totems I've seen in my matches in 2022. Even though some are months old, I haven't seen a single patch note or dev update talking about totem spawn changes.
Clearly visible in front of a high spot where a gen is located.
https://us.v-cdn.net/6030815/uploads/ZMRMIEQFDJX1/bad-totem-spot-9.jpg
To think I hoped the rework would fix the totem spawns on this map...
https://us.v-cdn.net/6030815/uploads/PE7NPEYOYPJM/bad-totem-spot-6.jpg
This is from february, but right below there's a more recent screenshot. It's still there!
https://us.v-cdn.net/6030815/uploads/0S1ENPM6JX32/bad-totem-spot-7.jpg
https://us.v-cdn.net/6030815/uploads/CF90IQ9Z00DN/bad-totem-spot-8.jpg
Just imagine, if you go to the shack in a chase or to look for a gen there, you'll find a totem for free!
https://us.v-cdn.net/6030815/uploads/DY2FANJ79LNQ/bad-totem-spot-5.jpg
Just a reminder: this was one of the latest reworked maps.
https://us.v-cdn.net/6030815/uploads/2YL2QPLI925K/bad-totem-spot-4.jpg
Well, it can't get worse than this.
https://us.v-cdn.net/6030815/uploads/ND4CF8AK0CF9/bad-totem-spot-3.jpg
Come on, the corn is not hiding this. It's near a gen too!
https://us.v-cdn.net/6030815/uploads/W314OIASX06N/bad-totem-spot-2.jpg
Yeah, there's tall grass, but just imagine for a second if this was lit. It would be hard not to spot a shining flame in the middle of the grass.
https://us.v-cdn.net/6030815/uploads/8ROH7DZ0J8YH/bad-totem-spot-1.jpg
FInally, these two are fresh from today:
https://us.v-cdn.net/6030815/uploads/J2ZZC1ZT11ZY/bad-totem-spot-10.jpg
https://us.v-cdn.net/6030815/uploads/GJ6GBBES5DYR/bad-totem-spot-11.jpg
Ah yes...I remember years ago they said they would rework hexes/fix spawn points/come up with a way where they didn't disappear in 12 seconds of a match starting.
It is almost 2023. Haven't seen a word of it since originally posted.
-
@ProfessorDunwich said:
The Knight gives an incredible amount of information in regards to when and how he is using his power. I have converted this concept to other Killers.
Trapper: When a trap is placed, it's aura is revealed to Survivors for 30 seconds
Wraith: His aura is revealed for 5 seconds upon uncloaking
Hillbilly: The trajectory of his sprint is visible to Survivors when revving his chainsaw
Nurse: Survivors can see Nurse's blink location
Huntress: Survivors can see the trajectory of winded up hatchets
Myers: Survivors can see his aura for 30 seconds upon Tier changes
Hag: Traps are shown in a bright green aura to Survivors
Doctor: Upon a successful shock, his aura is visible to all Survivors for 10 seconds
Bubba: While swinging his chainsaw, his aura is visible to Survivors
Freddy: When he starts teleporting to a gen, that gen is showed to Survivors as a green aura
Pig: Survivors with RBT can see her aura
Clown: Aura is shown to Survivors for 5 seconds when he switches his bottle type
Spirit: Her aura is shown while phasing
Legion: After each Frenzy strike, their aura is shown to Survivors for 10 seconds
Plague: Her aura is visible when she has Corrupt Purge
Ghostface: He is shown in a green aura for 10 seconds when a Survivor is marked
Demogorgon: Aura is shown to the Survivors while traversing the Upside Down
Oni: His aura is visible while his power is activated
Deathslinger: Trajectory of spear visible to Survivors when aiming down sights
Pyramid Head: Aura of Trails or Torment shown to Survivors
Blight: Trajectory of rushes are shown to Survivors
What are we turning this game into FF14 now?
-
@deifi said:
https://forum.deadbydaylight.com/en/discussion/comment/3268179#Comment_3268179
https://forum.deadbydaylight.com/en/discussion/comment/3268179#Comment_3268179
I was responding to this https://forum.deadbydaylight.com/en/discussion/comment/3267107#Comment_3267107 - the fact that this user quoted as saying "of course you're gonna steamroll your first matchups you have no MMR. I can do the same thing with a never touched hag or trapper." - The argument is not only a single case study of my performance; the very notion that this commentary exists enforces that the NOTION or STEREOTYPE that the game is currently imbalanced towards killers and especially lower MMR tiers is evidence. You're argument of saying a group of "big brain or competent survivors" can win a single game against a nurse is neither proof that "good nurses can be beaten". However...
So when you look at the bigger picture; looking at Sept 2022 kill rates here https://forum.deadbydaylight.com/en/discussion/350586/stats-kill-rate-by-killer-and-mmr-september-2022
The compilation of the data above of both our arguments... big brain survivor teams wins vs skilled nurse wins - data shows that the skilled nurse will win significantly more. 62% kill rate at top 5% MMR - this also does not consider the friendly "skilled killers" who let the 4th survivor escape by choice or the lucky break of a hatch spawning near them in a dominating killer game. While the counter argument which you're thinking is "but there's friendly survivors that will willingly give up a death for a poor performing Nurse". I find that the volume of that is significantly lower than the latter.
Nothing is ever 100%, yes a good team can win against a good nurse, and vice versa - but statistically the evidence of imbalance is the number of occurrences against survival team win rate vs killer win rate/kill rate.
If the ideal goal is to have a 50% survival rate across all killers; which imo is 2 kills / 2 escapes; then there is statistically a gap and a bias for killers (ALL) today.
TLDR; the mechanics of nurse today eliminates the majority of mechanical options a survivor has to survive. The maximum skill ceiling options a survivor has available to them to survive against the maximum skill ceiling of a nurse is arguably 1-2 step difference. The best of the best survivors vs the best of the best nurse, my money is on nurse 9/10 times in the current patch or state of the game. This has a trickle down effect which i will illustrate below.
-----------------------------------------------------
Bad Nurse is equal to Bad Survivors
Average Survivors is greater than Bad Nurse
Average Nurse is greater than Average Survivors
Above Average Survivors is greater than Average Nurse
Pro Nurse is greater than an Above Average Survivors
Pro Nurse is greater than Pro Survivors (Shown Statistically)
The balancing act that needs to happen is to limit the ceiling on nurse so it can even out across all skill levels.
Remember this is a game about quite metaphorically... Shooting/Killing Fish in a Barrel. You are hunting humans that have no ability to physically stop you short of hiding, running, or dropping pallet a freaking pallet. If the intention or goal of BHVR for this game was to ALWAYS BE BIASED towards killers, then BHVR should make that very clear.
If the devs want to make a pure 50/50 they're gonna have to remake the entire game due to player pools. SWF skews numbers to incredibly high results for survivors even if survivors aren't actually that strong. (Technically they aren't that strong.....if they're alone) I'm not gonna go on a rant about SWF because its obvious, I'll just say....People go as far as to pay to join an SWF group to get their account carried...nuff said..speaks for itself. And anybody who plays any kind of competitive game knows if you're not using coms, you're not trying to win...period.
They would have to change mobility in this entire game, change average time per match, overhaul solo queues to the point where you can no longer technically be truly solo. That means coms open all the time including typing. With that shift, they'd then have to go back, revert a bunch of nerfs to killers who weren't performing that well to begin with. Change gen stalling completely, and re-work like...80% of the killer roster who isn't based on mobility to skew them high enough to make up for the difference. Plus change pretty much every single information perk in the game. On top of granting an MMR system that considers experience and time, so people can't smurf all the damn time.
-
@deifi said:
https://forum.deadbydaylight.com/en/discussion/comment/3267914#Comment_3267914
I mean that's not fair to survivors either way, that implies low MMR killer vs. low MMR survivors is expected to get steam rolled - that's just not a good experience for new survivors and adds evidence to why a nerf is necessary
But yes, happy to continue to steam roll with nurse up the ranks; also there's a reason why she still kills at 62% rate at the top 5% elo
Low MMR survivors and Low MMR Killers in general are not valid scopes of how the game is balanced. 1 because smurfs exist, and 2 because Never touched X character low MMR exists. A new player with low MMR is not the same as a seasoned vet who plays the other side but decided 1 day to pick up the other side. The seasoned vet even without touching the other side will steam roll. Just due to mechanical and game knowledge alone, plus the fact that this games controls are stupid simple save a few characters who have muscle memory gaps (aka Nurse, AKA Blight, AKA Hillbilly, AKA Oni)
When you get out of that low MMR range the real scope of whats balanced and not balanced comes into play by also counting your own personal strengths and weaknesses when judging. Assuming a Flat level of personal skill, reaction time, mental planning and acuity going up against an equally skilled person with the same flat level of personal skill nurse goes from God Tier, to, "Good" vs other people with higher personal skill she goes from "Good" to "Average". Then step back for scope, and measure these same things against other killers who aren't at the top 5% (because they literally mechanically cannot be) and the real problems show up in 3 categories that control this entire game for killers. And of those 3 categories only 2 of them can determine the swing of a match due to (((TIME))) time being the most important stat in this game.
- Lethality-(1 shots, skill re-use, downing ability)
- Mobility-(teleports, sprints, dashes etc)
- Objectives-(traps, AI beasts, puzzles, forced cleansing etc, stalling etc)
Nurse has high mobility, normal lethality, 0 objectives
Pig Normal Mobility, normal lethality, high objectives
Hag Normal Mobility, Normal Lethality, High Objectives
Oni High Mobility, High Lethality, 0 Objectives.
^ Go down the line with every killer under those same categories(since survivors are all just skins), and you'll actually find that Nurse is weak in comparison to the rest of the roster with 1 caveat.
Caveat being (Survivor players usually do not know how to handle any killer without holding W and aiming for a pallet or a window vault.) both of which do not work against a nurse nor any other high mobility killer tbh because mobility cuts chase time in half. This cuts out at least 60% of the player base due to lack of personal skill alone.
That means 60% do not know how to run a flashlight, do not know how to double back, juke, rush objectives, stay hidden, nor look behind them.
-
@deifi said:
I just played against a nurse who was toxic, typical "eeeezzz" comments. So I logically ask, how about you play survivor and I play nurse? You can even recruit a team of survivors against my nurse (who I haven't touched in months AND im running yellow perks. He refuses. So I figure let's see how well I do in a solo queue..
- Nurses Calling (Yellow)
- Thanatophobia (Yellow)
- Fearmonger (Yellow)
- I'm all Ears (Yellow)
Map = Crotus Prenn Asylum
Items: In fairness I ran green heavy painting and green ataxic respiration.
Steam rolled 4K, 3 dead w/ 4 gens still up; so I cool it off and let survivor get hatch.
TLDR; Even a scrub pub (PC player) who mains survivor can pick-up nurse and steam roll. Yes. She needs a nerf.
Recommendations: I find that without audio cues, it is definitely difficult to follow-up blink - I recommend that she goes "audio deaf" during the fatigue or permanent reduction to sounds e.g. she shouldn't be allowed to hear footsteps or give survivors a perks that mute movement sound for X seconds...
Bruh...you picked up a never touched nurse....of course you're gonna steamroll your first matchups you have no MMR. I can do the same thing with a never touched hag or trapper. Play until the survivors have a brain, and then come back to tell us about your prodigal no scopes.
-
@MrPeanutbutter said:
I keep seeing comments about solo q being terrible, but hasn’t it always been terrible? I can’t remember a time in the history of this game when you could count on consistently good teammates in solo q. From what I’ve experienced, this has always been a problem and will always be a problem. It doesn’t help that BHVR continues to drag their feet on buffing solo q with simple changes to add information to let teammates know what you’re doing. They could have done this years ago but have refused to prioritize it.
Solo queue was bad because of player skill difference. There wasn't objective mechanical pressure holding people back. Now though its not the case. Instead its mechanical pressure screwing them over instead of themselves, and sometimes both at the same time. Buffing solo queue to match the same power of SWF doesn't stop SWF from being buffed based on what they decide to buff. And then you end up in the situations we have now where killer has to get put up another peg to make up for the garbage they just gave solo queue to meet the standards of SWF INSTEAD OF JUST DROPPING SWF into the sideline pool and its own universe.
-
@FlameGNG said:
So i've played dbd since 2017 and ive taken a little break every now and then (after legion got released for obvious reasons :p) and now. I dont enjoy the game anymore killers have been so hard buffed that every match is a loss if you play soloQ. Teammates run the killer for 10 max 20 sec and DC or just suicides on hook its unplayable unless ur a 3 or 4 man swf or sometimes on rare occasions when you do get decent teammates. Almost half my matches are DCs or suicides on first hook. + There are also a sh*t ton of camping and tunneling like before but whatever :P
Do you guys find the game more enjoyable now or did you like it more a few years earlier? (both killer and survivor)
Hell no. They don't know how to make the game fun without also hurting solo survivors. Forcing this arms race against a group mode that should have its own queue in the first damn place. Going against solo queue survivors used to be my bread and butter, the thrill, the planning, the execution. Now it just feels wrong. Like beating up an armless kid. And sure while going up against SWF isn't AS bad as it was...I'd rather 1000 SWF groups quit than 500 solo players. The way the game was meant to be played without all this extraneous garbage.
-
@lagosta said:
I can't speak for those guys, but I will shed my perspective on versing a Hag. I will go through on your items first:
- Breaking a 3 gen against a hag is harder than it sounds. Corrupt Intervention sets you up for a 3 gen immediately as by the time survivors mobilize to available gens, you have time to set a web in the vicinities. Hags can also use Corrupt as a safety net. In case the game is derailing and you lost your 3 gen before downing someone, you can migrate to the 3 blocked gens and set a web there (excepting when you've spawned in the middle of the map, then tough luck). Finally, breaking a 3 gen also requires at least 2 coordinated survivors.
- Setting someone to distress the Hag by disabling traps can be tough as it requires a Flashlight or practice activating the traps while shifting your direction away from it. This alternative does not demands a coordinated team, however, requiring an item to properly counter a killer is just a coin toss where the odds are stacked against you as the killer can dodge the lobby if they see 2+ flashlights. Also, it's not always possible to trigger a trap and dodge a hit with movement alone, especially if you're already injured.
- Call out traps again requires coordination and vision. The former requiring voice comms as we have no in-game means of communicating danger, and latter being difficult to achieve in cramped indoor spaces where one has little alternatives of movement. Knowing were traps are also doesn't solve the issue of disarming them as you need a specific item. IMO, Hag's power is fundamentally annoying to deal with, it's an item check.
You don't need items to counter hag you can just crouch over traps. And 99% of the time they're in the most obvious anti loop spots you can think of. Breaking a 3 gen on a hag isn't complicated at all. All the gens spawn in ridiculously obvious positions, you have mid, and you have exterior....DO THE MIDS FIRST!!! PERIOD!
"Setting someone to distress the hag by disabling traps" <---Don't waste all your damn time by doing this....shes a slow M1 killer who is the equivalent of training wheels to loop other than blinkless nurse which you will likely never get in a match. And all the traps in his match were easy to call out as the op stated these were all SWF teams and streamers <---coms are already implied. Urban Evasion dumps all over hag.
-
@Grigerbest said:
Hello, so yesterday I was playing some matches as a killer, mostly I play as a hag on a pretty "high mmr".
And yesterday I went up against a lot of streamers across my games. In all of these games, survivors were losing pretty badly. (all dead and 1 gen done, all dead and 2 gens done)
Out of curiosity, after each this match I went to their stream to watch a replay of that match to actually see what mistakes were they doing. I'm not going to link the videos, coz not all streamers I was up against were nice with words.=) It happened to be 4 man swf, in 3 matches.
I just want to mention: I play hag differently, I know there is a quite stereotypes about hag players that they all proxy camping hooks (putting traps under the hook), they're all a basement hags, they're always using strongest addons, etc... I don't play hag that way, I never put traps under the hooks, I never tunnel someone out, I might down a same survivor due to insta teleport hit but I wouldn't hook him again. I'm just trying to push hag gameplay in a more exited and fun way for both sides.
This is my perks:
https://us.v-cdn.net/6030815/uploads/5I41H9UMJG85/1.png
And this is addons:
https://us.v-cdn.net/6030815/uploads/NDXQ2U0T07QW/2.png
Now to the topic: These survivors clearly know how to counter hag. Each match some of them happened to have flashlights, once they noticed they're up against a hag, they already trying to prepare a good strategy like:
- First of all, brake her 3-gen. You do this gen, I do this gen...
- Someone needs to go after her with a flashlight and remove as much traps as possible.
- Call out about all traps she puts, and destroy them when she's carrying someone.
While I watching replay I was thinking: "Ok, these guys know how to counter, how did they F-up so badly?"
The game gone downhill for survivors, when I hit the one with a flashlight and put a trap on it. I hit him, and moved to near gen (I don't usually chasing with hag) trapping on my way to my 3-gen. They guy who got hit said: "She's not chasing, she's going to you, I'm gonna pick up my flashlight back", he crouches over his flashlight, he picked it and immediately triggered a trap and got down, he said: "This is why everyone hate hag". The hook was really close, so I picked him up instantly and put on it, from that moment, a complete chaos started, they didn't done a single gen, 3 other guys were running around like a headless chikens, trying to trigger traps, they were getting hit left and right, I was retrapping my traps every single hit from place, to the point where 1 guy still on hook (there is no traps under him), 2 other guys down, 1 last injured, other guy said: "I'm done with this match, let me die". I noticed last survivor moved to the shack which I trapped... And thats it. Last guy went down, match was over.
I was having a blast of negativity through out the match while I was watching replay, I didn't put gg in the end-game chat since it was really quick match and I felt like they were purposely throwing.
Same goes to other matches, survivors clearly know what to do, but they just don't do anything that they saying.
Is it all because of a tilt? Maybe because of a boredom? Maybe they just lazy to countering certain killers?
Saying that this killer is boring to vs is a nonsence to me. IMO, anyone who saying: "This killer is so boring", are clearly have skill issues against a killer they're facing, they just want the game to win itself.
Dear survivors, if you know what to do against that killer, why you don't do that? Not everyone ofc...
I decided to create a post coz today I came across the same thing. They know what to do, but don't do it.
I'd like to see opinions on that part.
If we're being honest its laziness. And its not just in SWF its especially prevalent in Solo Queue survivor matches as well. And I don't think many survivors play killer enough to actually see it happen. Like you can visibly see them screwing each other over, or just straight up ignoring mechanics sometimes. Its honestly the same mentality in every pvp based competition game. at least 3 people wanna take the game serious the other 2 to 7 people in games like this don't give a damn. In this game, you have 1 player, the killer who will likely take things seriously every game. And then you have 4 Survivors And at least 1 to 2 of them will throw the game. We can talk about balance till we're blue in the face. But at the end of the day if everyone isn't giving 100% of the effort then we're just talking.
-
@HoodedWildKard said:
https://forum.deadbydaylight.com/en/discussion/comment/3187824#Comment_3187824
Or add VC so these clowns as you call them can be given advice on how to play. It won't stick with every player obvsly but it'd make a positive difference.
######### it add both. Upgraded survivor MMR and voice coms.
-
@EvilSerje said:
https://forum.deadbydaylight.com/en/discussion/comment/3186819#Comment_3186819
Mutilating words, clowning and isulting opponent, especially knowing nothing about him, really brings up maturity. So sad.
I never said in any post that I am good, and I'm pretty sure I am at the bottom of survivor MMR (as I escape roughly 1 match out of then), although I have 1300h in the game. But what I do say and always repeat
a) why hundreds and hundreds of people I'm matched with are so bad too or maybe it's not the case? Everyone lose and lose, and I can't say I can accuse most of them of inefficiency (and especially call everyone clown and dumb... my god, it's so sad, have no words)
b) where are casual killers that match this low MMR, or
c) are all these huge group of players not allowed to play the role due to "skill issue" because it have to be high? (which even clown-lover supported in last part while insulting players).
But it all the questions for all the people here, not the one that calling everyone clown and dumb. Because I see only one clown here.
"Why hundreds and hundreds of people I'm matched with are so bad"
^ Because the steaming majority are clowns. Like I said I only do solo queue. And when I'm not mashing gens I'm playing Killer. Majority of matches killer, so my survivor MMR isn't even all that high. I can queue randomly any time of the day, and guarantee at least 2 people on my team are going to be straight up clowning the entire match. They aren't doing objectives. I'm the one who ends up having to take 3 gens or more. Which never really used to happen before even if I compared the quality of survivors 3 years ago. I may only be able to bang out 2 back then because other people are already on it. If I can bang out 2 consistently, that leaves another 3 people, 3 years ago 2 of those 3 people would get at least 1, leaving 1 gen left to go within the first 4 minutes. Now adays, if I get unlucky enough to get into a chase before I tap out a 2nd gen, I run for maybe 90 seconds droppin hella pallets get KD'd get walked to the hook, look up and we still got 4 GENS LEFT TO GO?!?!
How? You explain it to me then. How we went from less quality survivor perks in 2018-2019 but way more objective and loop focused survivors to more quality survivor perks in 2022 and less objective and loop focused survivors? Explain to me what people are doing?
"Oh but I was busy hunting items" <---Why tho?
"Oh but I was tailing the killer in order to get the insta unhook (leaving the person unhooked unsafe btw to the point where they had to add BT base kit)" <----Why tho?
"Oh but I was looking for gens" <---For 2 minutes? Why tho?
"I don't like hiding or playing stealthy (but can't run a chase longer than 40 seconds?)" <---Why tho?
"I was looking for hexes (when theres no hex in play) <---Why tho?
"I just goof around in games to make youtube and twitch content" <---Coulda warned everybody in the lobby you were gonna throw the match...
And this is just stuff I see day to day as a survivor ^ all of these I will get at least 1 to 2 of these scenarios per match.
OP's point was something needs to be done, I say it starts with players. You don't have to be a high skilled survivor to get consistent 15-18 to 20+k per match I am the complete ass opposite of skilled survivor like I said before I can only run about 60-90 seconds and I'm getting smashed at a loop because I can't mind game on a survivor loops yet. So of course killer is going to be easier at any of those levels against a solo queue because look at what we go up against? Theres no coordination which is fine, I've gone up against solo's who had 0 coms and could still smash because they actually tried. But effort? As for the rest of my matches against solo's..... ^ I get at least one of the laundry list stated above.
-That guy hunting items <--Dead, wasted his time looking through chests and making noise.
-That guy tailing me as if I can't hear or see him <---Dead, and his friends dead too for giving me an easy proxy farm after the unhook I didn't even have to try to look for someone else to start my next chase saving me loads of time...thanks...
-The guy wandering around in circles looking for gens <---Dead, thanks for giving me free time to not protect gens.
-The guy not hiding or being stealthy <---Thanks for the free chase start, every killer is built for this, some more than others.
-The guy looking for hexes when I didn't set any up <---Thanks for giving me free time to not protect my gens and give yourself a secondary objective for free that I didn't activate I guess....
-The guy goofing around for youtube <---Thanks for making it a 3v1 as I monkey stomp the rest of your team while you goof around for views I guess?
-And the guy sandbagging his random team mates <---Double thanks for the incoming double kill.
You said,
"and I can't say I can accuse most of them of inefficiency"
Yes you can....and yes you absolutely should.
The difference between solo survivor queues and killer queues is simple, my killer queues don't have to deal with elo hell. Theres no extra human being in my lobby on my killer team able to hold me back except me. Survivor on the other hand...you roll the dice on if you get a competent team mate that absolutely will effect whether or not you get out of the trial, vs someone or multiple someones that will hamstring the hell out of your progress. If you want BHVR to change something, have them fix match making so the goombas fall out faster, and people actually trying to win the game stay up. Cause at the moment MMR is not reflecting that. Not survivor MMR anyway.
-
@EvilSerje said:
https://forum.deadbydaylight.com/en/discussion/comment/3186203#Comment_3186203
Lol. Yep, they do.
The thing is that from survivors it is required to be top-tier pro gamer to win the game, while not for the killer. Killer demolish casual people (which is majority, me included) and rocket up to high MMR to top players, where his is being wipe floor with his face, because he doesn't deserve that MMR level with no skill.
All in all, survivors are requested to be super strong experienced team, but killer does not.
Thats literally another excuse and doesn't make any sense. Bruh, if you're getting smashed by a "casual killer" you were never skilled in the first place, regardless of MMR. If a "casual" killer is jumping up the MMR ladder that means SURPRISE They AREN'T CASUALS!!! Gasp*
Just like a high rank MMR survivor isn't....GASP a Casual!
"But muh....survivor require skill ta win da game"
^ If that was the case No one would ever rank up in MMR everyone would be the same....like actually think about what you're saying from a logical standpoint instead of
"DEY BAD, ME GUD!"
All I do is play solo queue, and as a MEGA casual survivor I still win a majority of my games as survivor. I get to watch you clowns from both angles. As a killer I see you solo queues do stuff from first person mode.
As a survivor I get to watch you clowns waste 90% of the time of the game trying to decide if you want to do an objective or not..
I get to watch you not save people sitting 50 feet away from you while im on the other side of the map. I get to watch you make excuses in post game chat and curse out the killer for doing his job...which is to kill you. I get to watch you clowns do ULTRA dumb ######### like sit out in the middle of open space wearing the brightest neon colors possible and then act surprised after you get KD'd in 30 seconds after the match JUST STARTED! The gameplay loop of a survivor hasn't changed in this game for half a decade. The only thing I've seen change are the excuses.
-
It doesn't matter what he should "try to do" someone is going to be at that MMR regardless as a killer just due to the killer pool. If he isn't forced into those matches someone else will be...
-
@AshInTheTallGrass said:
Are you bothered by it?
Indifferent?
Understanding that Survivors are just trying to complete it?
Hating it with the passion and fury of a thousand burning suns?
Or . . .
I mean...
Other than making survivors do stupid ######### like camp unsafe pallets I got no problem with it. If anything you should be asking this question to survivors, cause survivor challenges don't make killers play differently. They just make survivors do stupid ######### in order to get a challenge completed at the risk of getting rekt for doing said stupid thing when it wasn't the time.
-
@camman0000 said:
Endgame Pretty much guarantees a kill with camping, tunneling, hatch changes and endgame builds it basically gives killers free kills they never should have earned.
Were you not here before end game existed? And do you not realize that end game was a nerf to killers? Especially pig and freddy mains?
-
@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3185856#Comment_3185856
You don’t have to be a killer main to describe bad players, but you sound pretty inexperienced yourself if you think only “bad players” is the reason solo queue is bad.
There is coordination that lacks in solo queue and that is mainly due to the lack of design around features that would aid survivors without communication. A ping system, ability to see each other’s perks in lobby, optional voice chat in lobby… I could go on.
You want to pigeonhole every solo queue survivor by making a statement like that and wonder why you are called a killer main.
I honestly don't understand why they haven't given survivors the ability to see their perks in lobby. Its only fair. We can see your items in your hand. Why not let survivors see each others perks, I mean its a team game. Why it hasn't happened yet is kinda weird.
-
@EvilSerje said:
https://forum.deadbydaylight.com/en/discussion/comment/3185850#Comment_3185850
Oh, killer-mains here already :)
Its true though. And stop making excuses for it. The killer has nothing to do with how sorry your other team mates are. Survivors have full control of their experience in how they choose to deal with their team mates. NOBODY ELSE. Cut it out bruh....
-
@Vanishlord said:
Just so you know I'm not referring to the forums I'm reffering to the actual game. Is it just me or every couple of matches theres always either a camping killer or a troll survivor or something else. I want to hear other peoples opinions on this.
"Camping killer"
I want you to think carefully about this.
I'd argue, it isn't toxic, as the devs fully allow it in play. Players don't make the rules the devs do. As far as trolling survivors go, I assume you mean body blocking and sandbagging <---Both of which the devs fully allow collision in this manner so....
Then theres the factor of "working with the killer" <--- Which isn't allowed by the devs and bannable.
Players don't make the rules here the devs do. Any self imposed "This is the way you should play" <---emphasis on "Should" is completely subjective. As soon as you let go of the fact that players don't run this game, the easier it is to get over what you subjectively deem as "Toxic".
-
@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/3176494#Comment_3176494
You're in the minority. I should start recording all my games to make a compilation in a short amount of time. There are MANY scummy killers out there, that have no issues not hooking the 2nd to last survivor, and using them to find the last one.. ESPECIALLY if you looped the killer well during the match or were hard to catch.
Slugging the second to last guy to kill the last guy isn't scummy. Its been a tactic used since this game came out, and can always backfire IF the idiot on the ground isn't trolling and actually tries to get away while you hunt down the other guy. Giving him time to either get picked up by the last guy, or the last guy can get up on his own with perks.
-
@SilentShepherd said:
A downed survivor is almost at death, they shouldn't be able to see the aura of teammates at all. It serves no purpose. A downed survivor should crawl around on their own, until a teammate saves them
It only enables trolling by salty teammates who tell the killer where you are and work with the killer when it's down to last 2 people.
Im a 100% solo q player. Sometimes you can be in a game with TERRIBLE teammates, only 1 generator gets done (the one you solo did), and the entire team is almost dead already. 3 or 4 gens left to do, and now there's only 2 survivors left - you and the other guy. The other guy gets downed. The killer refuses to pick him up to scumbag their way to 4K and refuse to give you a shot at the hatch... and now the downed survivor starts crawling towards you, letting the killer know your direction.
I have been victim of Killers breaking Terms of Service. If I had a good game by looping and frustrating killer so he can't catch me, and then it's only 2 left.... I've seen Killers literally communicating with the other Survivor, non-verbally. By picking them up and down a lot, and letting them know they won't be hooked... if they snitch on where the final survivor is at, to deny me the hatch attempt. I HAVE SEEN THIS HAPPEN TOO MANY TIMES IN SOLO Q!!!
This makes no damn sense and needs to be removed immediately for the health of the Solo Q experience.
Big true on the "tell the killer where you are and work with the killer"
The amount of time I've seen slugged survivors do the wiggle point is actually crazy. Its like a free tracking perk at this point. I usually tend to let the last guy go if they were good to their team mates all game. But yeah I don't get why downed survivors can see auras. Never made much sense considering they're down....
-
@Jivetalkin13 said:
While keeping the core fundamentals of stalking and tiering up, how would you rework The Shape?
Personally, I think he needs a rework, but some others would disagree and that's fine. I just want to see what people would like to see.
I'd delete his tiering up. Its dumb. Instead I'd give him his stealth at 115 triggerable with CTRL with a cooldown and make it so survivors can only knock him out of stealth if he starts a chase with them. I'd make his right click ability his stalk and make it perform as normal. If the person he's stalking gets fully stalked he gets to insta down them. Period. No team wide insta down unless you actually do the stalking on each individual survivor.
As for his other traits like pallet breaking, and vault speed, and lunge distance, I'd give him those in the form of add ons that do multiple things at once. For instance, an add on that increases lunge distance and vault speed, and another add on that gives him a minor increase for faster pallet breaking and a minor stun reduction from pallets.
-
@Audiophile said:
You mastered a very difficult killer. You’ve proven your mastery thousands of times by the number of games you’ve 4k’d and chases you’ve won over great survivors, etc etc. It’’s still fun to do but everyone recognizes it’s a bit too easy at this point you know? It’s imbalanced, overpowered and just ruins games. As soon as people hear nurse and then either see someone downed inside 20 seconds or get downed themselves, it’s over. Suicide, DC, etc. So maybe it’s time to move on. Challenge yourself with something difficult again instead of resting on your laurels and treading well worn paths. Just a thought…
Theres like....10 MLG nurses in this entire community...say it wit your chest...by name!
-
The art team, and the sound guys, and the lore guys.
Literally carrying this game on their backs.
Everybody else...pfff, I couldn't tell ya....
-
@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3129951#Comment_3129951
Nemesis has passive map pressure and information, antiloop, and he's the best pallet buster in the game. As long as you go for tentacles in places where you couldn't have gotten a punch anyway, the extra health state isn't too crippling. There's no way he's in the bottom bin.
I'd say it's probably Myers. Mandatory slow start that's downright crippling without perks to back him up, no antiloop or mobility, and is the only killer whose power can actually run out. (Well, Freddy partially applies, but he's not in a good state either.)
He has passive map pressure (ON PAPER) he has information (ON PAPER) <---Both of those things require his zombie AI to be worth a damn...which a lot of the time, they aren't....From a survivor stand point, I'd rather face nemesis all day long vs say a hag. His zombies are dumb as hell. You can lure them to get stuck in cracks, you can kill them with pallets, you can walk circles around them unless he brings an add on for move speed. And lets not forget....half the time they're never around...they're off in bumfuck egypt doing god knows what to literally nobody.
2nd point, again, from a survivor standpoint, theres already plenty of 2nd chance perks and they're gonna be run every match, full stop....EVERY.....MATCH... So not only does a survivor get a free health state from your own power going off, they can heal, and get dead hard plus DS plus BT and whatever else. Nemesis anti loops are the most basic easy to predict anti loop skill in the game save huntress hatchets. Its the same damn queue every time. Survivors can see you reeling up for the swing because you're a god damn giant and just not drop the pallet. You lose move speed for even faking a tentacle swing so you're not getting that space back, next time that pallet comes around you're close enough to get vaccumed and slammed out of your tentacle swing. Your only advantage is windows of which huntress and other counter loop killers perform better...you know...the ones that actually force you to drop a pallet or do REAL damage at pallets and windows. On top of that, even if you do land a tentacle over a pallet you just gave me a free speed boost....thanks...I guess? The only survivors that fear nemesis don't know how to play the game in the first place. To you as a killer it may seem like his kit is fine and dandy. But to a survivor who's coming across every killer....you don't have to sweat vs nemesis. Unlike if you hear a blight moan across the way.....yeah now shits a bit more serious and its time to turn up.
I don't know how many killers know this but theres a good amount of the roster you may not even be aware of where survivors will automatically turn down their sweat because said killer is less of a threat, which leads to worse plays, and in some cases the killer appearing to be stronger than what they actually are. Against any group of people that are actually trying....nemesis is a joke. Only coming in a close 2nd joke behind Sadako and wraith. Who at least has mobility going for her for keep chases going and doesn't have to camp that is when her teleport is available.
Myers is way more of a threat simply due to snowball. From a survivor standpoint he's not a big deal to handle at the start of the game, but assuming he isn't complete garbage and can charge up those insta downs can turn 40 second chases into 20 or less and I won't even go into his insta kill...I just wont. And in a game where time is everything especially if you don't have some kind of threatening innate side objective to extend said time, Myers being able to cut chases to near nothing can flip a game real fast and lead to some serious immersion. Where as with Nemesis....I don't have to be immersed at all and can just run you into the same loops as every other M1 killer knowing full well you're gonna leave "TELLS" all over the damn place while chasing and give me free health states to be safe with.....<---that alone by itself...is about the dumbest thing I've ever seen the devs add into the game, especially during pre-rework deadhard you wanna talk free BM, the amount of bullying you could do to a Nemesis was beyond the pale.
"the extra health state isn't too crippling"
Meanwhile Survivors: THIS EXTRA HEALTH STATE IS GONNA SEND ME TO HORNY JAIL!
-
@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3129951#Comment_3129951
I'll bet you $10,000 I can do better with Nemesis than you can do vs who I think is the worst killer across all maps in the game - in a no addon challenge vs SWF groups that will rotate across a full rotation against all maps (and repeat that process 10 times).
You should really try him with Save the best for last. You only have to whip two or three people the whole game. You whip twice to get tier two and then you will only whip the obsession unless you would otherwise get nothing at a loop. There are pretty common circumstances where you can get two hits faster with 8 stacks as Nemesis than a nurse can down a survivor with blinks.
https://forum.deadbydaylight.com/en/discussion/comment/3130106#Comment_3130106
"Mobility, Lethality, Objectives"
I will suggest a new category for you to consider : Tunnel Potential. Most of the M1 killers suck at tunneling because someone who is about to die can just throw all the pallets and extend a chase long enough to punish you. You can't do that vs Nemesis. Because he can run STBFL Nemesis is quite good at tunneling. Body blocks help you when you are building stacks (you can't both be evasive and protect someone if you are the obsession if I use my whip on you). Hitting people as they get unhooked helps you build more stacks.
You also ignore: 4v1 potential. Pinhead's cube can interrupt all 4 survivors. Zombies can stop or slow gen repairs while you are in a chase. Doctor can force you the team to "snap out" and not be able to do anything else. These are a few examples but we also have the snowball potential from killers like Myers, Oni, Huntress and Nurse who have the potential to chain damage really quickly. Even though this bleeds into the lethality category it is usually considered to be part of this category as you can sometimes pressure everyone at once.
You seem to have a grasp of the game's mechanics but I don't think you've ever really watched someone good play Nemesis. You underestimate how good he is at zoning survivors. Nemesis has a Huge advantage when it comes to Lethality over Ring. Nemesis Blight and Nurse have one of the most supreme advantages in the game in that they can almost ignore pallets with their power.
Mobility becomes far less valuable if you tunnel someone out of the game. Nemesis also becomes stronger when you tunnel someone out of the game because suddenly it becomes a 3v3 game. Yes the zombies often do not help you but with almost any other killer you have 100% chance of zero outside help.
The other thing to consider is that Mobility doesn't matter if you hard camp and control a three gen setup. This point is easily illustrated when playing infinite tier three Michael Myers and you hook a survivor in the middle of a three gen setup. How do you get a safe save? You don't. Likewise how do you get a safe save vs Nemesis with 8 stacks? You don't. If I punch you on your way to the hook I will recover before you can make the unhook. If I punch you as you are unhooking you will be down before you have a chance to dead hard.
Pinheads cube, Doctors insanity, Plagues spit, Pigs Helmet are all side objectives.
And for killers as far as objectives go, If you can ignore the side objective, then its not worth having. Nemesis's side objective is his infection cleanse. Which...honestly you can pretty much ignore. And for the times you choose not to ignore it, you get a bonus health state.
Tunnel potential isn't a thing. Because every killer in this game can tunnel a survivor out of the match and end it there. Just depends on how hardcore you're willing to go to get someone out. Plus theres other killers who tunnel better by simply having better Objectives, better Lethality, and better Mobility.
-
@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/3129951#Comment_3129951
If Nemesis is the worst than Sadako and Trapper are unplayable and can't even 1K xD
Sadako has more map control and multi presence than Trapper or Nemesis.
I love nemesis zombies don't get me wrong. But they're pretty useless and unbearably slow most of the time unless the stars align during certain add on combinations....add on reliance is terrible. Trapper has no high mobility.
In DBD if we're going by priority of what kills more people as a whole.
Mobility is King>Followed by the ability to insta down>followed by Side Objectives. <-- Doesn't matter what killer you're playing, doesn't matter what killer comes out in the future, unless they completely revamp this game those 3 factors are the strongest factors in determining if a killer can actually keep up with survivor power creep. PERIODT.
Nemesis has mobility? No.
Nemesis has Insta downs? No.
Nemesis has side objectives that waste significant time? Of all the killers with side objectives his are about the most ignorable. And his status effect from infection is also ignorable.
@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/3129951#Comment_3129951
Nemy absolutely shreds through pallets though
Which would be great.....if he didn't have to cut through a bunch of health states to even reach that point to begin with. The problem with nemesis (among many others) is that he's a snowball character, his power builds...but the payoff just makes you go why? The payoff is effectively what nemesis base kit should be considering the actual bonuses are...not that powerful when you consider the above 3 factors that make a killer top tier or not.
Does his snowball give him mobility? No.
Does his snowball give him an insta down? No.
Does his snowball give him extra side objectives? No.
So effectively its just there for padding. There isn't much in his kit at all including add ons that would make me go "OH this combo for sure is DEFINISTRATING survivors on SIGHT!"
He's effectively an M1 killer, with a snowball to charge up before he actually gets a worthwhile active ability. And when you compare him to other killers who have snowball types of effects and charges....its not worth it. As I said before...it just feels like it should have been his base kit.
Make it a mantra when analyzing a killers strength.
Mobility
Lethality
Objectives
^ any of those 3 on a killer will make them instantly viable, no matter what.
But if you don't have any, or if the one you do have is weak...the killer ends up weak as a whole and you fall into the territory of (((This games outcome is completely reliant on how dumb survivors are or how many mistakes they make, and not based on how skillful I am)))
-
@HeavenRoad said:
This is seriousely not making any sense, why?
You can't unless its a hatch. If you saw someone fly through an exit gate with a red trap on it should be reported.
-
Nemesis.
Giving survivors free health states....on repeat. Is pretty bad. Even with the anti loop capability, you have to cut through several survivors worth of health states to make it actually have an impact. By the time you've cut through all those health states, shy of camping, the game is over.
-
@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/3113786#Comment_3113786
I expect people to remember where they cleansed a totem at if the killer has plaything because most of the time people use pentimento with plaything, its not expecting skill its expecting you to know what Pentimento does and how to easily counter it
Do something other than slam gens and run into pallets?
Yeah you're expecting too much LOL
People still don't know how to counter NoED LOL.
-
@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/3107856#Comment_3107856
Pentimento??? Do you not remember where you cleansed your totems at?
You really do expect too much as far as skill is concerned from people who play this game....
-
@FrostySeal said:
How am I supposed to counter a plague using these two perks while in solo queue? I'm not a new player, I have 2500 hours in the game and I play both Killer and Survivor, so I know how to counter plague. I know when I should cleanse and when I shouldn't and how to loop her. The issue arises with my teammates, however, because no matter what I do in a game against dying/thana plague it usually always ends up with the Killer winning because my teammates screw up at some point in the match. Those two perks alone increase gen times to such an absurd amount of time that even if my teammates are semi-competent and are able to loop the plague for a decent amount of time it will almost always still end with us losing in the end. Plus, those two perks are always followed up with more gen regression perks usually like Jolt, Scourge hook of pain, etc.
1 Word....you ready?
Cleanse....
-
The man has an eye for precision!
-
@FFirebrandd said:
Seriously... this was literally the exact opposite of what they should have done with Thana.
Nobody besides Legion and Plague could use it because nobody but them could consistently have enough people injured for its numbers to get high enough to matter.
They should have made it so the first "stack" gave 8%... then each additional stack gave half the effect of the previous. So 8 + 4 + 2 + 1 = 15%. Overall weaker but so much better for every killer besides Legion and Plague.
Now I'm not sure if even Legion and Plague will still use it because it is absolute garbage unless everybody is injured.
No the hell its not better for every other killer.
Why do you people have this weird idea that if you're not legion or plague suddenly survivors can instantly heal themselves and all 4 of them run around with no injuries at all?
This is a nerf overall to every killer, in every scenario.
It went from a snowball perk that anyone can use...now they turn it into a generic hit 1 person and barely get the old bonuses?
BHVR at this point just likes trolling numbers.
-
@D3spair said:
https://us.v-cdn.net/6030815/uploads/ANT7ICWO155W/image.png
The Build is Devour Hope, Plaything, Pentimento and Shattered Hope while the Add Ons are Face Mask that puts Blindness when the survivor has a Trap on his Head and Rule Set No. 2 that makes Survivor can't see the Aura of the Boxes when it isn't activated.
The Build is straight forward, as a Survivors needs to find bones all 5 Bones (10 with pentimento + Solo queue) or Die with the trap on your head and doing Gens are optional lol. Mid Trial for the most of the Time, Survivors will be Blinded, Oblivious and Exposed while there's a ticking Clock on the Head.
My Friends who are seeing this build say this is overpowered or just sick on Pig.
I'm sure there are optimal counters for this right?
Any boon ruins this entire thing. Another thing that ruins it are simply 99% gens.
This is a build similar to another one I run as my main on pig, its there to force survivors to "play the game" so to speak. More objectives. Giving you plenty of time to mess with their heads, plan jump scares, etc. If a squad is sweaty they'll dump all over this build. If not...you get plenty of time to torture survivors. Meaning max bloodpoints for all.
-
@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/3064672#Comment_3064672
You're not being outplayed by a button people just make too many excuses I'm not defending the current state of dead hard but dead hard alone doesn't beat you , don't worry you guys will be able to move on to the next excuse in a week or so , the forums will be flooded with complaints about the next "game breaking" issue
Well considering the "UPDATE" made endurance stacking as insane as its ever been....yeah they just patched one problem and created another.
You're gonna see
BHVR ENDURANCE STACKING IS OP.
And they're gonna have to go back and fix the new screw up they just created.
-
@i_dont_care223 said:
just wondering
I would use what time you have left to farm out bloodpoints while BBQ still exists.
I'm telling you right now, if you don't, that increased grind is gonna make you wish you did.
-
@Confused_Senpai said:
I'm all for shaking up the Meta of the game but this is not the proper way to do it. Making less frequently used perks viable by nerfing current meta perks into obscurity is the wrong way to go about balancing a game. The way you balance a game and appropriately change a Meta is by buffing the less used and niche perks so they are just as viable in their respective ways and make them more general and non-niche. General use perks will most often than not win over niche perks since they will see more use. I just believe in my own personal opinion they went through the patch without any sort of balance in mind and just decided to change the perks the community was complaining about the most either through nerfing surv perks or buffing killer stuff.
Nerfing things is the correct way to go about it. Especially considering new perks come out frequently. If they did it the opposite way, they'd have to address huge amounts of power creep over time. And since this isn't some ARPG where you can just go wild with power creep, its not a good idea to leave the genie out of the bottle with no cap.
-
@FeelsBadMan said:
Ok with the buffs to killer basekits, and the huge nerf to survivors with now no counter at all against camping and tunneling especially in soloq, what do you think the killer queue time is gonna be after the patch?
I am sure we will be back to pre nerf Ruin times of 10-15 minutes.
Soloq is dead and literally every solo player I saw post somewhere or talked to personally said they are either gonna stop playing, go full swf or go play killer.
I for myself are gonna go full killer main after this patch and if the queue ends up being as bad as I think it's gonna be, I am just gonna take an even longer break until they finally buff soloq.
So...I'm gonna guess you didn't see all those endurance changes before coming to this conclusion huh?
-
@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/comment/3055529#Comment_3055529
Ngl, the whole GF vs Mikey debate needs to settle down..
Funny enough, it's mikey / GF, there's three things that hold GF back more than mikey in anyway shape or form,
1: Stealth: Ight.. Why is it that GF can be just about get broken instantly out of his stealth if a survivor looks at the boi, that don't make sense. aswel with the fact they can STILL do this behind walls... compared to GF, Mikey got that 24 / 16 meter radius AND can even make it shorter just to get the jump on survivors (if they even bother to look around..)
2: Addons: ...Mikey has more going for him than GF.. Mikey is still the ONLY killer that can instantly kill someone by his hand (Without hook states, and Don't you dare mention sadako... she has no place in this argument) whereas GF just... stabs you down, ...nuff said
3: Instant Down: Now yes.. we all know mikey can get his power drained entirely for the whole match.. But he has Alot more upsides in T3 than GF marking you.. For starters, Bonus to vault speed + Lunge? gawddamn that's already smokin' And GF... can't break him out of...stealth... tf is that useful for if i'm looping him out in the open!?!
First...
Anytime you have to vault a loop you've lost the loop. Doesn't matter how fast it is, it ain't instant, your time is cut, so thats not a win. The lunge is ok but again you're not stealthy during this phase.
Second, if someone is looking at you enough to break your stealth as GF, you weren't stealthy to begin with. Survivors aren't stupid, they're humans, they can see you.
Third. Mikes exposure is a single chase event unless people are stacked together. Meanwhile, GF can at least stagger his effectiveness all game long, no waiting to go all the way back up again.
Which ends up giving GF way more consistent snowball, instead of going "oops...I gotta start stalking people all over again, which the time it takes you is several chases worth of seconds wasted, instead of going stalk>>> ok kill the guy you just stalked.
-
@Lyonic said:
I did'nt mention skill so im afraid its not part of the question.
So as an example answer:
"I'm killer main and I feel 90 seconds is fair"
This is clown math.
If 90 seconds is fair and you need 12 hooks
THAT MEANS YOUR GAMES HAVE TO LAST AT MINIMUM 18 MINUTES FOR A 4K
Games on average last about 5 to 10 minutes.
You're 8 minutes over time.
-
Myers is Mid. And needs help.
Im not gonna sit here and suck down nostalgia and license bias or pretend like 6k add ons every game is the norm. He's mid.
Michael Myers is not a stealth killer. Stop saying it. Unless you run a specific set of add ons and perks, people know you're there dude. And he's tall as ######### I can see him coming a full screen away.
So for a pure stealth Ghostface>Myers
"BUT GHOSTFACE POWER U LUT AT HEIM AND HE GO NO POWA?!?"
Its back up in some seconds. And unlike Myers he has actual stealth, not some, "oh because I'm doing well now past tier 1 my stealth goes poof"
As far as 1 shot downs go, ghostface still has the advantage. Theres no "RUNNING OUT OF JUICE" with ghostface. You lock on a target, juice them up, then 1 shot. Theres no waiting to go up tiers, none of that, you get more 1 shot activations per round than Myers by a mile. And you can't see ghostface on tall loops. Not gonna sit here and pretend like tombstone is run every single match...knock it off.
-
@Tranquil_Blue said:
The new system is ultimately disappointing. A few points
- The 50,000 bp cost to prestige is really not good. Maybe it'll be removed?
- They definitely reduced the perk grind for long-time players who play lots of characters, but...then they also removed the bonus BBQ and WGLF bloodpoints, which many of us considered mandatory given the insane grind. That change alone will undercut much of the benefit of the new system. It would be completely fine to make the BBQ and WGLF bloodpoint bonuses basekit or just give x2 bloodpoints all the time. Some kind of base bp bonus like that would be helpful and not excessive AT ALL.
- For brand-new players or even players with 100-200 hours, the grind to get the specific perks you actually want will still be monumental. I'm not yet clear whether the updated Shrine of Secrets will help with this.
That 50k BP cost, assuming you're playing normally, is 2-3 matches to earn. And you basically get nothing in return. I was the weird killer who never prestiged because I was never a fan of Prestige cosmetics. So for me spending 50k is a net loss, when my primary goal is to get as many perk options as possible on my killer to be effective in a match. This new system didn't do anything except cut the grind down for killers who only have 2 or 3 perks left to max out prior to prestige. Other killers who still have quite a ways to go get a small boost from level 1-15 (still only getting 1 perk per web though), then from there its back to business as usual dumping points. Just getting a feel of it from the PTB itself, it didn't reduce the grind. On top of that, killers who you didn't max out prior to this, will have to prestige all the way up for your more experienced killers to get their T3 perks. So, you're gonna have to go back and then dump boost 3 times as much BP on killers you may not even play to make up for the incoming loss to teachables.
And I'm not even gonna mention the ridiculous raised price of Iridescent shard perks.....
Devs can sometimes blow smoke up our asses, but this, sets up people to be chimneys.....
-
@KnotEnthusiast said:
https://forum.deadbydaylight.com/en/discussion/comment/3037604#Comment_3037604
*sniff sniff*
What's that I smell?
ANOTHER SPREADSHEET.
https://us.v-cdn.net/6030815/uploads/PDA5VUIAH3YA/image.png
This time I mapped out the levels required to be spent of my optimal pattern, the 14 P3 then effective leveling after, and quantified the number of levels in each tier. I then hopped on over to an older Zubat VOD, and calculated the average cost of a bloodweb in each tier from when he was leveling his Dredge for the first time. This was from P0, so the BP costs were as low as possible due to the rarity increase from later prestiges not kicking in yet. I then quantified each tier in terms of a percentage of a "full" tier, a 50+ bloodweb. But I also added the cost of prestiging each killer under the new system, as it conveniently came out to just about what a 50+ tier bloodweb cost.
And still, after alllllllll of that, the percent savings still doesn't even eclipse 50%. In the best case leveling scenario, which literally required an engineer 2 hours of spreadsheeting to figure out, and even with the advantage of the average cost for each bloodweb tier being from P0 where it will be cheaper, it still doesn't hit 50%. Still doesn't justify the loss of my Chili.
Spreadsheets don't lie, @Peanits. Make the BP bonus basekit, or the spreadsheets will be disappointed.
@Peanits Explain 😕
-
@NotACompPlayer said:
Nothing, I have like 600h on nurse alone, I haven't versed a team that was close to causing me any trouble in like 2 months.
Hmmm...I wonder why... >_>