RobMeister88
RobMeister88
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/1219731#Comment_1219731
The counterplay is to not camp. Or, at least go for the unhooker rather than the freshly unhooked? A good killer can easily secure a 4k without camping. Of course so much of a match is just dependant on RNG anyways (map, randomly generated map layout, etc.).
If survivors farm each other with BT it doesn't matter if the killer camps or not. To give a good example:
A survivor can farm with BT before a Nurse can blink across the map, or before a Billy can even rev up his chainsaw. Sure killers can go for the unhook but for M1 killers it's almost a waste of time, since they need 2 hits, and the 1st hit grants a speed boost, and then the unhooked can bodyblock with BT, and has DS as an insurance policy in case they get targeted, not mentioning Dead Hard to avoid even needing to use DS in the 1st place. Now if there's a locker nearby that's 60 seconds of immunity. This is why I implied that BT already, in its current state, encourages rank 20 plays (farming in front of the killer). With your proposal, killers like GF, Pig, Wraith, and T1 Myers would lose their counterplay to BT. 32 meters is a lot more distance that it seems, and there's certain situations where camping is necessary.
Example: I hook a survivor next to 3 gens in close of proximity, with one of them about 80% finished, another at 40%, and one probably being worked on from scratch. What do I do? I can't leave the area, because if I do, the survivors finish the gens and save the guy on hook and adrenaline their way to the gate or a jungle gym.
BT is already busted enough as is paired with DS and other second chance perks, it doesn't need an unnecessary buff. It's like saying "oh let's change noed to where when it activates, instead of one totem becoming a hex and only having to destroy that one totem, all the remaining totems need to be cleansed otherwise noed doesn't deactivate", It'd encourage more killers to play like potatoes during early-mid game only to get a 4K because of one perk.
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So basically remove any form of counterplay to BT and encourage more rank 20 plays in high ranks?
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OP is either low quality bait or some bby survivor who needs to git gud. Either way, no one should take OP seriously.
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TFW the balancing team thinks stripping QOL's away is balance
Feelsprettygoodjobsofarman
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@Dolls said:
The most toxic is teaming with the killer.
There was no teaming in OP's case. Feng deserved to be ratted out, she was a useless teammate who was displaying unsportsmanlike conduct.
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Huntress along with Plague, idk why but tall girls just seem more attractive.
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It's actually been the other way around, at least in patch 1.9.2. and previous patches. After 1.9.2. the Devs kinda chilled on all the survivor buffs, but they still nerfed killer metas and stripped away QOL's (freddy slowdown add-ons, Oni 180 flick, Ruin, Spirit, Nurse, etc.). They've also done the same recently with survivors though (which is surprising). However, the recent survivor nerfs were actually fair (unlike the aforementioned killer nerfs), like nerfing insta heals, removing broken loops, etc. Though I don't know what made them think losing add-ons every match was a good idea, that was straight up taking away a small but nice QOL.
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What's up with all the low quality bait posts these days?
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Don't listen to the people trying to label you as the bad guy, they're probably doing so because they themselves are immersed players. You did the right thing, as did Yui. The Feng was not participating in normal gameplay, meaning she wasn't doing gens, running the killer around, etc. If you were to be punished, then she would have to be as well, since she instigated everything. I can't fathom how some people consider immersed actions as fair gameplay, it's the most toxic form of sandbagging alongside body-blocking teammates in corners or body-blocking pallets.
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Looks like you're fortunate enough to get tons of potato survivors who can't run shacks or jungle gyms correctly.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1203656#Comment_1203656
I've legit ran killers around for 7 minutes inside just the Asylum alone with just its 4 pallets. Pallets did need to be reduced in some maps.
Many of the pallet changes people are talking about didn't actually get changed, like Gas Heaven. That map has always been like that. Sometimes it can spawn with only 8 pallets with a hundred dead zones. Sometimes there's a pallet every 12 meters. Honestly I wish it was one of the maps that made the pass because it's so bi-polar, but oh well.
Maybe some maps didn't need their pallet numbers changed, but that's what the PTB is for. It's not the live release.
7 minutes? With 4 pallets? I mean kudos to you, but what kind of killers did you go up against? And more importantly, what kind of teammates did you have that allowed you to get chased for 7 minutes? I think that's a case of player skill alone and not balance. Any killer with an ounce of basic understanding of how the game works would not allow themselves to get ran that long. Then again, Asylum does tend to have quite a lot of jungle gyms. And I'll agree with gas heaven being a bi-polar map. And yeah initial PTB tests don't always go live, but it just seems that the worst of PTB changes always go live.
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Selfcare is used by immersed players who let people go into 2nd phase selfcaring 20 meters away from hook, or selfcare when they're right next to a gen that's at like 95%, ready to pop. Consequently, the best killer perk is actually Selfcare, since you make survivors waste 32 seconds healing, which is roughly 42% progress on a gen. Now equip sloppy and thana and it's a 4 minute gg with 2 gens at most being done. Don't know how many games I've lost due to people selfcaring when they could've been doing gens or saving or running the killer. But no let's use selfcare because we're too insecure in our looping capabilities.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1203650#Comment_1203650
Removing infinites = baby mode? What?
You do realize that survivors are getting some things in the map reworks too, like a window to exit out of the Thompson House on the second floor, right?
My bad, should've been more specific. Infinites needed to be removed, and big maps needed to be reduced, but middle sized maps didn't need to be touched. Plus removing pallets isn't balance. Pallet issues were fixed way back then, when double pallets and pallet vacuums were removed. Plus with bloodlust still being around, I don't think it's going to be healthy in smaller maps with less to work with. And ye Thompson House window is nice but it seems like they're going to extreme measures just to give low mobility killers a chance. All they needed to do with mid sized maps is change the layouts of the tiles, not reduce em. Shack being between two jungle gyms is busted, but that doesn't mean they need to be removed in order to compensate for map size reduction, they just need to be spaced further apart.
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Mate just camp shack if you're doing that bad as survivor. If you're playing killer just wait a little longer for the next update, they're slowly turning killer into baby mode, which is what survivor role used to be (it still is currently, but not for much longer). I can understand having trouble as killer, but if you can't hack it as a survivor, which is even 10x easier than playing Guitar Hero on expert, idk if this game is for you. In all honesty, I feel like I just bit into a poorly written bait post.
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So basically as a survivor they want you to play as a potato who doesn't know what teamwork is and make you play as sweaty as possible with killer (unless you get potato survivors, which there are plenty of, if RNG is in your favor). Well with the maps being smaller and pallets being removed, I guess the sweat won't pour out as much for killers now, but R.I.P. people who relied on broken loops. But now actually good survivors are gonna have to sweat more with pallets and windows being reduced, bye bye jungle gyms and say hello to T L's. Lightweight and Iron Will might become regulars in my builds, because if we can't lose the killer with chases, we'll have to break LOS and keep it broken, and unless the killer is deaf/blind, we're going to need Lightweight and Iron Will. Works wonders with Spirits. They're actually the reason I started running LW and IW back when I used to be green rank, since I used to go up against so many spirits. LW and IW negate Spirit's power.
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As someone who actually plays both roles and understands real balance, keys and moris should be removed. EVERY survivor who brings a key is selfish and plays immersed, sucks for the rest of us who actually contribute to gens and chases. Anyone who says they're team players even with a key is just lying. And moris, oh man. Ending someone within the 1st minute is totally balanced.
Threads like this that are filled with entitled biased mains ruin the game. Survivor mains think that free escapes are balanced, and killer mains think that free kills are balanced. No wonder why there's so much disarray in the community.
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I agree with buffing mettle of man, it didn't need to be nerfed in the first place, only insta heals needed to be nerfed. Besides, I'd rather have people waste time healing themselves (to try to make optimal mettle of man plays) instead of doing gens when injured. Mettle of man in its current state is a game throwing perk, and arguably more detrimental than self-care.
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Anything that can be used to affect innocents, even if it's only one or a few who get affected, is not worth it. Sure, legitimately toxic players would get what they deserve, but the same toxic people, can abuse the proposed system to what they deem "toxicity". It's like facial recognition: it can be really good for catching bad guys, but can negatively impact innocent people. It's just not worth it.
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It's mostly mains who are promoting all the drama. The issue with mains, is that they never play their opposing side and are inherently biased. They disregard true balance and only care about what buffs/QOL's they receive, and if they receive any sort of nerfs, it's the end of the world for them. Not all mains are like this, but most are. I myself used to be the average green rank potato baby survivor who thought the game catered to killers and left survivors with nothing to defend themselves with. Then I started watching No0b3 and got to red ranks in no time. After a while I decided to join the forums and saw killer perspectives. Made me start to think, and actually got me to play killer. Currently I'm rank 1 as survivor and rank 6 as killer (really don't feel like sweating for the rank 1 as killer currently). People should play both sides frequently and get a common understanding, instead of only concerning themselves with their issues while disregarding the opposing role's issues.
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Literally 90% of survivors who are green rank and lower. The red ranks who complain about balance are just boosted by their swf crutch buddies because "solo is literally impossible to play killer 4K's EZ". Whenever these types of survivors go against baby killers and stomp them, the game is "balanced" GG2EZ post-game chat intensifies. Whenever they go against a killer who knows what they're doing and doesn't follow any rule book, it's all of a sudden "game's broken killer is op we have nothing to defend ourselves with". Same with killer mains. When they go against baby survivors who run in straight lines in dead zones and kill everyone off in 2 minutes without even needing to slug or tunnel, the game is "balanced". Whenever they go against a survivor who knows what they're doing and actually runs to safe pallets and actually uses the windows for a decent amount of time before dropping the pallet, all of a sudden it's "omg survivors op pls nerf literally nothing I can do" Tier 3 bloodlust for 2 minutes straight intensifies. Not all mains are inherently biased or in denial about true balance, but more often than not, it's mains who advocate for the extremes and cry when real balance is made, and not the usual nerfing one side into oblivion while buffing the other past the heights of Mount Olympus.
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@Lucama said:
https://forum.deadbydaylight.com/en/discussion/comment/1197409#Comment_1197409
Maybe they just learned about jungle gyms and are sad chaining them won't be braindead easy anymore.
Probably. So many games, as killer and survivor, I see the nastiest set ups (mostly on McMillan Estates) with shack literally in between two jungle gyms, and if that wasn't enough, in between the shack and jungle gyms, there's usually safe pallets with at least 15 seconds of looping potential if done optimally. Feelsbalancedman.
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@dhealy646 said:
https://forum.deadbydaylight.com/en/discussion/comment/1197409#Comment_1197409
I made the mistake of starting an argument with one.
Oof, we've all been there.
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Is this the baby survivor/green rank thread? Seems lit. Didn't realize there were survivors who still don't know that killer shack and jungle gyms exist in 2020.
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Bruh moment.
Alright, jokes aside, it's just a meme thing to do, and Doc just probably wants to play around and most likely feels bad for you. Would you rather have meme Doc or a rank 1 Billy main who's been playing consistently since 2017 and decides to slug everyone 2 minutes into the game?
I shock the last survivor a lot just as a joke in all honesty, I don't even hit em. Instead of DC'ing, just keep running. You'll get more points and progress for your evader emblem since it'll be a decently lengthed chase and you won't suffer the lost chase penalty from being hit.
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Same end result, at least for xbox (don't know how ps4 fares). Without dead by dedication, we would suffer from lag switching wraiths and bubbas from time to time in green ranks (thank goodness I got out of there). We'd get hit from 20 meters away, either that or we'd constantly teleport backwards. When dedicated by daylight came to xbox, we'd get hit through windows even though we were already 5m away, running, with 65-80 ping. Can't believe GOW3 had better dedicated servers with nearly everything outdated, and on a 360. And they still run very smoothly to this day. Yet a simple cat and mouse sandbox can't even have its bugs fixed consistently.
And although it's very very rare to get lag switchers anymore (at least in red ranks), the most killers I see lag switching in red ranks are Ghostfaces for some reason. 2-3 within the span of 3 months.
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Low skill/mediocre survivors think he's op.
Red ranks make a joke out of him if they remember to stay awake.
He's already had his slow-down add-ons nerfed, which was ridiculous since they only added like 8% penalty to repair speeds.
He's essentially M1 with potential loop manipulation/destruction. Anyone who says he's op needs to learn to adapt to him. What happens is that survivors usually stomp on boosted Freddies and when they go up against a rank 1 Freddy with an optimal build+play style, they screw around thinking he's a potato but get quickly curb stomped, and when they realize he's not boosted, two people are already on death hook, without tunneling or camping.
Just don't dedicate to gens when they're not at least 85% whenever he teleports and you'll be fine.
A killer can only be op if even a potato can easily 4K with him at purple ranks or higher.
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Could you at least put some seasoning on the bait?
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Keys: Require no (maybe minimal) effort and can change the game in an instant
>Working as intended
Moris: Require minimal effort and can change the game in an instant
>Working as intended
Gearhead: Literally a watered down bastard child of surveillance and discordance
>Overpowered and would break the game upon release, needs a nerf
>Big brain balance team
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Funny how we've had worse (way worse) pandemics in the past yet everyone loses their minds over an over glorified cold/flu that hasn't directly killed anyone. Most covid19 deaths are of people who are elderly and/or already have existing diseases/conditions. On social media/news, everyone's dying and infected, yet when I travel around town no one is infected, yet my public health center or whatever it's called says there's "multiple confirmed cases". Everything is fine once you stop letting social media influencing your thoughts. I don't know anyone who's infected, nobody I know is infected. My friends across the country don't know anyone who's infected, everything is running smoothly except for some panicked business owners and government centers/facilities closing down. Literally all people have to do is keep their immune systems strong by actually eating healthy and staying active. People wonder why the QOL of the western world is so low when the majority of foods they eat are GMO's, processed pre-packaged foods like hot pockets, chips, biscuits, burgers, etc. Not to mention fast food runs and microwaves. Oh but let's label some underwhelming cold with a fancy name and blame it for people's sudden lack of health. And the whole social distancing and isolation practices are detrimental to human nature. We're supposed to be out in the sun frequently and socialize with people, as we're a sociable species (though some of us are different, of course. I myself prefer to be alone most of the time). Without sufficient time in the sun and active workouts, we're just asking for our bodies to rust overtime. Now top that off with processed junk foods on the regular and you're nerfing your immune system.
Common sense is truly going extinct.
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They're just a bunch of bright cookies, pay no mind to em. Brush em off, report em, and rinse and repeat. It's all you can do in online gaming.
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Removing viable counter play won't solve anything. If anything, you're just nerfing survivors with no compensation and essentially make Resilience useless. We need to come up with viable and fair solutions, aka solutions that don't involve nerfing one side into oblivion or buffing one side past the heights of mount olympus, like the balancing team has been doing for the longest time.
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I like how before ruin nerf, no one actually came up with a logical reason as to why ruin needed a nerf, literally no one. It was all "ruin op pls nerf" by some baby green and yellow ranks. Now when the Devs announced ruin was going to be nerfed, suddenly all the arse kissers started writing a plethora of essays as to how ruin nerf was needed and was somehow healthy for the game.
These are the facts, I respect personal opinions, as we all have the right to them, but these facts cannot be disputed:
-The only people who complained about ruin could not consistently hit hex skill checks, and had trouble finding the hex totem itself.
What does this mean?
It means that low skilled players, or players who simply could not adapt to ruin, decided to praise the devs when the perk that had the most counterplay to it got nerfed. Old ruin had so much counterplay, I mean the perk itself offered counterplay by providing easy skill checks ffs, as if destroying the actual perk wasn't enough. People couldn't adapt to the perk, they disregarded the existing counter play and decided to complain in the back alleys of reddit. And the Devs decided that was important feedback, complaints from a minority of the fanbase, aka baby green and yellow ranks, instead of the majority of the community, aka survivors and killers alike who weren't biased and understanded that ruin was a necessary band aid.
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@YaiPa said:
and whenever some killers have multiple kinds of power, they get nerfed. Like nurse and (future) billy...
inb4, no, billy's nerf isn't been announced, I'm just speculating based on how and why they nerfed nurse.
I wish I could say with 100% confidence that your comment is bait, but unfortunately, you're most likely spot on with your speculation. With the recent ridiculous threads of "nerf Billy" and "Billy needs to be discussed", I can't see anything less than tragic happening for Billy.
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You just hurt the egos of baby survivors who sweat against killers who moonwalk at pallets with no cover.
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@Murdle said:
https://forum.deadbydaylight.com/en/discussion/comment/1190585#Comment_1190585
Ultimate salty killer main.
Sounds like you're just mad over survivors giving you less points by DCing.
No, just a rank 1 survivor and rank 6 killer, aka someone who plays both roles and understands the state of the game beyond petty "survivors are op and toxic" and "killers are op and toxic" fisacos. DC'ing is only right to do when the killer has the worst ping and the game is literally unplayable since survivors get hit from 20 meters away every 10 seconds, or when real life issues pop up. Otherwise play the game as intended and don't abandon your team.
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R.I.P. I thought I was the only one who had this happen to me.
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So being able to do a full 360 as a survivor is balanced but being reduced to a 270 at most while lunging isn't? And Oni can turn at 90 the most when in rage mode. This whole thread is a yellow rank mood ffs.
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@Murdle said:
https://forum.deadbydaylight.com/en/discussion/comment/1190569#Comment_1190569
I nat type DC so I can keep my items, still earn BP etc. when the killer is toxic.
Ultimate green/yellow rank mood right there
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Pig is S tier on small maps against potato survivors or those who don't have spine chill. S tier only belongs to Nurse and Freddy. They're the only ones who can teleport, with one literally able to teleport to gens, which also serves as a mind game mechanic against survivors who can't dedicate to gens. Spirit mind-games work on people who are too dedicated to looping. All you have to do is leave the area as soon as you hear phasing and you're Scott-free. Now throw in lightweight and iron will and her power becomes nigh useless. Hillbilly has high mobility, but that's about it, against good survivors, he's an M1 killer in the 1v1, unless he has insta saw, spirit fury/enduring or is lucky enough to catch someone in dead zones.
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Legion kinda needs to camp/tunnel sadly. Unless he goes against baby/potato survivors.
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Deliverance and 4% should synergize with BT.
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DBD is in a permanent state of the same old content being recycled. It's unique enough to attract a small fanbase willing to try out a non-mainstream game, yet not enough to attract even a slightly considerable amount of the masses. Besides, with the decisions the Devs make sometimes, I don't know if I'd trust them to be a big company. I feel like they'd be another Bethesda. More accurately, a BugthesdaLite, which is kind of what they currently are, and have been since 2016. I actually see Le Cote having a sort of a Todd Howard complex. Todd says "It just works" when he makes terrible business decisions. Le Cote says "I think we did a pretty good job so far" when the other Devs barely made any progress in true balancing and kept disregarding the plethora of bugs that have existed for the longest times. They don't have the resources to do anything anymore than the things they've already done. And in order to get the resources, they need more revenue, and the only way to get that is through a bigger fanbase, which they currently only have two primary ways of doing so: Licenses for more famous survivors/killers, and discount advertisements on consoles. The ST chapter really did help with bringing in new people, but also lots of highly questionable balancing decisions have been made since then, most of which disregarded the feedback of veteran players and only regarded the new players, which led to high ranks resenting new players, so there was some community trouble. Also, some veteran players get fed up with certain balancing decisions (and rightfully so), and leave, en masse. A perfect example was the whole 1.9.2. fiasco. This isn't even mentioning all the bugs this game has, which is only topped by Bugout76.
Recycled content, small somewhat loyal (more accurately, addicted masochist) fanbase, questionable balancing decisions, and no outstanding feature to attract the mainstream multiplayer base. Even those who aren't mainstream and like horror themed games aren't attracted, since Silent Hill and Resident Evil exist. They're both excellent single player games filled with diverse and interesting lore, plus they've been in existence for the longest time. And those who do give it a try, often turn away sooner or later, since they eventually realize DBD isn't about horror in gameplay at all, it's just a toxic environment filled with entitled mains and imaginary rule books. All you do is run around pieces of wood and hold M1 for x amount of time. Either that or you babysit gens or waste 2 minutes chasing pink hair nea or pink man ace.
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Let's just say this community has a few bright cookies.
Also Ochido didn't really help to alleviate the already existing toxicity...
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It's way more balanced, that's for sure, it just feels empty. DBD has life to it, it has comical and relatable characters, where as REsistance has cliche survivors and a cliche enemy. To be honest, it's not even going to surpass F13 (even in its current state, much less during its peak), let alone be on the same level as DBD. It's fun gameplay wise, yet lacking in things that give the game life. It's pretty much another GOW Judgement.
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Most positive thread I've seen in a while since the AAAAAAAAAAAAAAAAAA post. R.I.P. to everyone who doesn't like the font though, I actually think it's pretty neat. Also, I love how the community can go from debating about whether or not killers/survivors are OP to debating over fonts. This community does have its moments for sure.
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This thread lowkey makes me wish I payed more attention in Economics.
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It's 3 AM, if it wasn't for the sudden realization that April Fool's was upon us, this bait would've actually worked on me. Kudos to OP.
10/10 April Fool's joke.
Really nailed the seemingly entitled attitude -Rank 1 killer main who's played since 2017
Lowkey actually relatable to OP -Rank 14 Claudette
Lmao git gud bby survivor -Rank 1 Nea main who took OP seriously
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Are you trying to summon Ochido and his cult following?
Lol jk but I'd imagine Neas and Aces would have a field day with this kind of game mode.
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@FichteHiro said:
https://forum.deadbydaylight.com/en/discussion/comment/1186050#Comment_1186050
Nothing personal, but have you ever played Killer at Red Ranks? It's not that simple. Rank 1 Survivors know how to effectively loop tiles interchangeably, thus evading the Entity Blocker. Mindgaming them is also very hard if you use standard mindgames (moonwalking for instance). Also, they delay a Pallet Drop by as long as they can, wasting a lot of time before the Pallet can be broken by the Killer.
And there is indeed one factor preventing Killers from getting enough Hooks: time. Time is on the Killer's shoulders every match, getting them 12 Hooks before all Gens get popped is the challenge.
I've usually been rank 10-12 as killer, but for the past 2 months I've left my rank 1 survivor alone and ranked my killer up to rank 5. At the moment I'm debating whether or not I want to sweat for the rank 1 on killer. And yes survivors can dodge the Entity Blocker with nasty set-ups (most nasty ones imo are ones with killer shack between two jungle gyms, ouch) but personally, I just leave the chase if I see survivors going near these set-ups (unless I want to get rid of the pallets early on), as I know it's going to take too much of my time. To get bloodlust already takes a considerable chunk of time, and that's just one tier. What I do is target the weak survivors who drop pallets instantly (love when they waste all the jungle gym pallets) and take them out quickly, and then worry about the two strong ones, as their primary defenses are taken out. Against really optimal survivors, I just slug to slow the game down. It's just that with my personal experience as survivor, when I notice a killer has bloodlust, gens start popping and they keep going for me, instead of pressuring the remaining gens and weak survivors. and I eventually get downed, hooked, saved, chased for another minute or two, and tunneled again. Not saying tunneling is toxic or anything of the sort, but it is admittedly annoying from time to time, and bloodlust seems to encourage it, at least with the killers I've gone up against.
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@LALYTHIA said:
Because you should eventually get caught. You are designed to be caught so that killers can get hooks and sacrifices and teammates can get off hooks and heals. If a good player could just run the killer for a full match it would defeat a core function of the game.
But bloodlust isn't necessary to catch someone. Windows get blocked, pallets can be broken, and moonwalking and double backs exist (mind games). There's nothing preventing killers from getting hooks when there's sufficient counterplay to survivors' defenses. Killers are also faster than survivors, so running in a straight line will get survivors hooked instantly.