fernandosilveirasc
fernandosilveirasc
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- fernandosilveirasc
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Comments
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I hope its a killer that insant down t baggers, and a survivor that KILLS facecamp killers.
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permanento should do an exodia effect, the entity would be summoned to the match and kill everyone, lol.
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What seems to be a recurring problem with DBD, is that its players are mostly made of whinning gen z and millenials that don't like changes and want everything handed over to them.
Legion buff is still very much countered, still a m1 killer. and you can still 4E agains him even in solo queue. And there are a couple of counter plays to it too.
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Lets be honest, CoH is still the same, speed barelly matters as long as survivor have a safe place to go to self heal for free.
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Seems the same hate plague got when she came out. Legion can still be countered several ways. Otz has made a video on this already. Also the time you waste healing, is better used on a gen.
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@Tsulan said:
Yes, it's completely possible and one of the reasons why killers stack gen slowdown perks.
This has been pointed out in the past, with video evidence that the killer didn't make any mistakes and people played it down, that not every match is like this.
I see, guess I can't meme without a 5 gen pop, lol.
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The reason is he still is the same basically. The add ons do little to change that. Also between the 2 reworked killers, legion is now very different to play as and seems to be the go too.
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In case you are wandering about the other 3m40sec 5 gen pop match, here it is.
https://www.youtube.com/watch?v=ex7JPzI84kwBut I didn't take screenshot of the build in this one.
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As I said on other topic, killers should not have penalty for d/c, most of the time killers d/c because they actually d/cd. Even in matches you are getting owned you still try to end with a 1k and its usually possible.
On the other hand, survivor d/c sould have penalty based on gen progress. the more gens, the more the penalty, as a survivor d/cing late game has little to no effect in some circunstances, while a survivor d/cing in the beggining, is basically impossible to come back from.
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Felt like that since the PTB was out. The dead zone in the middle is hard, since you'll be going through it a lot to get people off hooks and stuff, you'll most likelly get spotted and will most likelly not have a good chase.
The houses and outer loops seem balanced, but that middle part makes it mostly killer sided.
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People cry to much. Legion still has counter play and still is a m1 killer. Always scatter far away when he charges near a group. You can prioritize gens over heals, since you'll probably spend 80% of the mach injured. His counterplay now, is kinda like the plague.
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Playing against legion now has 2 ways to go, either a constant heal fest, or play just like plague and don't heal up. Matches taking insanelly long. Glad legion was buffed like this.
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Friend said head on should now be his perk, since he came out of the closet.
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Lol, but I do get you point. If I found out Leon was a comunist I would ask for a refund too.
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Can we say dead hard is a gay perk now, or is that offensive?
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Btw, that was tier 2 myers
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Huntress + Bubba, gotta throw those chainsaws.
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seems the change did exactly what it was supposed to do.
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I still enjoy this game a lot, as a survivor and as a klller. But one thing I think should be adressed is changing the meta. Got nerf hard those meta perks to create diversity. Remove the invincibility from dead hard, take away recovery buff from unbreakable, put charges on boons, make a more complex mechanic for DS, and so on. As long as there is no point in not using these perks over the others, you can buff away anything else and nothing will ever change.
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As killer, dragon's grip with wraith.
with survivor: head on, blast mine, flash bang.
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I'm a killer main, but I also play losts of survivor with friend (and sometimes solo), so I get the feel both ways. The people I play with as a survivor, are average at best, me included, and matches vary wildly between getting boddied, being competitive and boddying a killer. As a Killer I feel I get more 3-4k than not, which either says i'm a good killer, or the game is not survivor sided. And that is not using only good killers, I play mostly wraith, bubba, nemesis, plague, huntress and as of late i'm learning nurse.
Só the feeling I get, is that for an average player, like myself (700h, about 40%s60%k), the game is pretty balanced (with he excepetion of NOED, which is a douchebag perk), I don't see the nerfs on survivor being a deal breaker for people to whine so much, neither the buffs on killer too strong o make killers unstopable.
Also by what I can tell, most of the whinning (NOT ALL) is done by people who only play one or the other and feel entitled to always win.
Now, one thing I can say is, as a survivor, if you play outside the meta perks, you end up having a bad time, which kinda sucks, makes you very limited. Either you are very skilled and can try different stuff, or you meme and lose. As for killer, you have a larger range of builds to play with and still get 4k.
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I'm a killer main, i feel dead hard is fine as it is. I feel it can save you and also kill you if you greed to much, which happens a lot as your mmr is going up. So yeah, it requires skill and decision. On the killer perspective, you usually will get boddied by a squad that knows what they are doing with it, but on average it will just keep someone a little longer in the game, wont affect the outcome.
NOED on the other hand, is just a douchebag perk all arround.
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Can't really say she has no counter play, but it is completely different from the rest of the game. Its basically, you spend most of your days learning chess, get good at it, than you go play and its checkers.
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It amazes me to see comments about "being reasonable" like its completely normal to be hocked in a meat hook, and then be massaged back to health. Seriously? I actually find hillarous that this is a line of thought.
As for the removal of collision suggestion, that sounds fair also.
Another thing is, I'm mostly a Killer player, people just love to assume things and be "awww survivors whining, awww killers whining", jeez, can't you talk ideas like normal people?
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how is most of that not dooable in 15 seconds...or whatever, add more time?
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How is staying in the same place for an indefinate ammount of time, strategic?
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2834861#Comment_2834861
You assumed gate was open, which was clearly a mistake.
And you assumed survivors to not counter hexes, not even remember where it spawns, which is also clearly a mistake.
And then you assumed over-altruism of survivors to give killers 4k, which is also certainly a mistake.
Oh and in the end, you assumed survivors to NOT play SWF, which is, biggest mistake they can make.
As always, killers can only chase one survivors at a time, if they truly "played good" and killer "played poorly" there is four survivors, with hooked one there will be three, killers has to choose between camp or patrol, and even if he chooses to patrol, he has to chase someone to get a down, there will be enough time to break bones or rescue a hooked survivor.
At worst, killer secures a kill, at best, all four survivors escape.
It only works against bad survivors unless killers play good until there.
"perma expose" is not a thing because it is not permanent, timer is their own mistake and a facecamp makes everything easy.
I didn't assume anything, I clearly said "usually".
And how is it a mistake not knowing where totems spawn? Not everyone has 500h+ like some of us have. Me as mostly a killer player have almost no Idea where they spawn when I play as survivor in some maps.
Assuming altruism is not a mistake, its just what happens, if you are SWF most likely they will search for totem or tell to leave. When playing agains randoms, its just a coin flip. But most of the time, it becomes a snowball. You can check online videos of consecutive NOED plays, its usually the same.
And also SWF is not default, you might play SWF everytime, but most people play as random, and that you can research for. Also a lot of SWF are only 2 person with 2 randoms.
And with the choice of camp or search, this is what I mean by altruism. Usually when I play with friends we already have agreed to just 3E and not even waste time. But most of the time, when with randoms, even if I try killing myself on hook, people will come and die. And definatelly there will only be time to clense the totem if the gates are not already open, and most cases than not, they are already open.
But I see you will never change your mind as most people wont. I will always believe its a douchebag perk, for bad killers to feel good about themselves. There are so many ways to build a killer, even a trapper, to get fun out of the match and improve in chases and loops, go for a 4k and not be a douchebag, yet people love the easy way.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2834848#Comment_2834848
I mean, that actually seems like a perk that punish survivor's mistakes, not something that rewards poor play of killers.
Basically, extremely fair, if anything, could be the only truly fair perk that you can play around.
Most perks in this game is literally uncounterable, you can't stop gen regression from pop or whatever, you can't stop lithe or whatever from activating, and so on.
Ok lets take your point of view and say it is punishing survivor's mistake.
1- what was the mistake? Not searching the map for 5 dull totems? And what if they did search but weren't able to find it? Should they just keep running arround and get picked out 1 by one? Its not like totems have a bat signal on them.
2- Is the punishment fair? Can a perma exposed, usually acompannied by a timer and a facecamp be considered a fair punishment?
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Somthings have to be taken into consideration when you are evaluating NOED.
1- When is the hex up
2- How often do survivors run hex counter based builds
3- How deserving are the results given by the perk
And a lot more actually. But let's start with the first. When the hex is up.
1 - Most of the times NOED is runned, you find out when a gate is fully opened, because most killers that run NOED are just plain bad players. So that makes running a map to search for a hex, time limited, and it's not that easy to find some totems. Also most of the times with a hook camp, which is also a bad player default thing to do. So you get a surprise hex, in endgame, with limited time to fix the problem. So your best bet is just leaving, which is bad for everyone basically.
If the hex is up since the beggining of the match, that would make it way more fair.
2- On the hex counter build, if you have a SWF that are running a competitive team, you might have a hex counter build and NOED will never be an issue. But how often will a random team have that? Basically never, so the hex is gonna go up, and its going to stay up 90% of the time.
3- How deserving of the results is the player? I see a lot of player loop a killer for 3 gens, survive either with 1 hook or hookless to the endgame agains a really bad killer who basically does nothing throughout a match, just to in the end, get 1 hit, camp a hook and usually turn a 4E into a 4K because of autruism.
All that combined, kind of makes the whole match meaningless.
I'm pretty sure thera are tons of suggestions to fix NOED, and probably any of them would fix the problem. Make it spawn since the start of the match, make it stackable (1 hook, 1 stack, 1 exposed hit), make it time based (60 seconds of exposed and its over) and on and on and on.
Right now, its just a perk to be run by bad players to feel good about theirselfs while sucking badly at the game.
I'm mostly a killer player, but I learned quickly that NOED and Camping is just a douchebag play.
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As mostly a Killer player, as soon as I read this perk's description I tought to myself "oh F*". After a stun its already kinda hard to get a grip on the survivor again as it is, specially in dark maps. If you add a blind, than its even harder. Now you take off your first go to, which are the scratch marks, and it becomes insane. You don't need to get it all the time, but if 1 or 2 survivors get it once, thats GG and 0k.
I'm pretty sure this will need a nerf, either by adding exaustion or a generous cooldown.