Avatar

tehshadowman33

tehshadowman33

About

Username
tehshadowman33
Joined
Visits
1,566
Last Active

Comments

  • @PBsamichShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1150624#Comment_1150624

    For chases there really isn't that many options. Dropping pallets early will just waste a pallet and give the killer another notification to keep them on your trail even if they lose line of sight. Mind games such as misdirecting while running and then walking/sneaking another way are extremely limited opportunities that are available maybe 1/10 chases and have maybe a 50/50 chance of working when it is an option because of the killers faster movement speed.

    There's really not that many different mechanics/objectives to the chase sequence itself.

    Git gud.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1150629#Comment_1150629

    Don't be going around spreading false information brother, if you're saying toolboxes are "useless" I suggest trying sabo. Unless you're upset that you can't end a game in 5 minutes. Also you're complaining about The Deathslinger having an accurate hit-box? From my experience I haven't seen anything that would seem like a BS hit, in fact I feel like I get hits stolen from me/from the killer more (mind you I usually play with 50ms on PC). You say The Doctor is a huge pain? Don't play his game, you can't loop him. (funny because a lot of survivors still don't realize this) Drop the pallet early instead. And the fact that you say killers have to "unite" to get things nerfed.. Lets see... the only instance I can think of is MoM, which we have are own fair share, Freddy got nerfed in about a week into his release when he wasn't even that strong, meanwhile MoM was OP as all hell, it was literally a "get out of jail free" card that couldn't be countered in any way if you were an M1 killer. You HAD to deal with it. It took almost 3 years for DS to be reworked and its even STRONGER than before. Before we could at least juggle and have Enduring to counter. Now? The survivor is invincible for a whole minute with nothing to counter it. The syringe took 3 years to be nerfed but to compensate, they buffed the styptic. And now toolboxes, you didn't need them in the first place, survivors can already end a game in 5 minutes if they're efficient. If anything survivors cry more for killer nerfs if you ask me, the longest thing that lasted was The Nurse, the only issue she had was her add ons and they still touched her base kit. People were fine with The Spirit at first until tons of people grew hate boners for her and they nerfed her as well, they nerfed The Oni from PTB, and then nerfed him AGAIN (He is how ever, in a better spot now) They nerfed Ruin, they nerfed Hangman's (which I'm fine with, it was strong af) and hopefully thats the end of it. The game is still not balanced but if you think killers have it easy, you're dead wrong bud. I'm not saying survivors have it easy either, both sides have their fair share of frustrating things. But don't make it seem like its only one side.

    I'd also argue that a lot of the more frustrating and overpowered killer things make games end so fast that the killer won't pip, which means if you can get to higher ranks you're not going to see stupid things like Redhead's Pinky Finger Clown, or Iridescent Head Huntress, etc.

  • It's on the top floor of the saloon. If the survivor runs to the right and curves around there's a window that can't be walked around.

  • @NullEXE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1151803#Comment_1151803

    That's as I described, and still completely rng based. Which even the emblem system will penalize you for snowballing. The game doesn't resolve around snowballing. She still needs a rework.

    I'll agree with you there. The system screws you over for ending the game too fast. Honestly, instant downs should count as two chases as far as I'm concerned if you insta-down someone who's fully healthy.

    Chase mechanics totally screw over Huntress as well.

    It's a mess of bad mechanics that don't work well with a ranking system.

  • Deathslinger is very similar to Plague in that both killers have terrible base kit power and NEED very, very specific niche perk builds to even function at a remotely competitively viable level.

    If you don't have Monitor and Abuse, Deathslinger is complete garbage, basically.

  • I mean, Clown by far is the worst killer in the game. He's literally a worse vanilla, perkless Freddy.

    Though, if you stick Red Head's Pinky Finger on him, Clown becomes suddenly very lethal.

    Which doesn't matter though... Because you'll never pip if your entire gimmick is one-hit downs.

  • @NullEXE said:

    The Plague has her buff, but it doesn't make any real difference. Either the plague uses the fountain early and wastes it, or she doesn't use it and remains weak. It's a really big coin flip, that very rarely works out in the Plagues favor.

    Honestly before the buff, and even now I think she needs to get Freddy'd.

    She's really strong right now, but only on maps that aren't huge.

    I admit though, post ruin nerf, her early game suffers greatly.


    Though, with this buff you can run Severed Toe + Incense which lets you get GREAT generator stall and tracking WITH a guaranteed corrupt purge.


    If you can't capitalize on the corrupt purge, you will fall flat though, for sure. The thing with Plague is building up to a full broken team and then going into full snowball mode.

  • I've had projectiles go right through player models. It's pretty cringe right now, if I'm being honest about the hit detection and lag correction on server side.

    Especially wonky when people fast vault through windows.

  • That feel when your power dies, your game dies from permaban. XD

  • They OBVIOUSLY do not listen because it's painfully obvious that if they took our concerns seriously they would hire more developers and testers, train them, and have a larger staff to fix the multitude of balancing issues that plague this game when it comes to... You probably guessed it.... MAP BALANCING ISSUES.

    It takes ABSOLUTELY AGES for them to go from redesigning maps to testing maps to finally getting the maps updated.

    It's been MONTHS and we still deal with the SAME OLD GARBAGE MAPS.

    DO

    SOMETHING

    ABOUT

    IT

  • So, I just had an AWFUL, RAGE-FUELED match against a high-rank team. Ended in 7 minutes.

    Map is Rancid Abattoir.

    Already, I'm annoyed... This map has AWFUL pallet placement which lets a good survivor basically go from safe pallet to safe pallet across the span of the map.

    Sure enough, that happens. I'm playing Spirit, so it's not like I'm using a ######### killer.

    By the time I have three people injured, two hooks, I'm down to 1 generator on opposite side of match.

    Person is on hook, the strong looper.

    I just give up and pull the gate open as I want to just honestly get the ######### out of this match. I hook camp as I have nothing else to do.

    They do a save. I down the person unhooked. Person body blocks at exit gate by crouching, so I end up getting zero kills.

    So, basically, yeah... I'm tilted... There's no reason why you should be able to endlessly combo pallets together in an endless string.

    FIX THE GODDAMN MAPS.

  • @oh_0k said:

    Remeber when they said they were gonna make maps have more pallets but have those pallets be unsafe?

    Hawkins is the only map they did that for

    True enough. Though, the middle of the map is pretty much a death trap. It would've been more fair for there to be unsafe/safe/unsafe in the middle rather than 3 unsafes. Do that and change that one tile with the generator that's guaranteed to spawn in that one place that has the two drop down ledges and the map would be much more fair and balanced.

  • Basically, bad map design in Dead By Daylight comes in 3 flavors:

    1) When you can combo 2+ safe pallets, or combo from a safe pallet to a jungle gym to another safe pallet.

    2) Building tiles with long walls/fences that break line of sight, or god windows that can break chase and reset bloodlust.

    3) Having too many unsafe tiles being concentrated in a certain section of the map (Hawkin's Laboratory).

  • @Mc_Harty said:

    You know I was happy when they reworked Badham. Then I realised they didn't do jack ######### to the buildings.

    Hey at least it's not ######### Haddonfield or Ormond.

    I would still rather take Badman over Haddonfield, Ormond, or a bad Springwood variation map.

    Badham's strong tiles take learned map knowledge to know how to loop effectively, whereas the other maps don't require nearly as much in depth knowledge to pull off due to being able to combo 2+ safe pallets that are OBVIOUS to spot.

  • @BigTimeGamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1141664#Comment_1141664

    uh, no

    large maps are where she suffers, rotten fields, temple etc

    her slow movement speed is horrible when on them

    Playing Huntress on old Lery's map was an exercise in extreme patience.

    I do agree though, HUGE and CLUTTERED maps are just awful for Huntress... Getting Temple of Purgation is almost a guaranteed loss against non-altruistic, sweaty 4-man SWF when you play as Huntress.

    It's mostly about map size and how much debris there is on that map... I should have clarified that.

    If you're godly at cross-map sniping, Huntress CAN force people off of generators in larger maps... Just not Temple of Purgation or Yamaoka Estate due to how much debris and/or walls there are between generators.

    She can perform reasonably well on Rotten Fields and some of those Wraith maps... Assuming you can snipe.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1141629#Comment_1141629

    says the forums are biased yet killers have gotten way more nerfs (legion got murdered freddy is eh now spirit is eh nurse got murdered and ruin got destroyed in more ways then one) idk the bias seems the otherway especially when they emphasised they were favoring survivors with the ruin rework.

    Killers are most likely to get straight-up nerfs without any compensation elsewhere.

    Last time I remember SERIOUSLY controversial nerfs to survivors without adequate compensation was when:

    1. BHVR changed the base healing rate and charges of medkits (no I'm not talking about addons).
    2. BHVR made it impossible or near impossible from what I heard to do window vault techs when you could turn a medium vault into a fast vault on VERY specific windows, and the timing required was very difficult.


  • @BigTimeGamer said:

    play huntress on about 60% of the maps

    it really shows how poorly designed they are

    Huntress, or really any ranged-attack killer suffers from contrasting weakness when it comes to map design.

    A LOT of killers benefit more from smaller areas with lots of blind spots in between (unless they have god windows, etc.)

    Huntress is the exact opposite. She is HURT by smaller areas and helped by large, open areas where nobody can hide... Killer or Survivor.

  • I don't think I need to really even bring up Haddonfield and all of the problems mostly unique to Haddonfield as everyone except new players KNOWS how horribly unfair Haddonfield is for most of the playable killers.

    Please do take note, some other forum poster (who had some programming experience) said it'd basically roughly two or three hours to REMOVE all of the god windows from certain maps, so that they would always be closed.

    Yet, BHVR does not do this and instead now proposes "breakable walls" which would take much more time implementing into older maps.

    I really don't understand their logic.

  • Yeah, if you have potato survivors who don't do generators, you'll get DESTROYED easily. If two people get downed before first two gens are done, it's pretty much GG.

    Also, like I stated before... It can be a REALLY boring match for a killer. If you're in the lead as killer and have 2k already, if the remaining survivors play super-mega immersed, it can take a surprisingly long time to find someone on such a small map. I've had some games last upwards of 40 minutes due to the MANY possible routes survivors can take to hide from you on that map when you factor in lockers and places you can take by falling through the floor... SUPER ANNOYING AS HELL!

  • @BenZ0 said:

    I agree. The loops in the middle or cars are fine and the size and layout of the map is okey. But the dumb save pallets doesnt make any sense there, the school has 100% 2 different save pallets and a god loop with the fence, also the house of pain is just dumb... I mean they blocked the stairs to make it slightly more mindgameble but it is not enough. Maybe breakable walls will make this map better but for how long do we have to endure this? Thats the question.

    Yeah, it's pretty awful the design team hard coded that many safe pallets.

    Sad considering this map rework is FAIRLY recent + the other Springwood map variations aren't completely just awful.

  • As for horrible maps to play as survivor, Sheltered Woods is a complete toss up.

    If you get low pallet RNG, you'll get completely stomped on vs. a half-way competent Billy or Spirit.

    If Sheltered Woods was any smaller of a map, you can bet that the survival rate % on it would be MUCH lower than it currently is right now.

  • @NullEXE said:

    Gideon Meat Plant

    I'm down with you there.

    If you get a low-pallet RNG + certain killer + map-specific killer build = Awful game experience on Gideon Meat Plant.

    Conversely, it can also be extremely boring to play as killer as well because you will spend most of the time juggling pallets. There's not many places to play mind games on that map.

    It's also a living hell to play Nurse on that map. Absolutely... Completely... Awful!

  • Nurse will forever be trash:

    1) If you're not near a dedicated server, the latency causes all sorts of issues with blinking.

    2) The abundance of Nurse-specific bugs makes blinking a nightmare on certain maps.

    3) The above two issues combine horribly with the fact that post-nerf Nurse's map patrol is OBJECTIVELY worse than before.


    Solution: Add two more dedicated servers in USA and elsewhere (IDK about other countries) with higher tick-rate, fix the bugs, and ONLY use the cooldown blink mechanic when Nurse is in a chase.

  • You don't see Nurse for three main reasons:

    1) She's absolutely painful to play on maps with lots of Line of Sight blockers. This would include maps such as Lery's Treatment Center, Haddonfield, The Game, Springwood, Yamaoka estate, and a few other maps.

    The reason behind this is that she relies 100% on predicting the movements of survivors. If you give survivors more than the usual number of pathing options and also prevent line of sight, you drastically increase the amount of skill necessary to get a hit and drastically increase the difficulty of predicting survivor movement.

    2) Killer sounds are still bugged. This varies by map, but the sound bugs make tracking survivor movements during chase very difficult, especially through walls or other obstructions. If you have to rely on JUST hearing to predict survivor movement through walls, any inaccuracy in the sounds will obviously make your blinks not accurate enough to get a hit.

    3) Nurse still has to deal with Dead Hard, so with the changes to her blink reappearance, good survivors will 100% always have enough time to react and use Dead Hard. This makes it so that Nurse ALWAYS needs 2–3 blinks in order to down a survivor with Dead Hard.

    Ideal situation:

    2 blinks are up

    1 blink to approach and hit

    2 blinks are up

    1 blink to move closer

    1 blink to get within lunge distance

    Dead Hard

    1 blink to get down

  • OK, let's all agree on this nerf:

    Keep the perk the same, BUT...

    While DS is active and you are actively repairing a generator, the timer will decrease at ×2 speed.

    I.E., If you have 40 seconds left on DS, if you start repairing, DS will expire in 20 seconds.

  • I thought it was just a flat rate bonus for games that end with unrepaired generators.

  • Until you spend like 40 seconds setting up traps, you're playing a M1 killer.

  • Is hillbilly's highest possible speed 13.524 m/s?

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/976257#Comment_976257

    Naturally. But if that's the case, those who can't play at a high level will derank to a place where they're more comfortable. That is the point of a ranking system, after all.

    So basically, what you're trying to say is:

    Play only high-rank killers. If you can't win games with low-rank killers and stay in red ranks then it's the player's problem, you should stay in purple ranks, and the decreased performance with low-ranking killers has nothing to do with the proposed changes to ruin.

    Am I translating this correctly?

    @Peanits

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/118238/easy-fix-to-this-whole-ruin-debacle

    But then it counters more than just Ruin.

    • Makes Huntress Lullaby completely yseless
    • Makes Unnerving Presence useless (Or was it Overwhelming Presence? I get the two mixed up -- the one that shrinks skill checks)
    • Completely guts Doctor's power

    Fair point, but still that would mean people would regularly expect to face a doctor.

    Doctor can still cause slowdown due to Madness 3 preventing heals and repairs, plus whatever other debuffs his addons provide.

    I disagree with removing exhaustion from the Iridescent King addon though. It's completely random what status debuff the survivor gets, so you have to invest a LOT of time to guarantee they get that debuff.

  • @[Deleted User] said:

    Gen pressure as many think of it isn't a real thing. You can only chase one person ar a time and there's no law preventing the 3 other survivors from working on gens during that time. Survivors that get scared off of gens because you're "pressuring" them with injuries are just mediocre survivors. Real gen pressure is a result of winning chases early. Unfortunately, winning chases against good survivors can be extremely time consuming because many tiles are objectively safe when the survivor paths correctly, and if everyone is running to a god window like Ironworks or Grim Pantry after the first hit, you're just not going to down anyone in a timely manner. This is why gens fly. Optimal survivors > optimal killers on most maps. It's a balance issue.

    Yep. On older maps, if you have immersed survivors you run risk of losing early game (Yamoka estate). Plus, if you have a survivor run tiles in optional fashion, sometimes it can be up to 40-50 seconds of time sink until neighboring tiles are not safe. Long walls are a huge time sink.

    If you commit to that, you lose. They end up saving that gen for last and it's a free generator due to how safe it is depending on killer choice.

    Maps tend also to be too big.

  • Doctor needs some funky theremin.

  • @malloymk said:

    It probably doesn't even need a cooldown at all. Most killers break pallets or they simply don't need to.

    Nurse, "What's a pallet?"

  • @Eleghost said:

    https://forum.deadbydaylight.com/en/discussion/comment/782147#Comment_782147

    Nurse is extremely strong and the "nerf" won't really change her all that much. It will allow you to be able to actually use add-ons for once. Aside from that spirit probably isn't their priority killer to balance. Also if you're losing games constantly without getting any kills you're either not playing as efficiently or the survivors are extremely skilled at looping. Also like people have said killers used to get looped by survivors in the infamous infinite loops. Those were fun times.

    OK.

    Well, I think Lery's, Game, and Underground Laboratory would disagree with that.

    She's pretty much unplayable on those maps against someone with Iron Will.

  • 1) You can activate a portal by channeling on top of it and your ability goes on cooldown

    2) Get rid of the mapwide notification that you're traversing the upside down

    3) You can swipe your own portal to destroy it


    Bam. The ability isn't incredibly niche.

  • Boil Over is complete trash. It actually HELPS the killer in the majority of cases.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/770879#Comment_770879

    I wouldn't say ridiculously strong. Part of that perception is the very reason you listed: not many play her. Definitely top 5 or 6 though. But getting early hooks with her against a coordinated team before too many gens pop can be a nightmare, especially if someone finds a flashlight

    Yeah. Against a team of even 2 flashlights, Hag's really, really, really bad.

    Plus her traps make a sound if you're in an area with them, so you can just flashlight click spam to find them.

  • @EnderloganYT said:

    This is 100% Y E S

    I also think that if you brought an offering or add on allowing you to mori survivors, and one DC's when you've downed them and CAN kill them, it should count. i've had so many games trying to get the Evil Incarnate achievement and someone just pops outta there.

    Husk system will fix this.

  • At the very least, you shouldn't be able to find regular keys without running a chest build.

    Imagine if there were chests and halfway through the game the killer gets a green mori.

    Yeah.

  • This meets the Michael Myers seal of addon quality approval.

  • Pharmacy is really, really good. Don't dis it.

  • Wait, there's actually differences? Confused.

  • @Alice_pbg said:

    I...I like legion...they are fun...

    Legion is borderline almost fun.

    They need to revisit them.

    They need just minor tweaks on the same level as Doctor.

  • It's honestly only something that might be good on Pig or Myers.

  • @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/695458#Comment_695458

    Rank 1 goes back to rank 10. Ex-rank 1s play against ex-rank 1s.

    And yes, I'm against the rank reset/matchmaking in its current form because it matches players who shouldn't get matched with each other. (I'm not against rank reset in general.)

    A killer who is good on Nurse won't necessarily be amazing with Huntress. Trying to play Huntress at red ranks without ever having ever played or leveled her before just seems unnecessarily cruel.

    I mean think about it. If we used my system, the amount of players who would be rank 1 Wraiths would be quite small indeed compared to the number of players in the rank 1 pool for Spirits.

  • @NoShinyPony said:

    @tehshadowman33 I don't think a rank 1 killer should play on rank 12. You can save up bloodpoints before leveling/prestiging a killer, get to level 36-37 and equip some useful perks.

    Rank 12 is where all the rank 1 players go after rank reset if I'm not mistaken.

    By that logic, you're against rank reset?

    A killer who is good on Nurse won't necessarily be amazing with Huntress. Trying to play Huntress at red ranks without ever having ever played or leveled her before just seems unnecessarily cruel.

    I mean think about it. If we used my system, the amount of players who would be rank 1 Wraiths would be quite small indeed compared to the number of players in the rank 1 pool for Spirits.


  • @NoShinyPony said:

    So you want to be matched with new, inexperienced survivors just because you don't have perks equipped?

    The matchmaking is already putting absolutely new & experienced players together and I don't think this is a lot of fun for anyone.


    Please don't strawman me.

    Depending on your highest killer rank, I'd say just for most killer players never dip below the 12 to 16 range.

    Obviously, you wouldn't want to ruin the experience of brand new players. I'm not for that. Those matches are boring.

    Here's a clearer example:

    You just unlocked Legion (why you would do that, I have no clue, they're awful).

    Instead of playing in a rank 1 game, you'd start off in rank 12.

  • I don't even know why there isn't a speed curve on time it takes to do generators.

  • It's completely stupid.

‹ 1 2 3 … 15