Its not supposed to be easy tbh get over it survivors barely have any good perks as it is.
That's a load of crap. When they nerf killer, they make meta shifting changes. See nurse, ruin, Billy, spirit, oni, and legion.
When they nerf survivor, its tiny adjustments, like a 5 second increase in gen times with multiple survivors working on it. They changed maps, but added a ton of long walls and buffed vaults, plus barely made maps smaller.
They nerfed toolboxes, but buffed the crap out of sabo. What they do to killer would be the equivalent of adding 30 seconds to a gen, or removing a hook state and giving nothing to compensate.
thats because survivors lose all the time lmao the only ones who have a chance are swf or maybe 1 survives so yeah and most perks are useless
Lol. There's not a killer in this game that can beat a meta perk, gen rush squad. Not umbra, otz, tru3, zubat, monto, bronx, etc. I've seen them all get destroyed by it, nothing they can possibly do.
Play pig. She hard counters doing their objective, aka "genrushing"
I watch ussylis too and I 100 percent agree.
Imagine thinking that Nurse, Billy, Spirit, and Oni are considerably weaker after their nerfs. Also, Oni got nerfed for a couple of weeks and then they gave him his flick back. These 4 killers still have the biggest snowball potential in the game despite the nerfs. I'll give you Legion tho.
They didn't add more long walls. That's a load of BS. You're just unlucky if you get a map with multiple long walls. Tiles are completely RNG. The vault buff is basically how vaults were before dedicated servers, so they brought vaults back to normal if anything.
You forgot to add the fact that they removed most semi-infinites which were the biggest time wasters in the game. I'll agree that maps are still the biggest determining factor of whether or not you win/lose a game outside of skill.
Also, Imagine thinking sabo is a problem. I've never lost to a sabo squad... like ever. If anything, you want players to sabo b/c they're not actively doing the objective and progressing the game.
Boy, you're absolutely delusional.
Of course it's is a valid statement that most of survivors completely suck. I doubt that most killers will have problem dealing with bad survivors. However, the 1% that has at least 2 of IQ and play with friends to win in the most optimal way are unbeatable unless you're a god like nurse/spirit.
It's not that we are pissed off that we "get outplayed" from time to time. The problems is with the inconsistency that our games go. Normally, I can get a easily 4k on the red ranks which is due to survivors making absurd mistakes or not playing optimally but some games will just end with 4 escape because of extreme gen speed without having us have some impact on the game.
It would be something absolutely different if the case was: 3 games won with ease, 3 draw games or won with difficulties and 3 games losing with 4 escape. However, that's simply not the case. In reality 80% of my games I get an easy 4/3k and 20% I get completely destroyed. There's no "in between" and what is most scary is the fact that the survivors who all die in my matches loses because they make basic mistakes multiple times. I'm sure that if these survivor played the most efficient way, then it would be impossible to have good games on red ranks.
Those killers are considerably weaker, they're still decent, but nothing like they were.
They absolutely strengthened tiles and added long walls, I NEVER saw them before the changes.
Try a sabo squad with three oak offerings and an ormond. Talk about a nightmare.
Noooo my second chance perk isnt working nooooooooo
"kilLEr SidEd" if that were the case this conversation wouldnt be happening . this game is so unbalanced it'll soon tip over.
Imagine thinking a 7000 + full time streamer who plays this game professionally is bad.
Well if an "average" killer main who plays professionally has a lot of problems with killer side, imagine a man who actually has a family and a life OUTSIDE of DBD, or someone who wants to take a break from being a top tier killer.
And as far as the bad survivor thing goes, you can't actually measure the skill between a whole team and a single person. Both sides have different goals, one side chases while the other is chased, and there isn't really much of a tug o war system here, as much as it should be anyway. You could have more blood points than 3/4ths of survivor side and de-pip, while you can die and pip as survivor, there is no consistency between the two so that's a fallacy.
I don't understand what's so difficult for you guys to grasp. Even Scott Jund Begrudgingly admitted SWF teams can be overpowering, even if he sanctioned that with a BS unknowable of killers not facing Tourney SWF nearly as much as they think (said something stupid like only 1% of SWF play like that, well where is that magic BS logic in regards to the number of frame perfect killers?)
I mean you make a mistake as survivor you die so...
thats the whole proble, the survivors have too many second chances while killer has only noed that still has an easy counter
most of survivor second chances dont even have a proper requirement, but most of the killers perk have ######### requirement that makes no sense and renders the perks useless
Well I'll admit I skimmed the majority of the comments on this but I didn't see anyone particularly mention the business aspect of why this works the way it does. Ideally the majority of the community plays survivor, this is required for the game to function without outrageous queue times for everyone involved. For every 1 person playing killer there needs to be 4 people who would rather play survivor at any given time in the day for a lobby to fill.
What this means for the developers is that they must design a game where 4/5 people will chose to play survivor over killer without making 5/5 people choose to play survivor. There is not a doubt in my mind that the developers purposefully grant a slight favor to survivors over killers and have actually done a surprisingly good job keeping this meticulous balance between favoring and keeping the game playable. Not only do they have to balance the actual game, but they have to balance peoples interpretations of the state of the game so that people prefer survivor to Killer.
As to the Ranking issues with certain perks many have pointed out, the majority of players rest within 5-12 rank range so they in turn have the game mostly balanced towards that subset of players causing minor issues in balance for players outside that range.
The point I'm attempting to make is there is a reason why killers will always be, and should always be, slightly underpowered mechanically, and why making a few mistakes as killer can cost a game whereas survivors can make far more mistakes and not be as heavily punished. Of course if you choose to look at this in the most cynical light possible, they are giving the majority of the community more leniency so they will spend more time and hopefully more money on this game. However you choose to look at it, this is a key aspect of the design of the game as a whole.
Are you a console player? These 4 killers are the easiest to 4k with on PC. They are in no way JUST decent.
I've played games where I didn't have single long wall on multiple maps so I stand by conclusion that tiles are still completely RNG. I haven't heard that they increased or strengthened the amount of tiles by any person, dev, or player outside of you. If anything, Gas Heaven and Wretched Shop have turned into complete deadzones with barely any tiles/pallets.
I'd rather face a sabo squad on ormond, which I will probably win more than 80% of the time, vs an efficient team on gens that will make me lose more than 90% of the time.
People don't like him so they say hes bad. It has nothing to do with actual skill, they just don't like him because he points out blatant obvious issues in the game, and it just so happens most of them are in favor of survivors over killer.
"Good Killer" translates to killer mains who play in a way I agree with. Killer mains who think SWF is okay and not an issue, and that 2 kill 2 escape is balanced.
April 2020 developer update. Tile tweaks and window logic.
PC player. Yes, those killers are still decent, but the power was drastically changed, while the survivor meta was left untouched.
What happens when you get a sabo squad that's also fast on gens? Three on gens, one good looper, you catch the looper and his teammates are in the area, ready to save? I'm seriously starting to think the entirety of the top survivors live on Sao Paulo, Korea, and Russia. The rest of the world just deals with bad survivors and thinks everyone has them.
Number one all those killers are fine except legion he needs a buff and a rework.
Survivor doesnt need any major nerds they have been getting nerfed since patch 2.0. Vaults were never "buffed" they were fixed. They never added long walls its rng based they never mentioned tweaking its spawn rate.
They made maps significantly smaller and yet you ask for more if they were any smaller the killer would be able to get across the map way to quickly and gen protector builds would become meta. The game would get boring and stale quickly.
Sabo is weak prepping hooks is still and will be better.
the reason people do this is because they would make a mistake and im assuming its that one tru3 vid where he stayed at shack for three mins then said gen times were unfair
Fine is a relative term. I'm not sure a top nurse can beat a top swf any more. I know a top billy or freddy can't.
Fixed and buffed are semantics, it's still a huge advantage for survivors. They mention in those notes that they cant list every change, but those maps that got tile tweaks are the ones that love to spawn long walls now.
They made a couple of maps smaller, crap like mothers dwelling, ormond, azarovs, and rotten fields are still massive.
God forbid a killer can cross a map in time to pressure a gen. What would the survivors do if they couldn't wrap up a match in 4 minutes? Oh, maybe use the insanely overpowered meta and 15 safe pallets per map to actually engage with the killer
A top nurse can still beat top swf. A freddy can too actually. A too swf always had the advantage and billy while being good in the right hands falls short.
Even with these so called "buffed" vault I still take steps and get hit. Hit validation did nothing neither did fixing momentum. The maps they listed sure they spawned long walls but most maps only have like 1-2 jungle gyms at max only one I see have more than 4 is blood lodge.
The maps still can not be too small any experienced killer knows a gen protector build would become metanand too easy to use and win.
I never said I want the killer not to he able to pressure gens maps still shouldn't be extremely small.
You should put your killer agenda aside nobody wants 4 minute games.id say on average you get 10-11 pallet spawns per game. I actually had a 6 pallet game on azarovs resting place it was so bad a double pallet spawned.
The mwtq isnt "op" it discourages too ways to play. Even then you can still do both of them as they are 1 time uses.
And I can swing with the survivor still in the vault animation and hit wall. If it takes half of a solo gen just to cross the map, the map is too big.
Do you want to know how many 4-6 minute games I've had this week alone? 4, and I only play about 4 games a day, so about 1/3rd of my games are gen rushers. So yeah, quite a few people want 4 minute games.
I broke 13 pallets on lerys and saw at least 3 more. There's usually 4 per corner on a coldwin map, usually jungle gym into cow tree, into shack, into jungle gym.
The meta is absolutely overpowered. Dead hard for distance saves 4 downs per match in average in my games. Ds and unbreakable deny 2 downs for each player. I need to start filming these matches for you people, see what you have to say with actual video evidence of how broken this game is.
Pump gen times up to 120 seconds and you could do actually more. Pressing M1 is really hard stuff.
Nowhere do I see that they made tiles stronger. The point of that patch was to make them weaker and more fair. You can ask a dev if you still want to believe the stuff you're saying.
I never got a sabo squad that's fast on gens. It means that 1 person is looping and 1-2 people are trying to sabo for the save. That's not 3 people on gens all the time. Here's a recent game of mine to prove that I'm not talking out of my ass. They got a few saves with sabo but it wasn't worth it when they all died with 2 gens left.
That's an exaggeration heavy exaggeration. I want video proof. If you are gonna record your game you better be good or I'm gonna call put mistakes you make. You should not be able to cross the whole map in 15-20 seconds that's unrealistic and shouldn't be the standard. It would make getting pressure too easy.
If you only play 4 games a day then I cant help you play more and you would see. If you are having consistent short games it's you. You have to pressure get downs. You dont consistently get gen rushed. Did you consider you were the problem?
Lerys has a bunch of pallets alot of which you can side step for easy downs. 16 is also the max pallet spawn if you didnt know. 4 per corner seems exaggerated especially with how pallet spacing works.
The meta is stale not op. Dead Harding for distance is optimal play it extends the loop an extra 10 seconds. If you ar being denied downs by DS and unbreakable that means you are tunneling and slugging for no reason.
Once again please record your games and show us.
I've been playing 4 games lately, because I got burned out. I'm currently rank 2, so not some green rank chucklehead that's complaining.
There was one game where the genrush was my fault. The others... well, I am constantly in chase, downing survivors in under a minute, breaking off to pressure gens, and they're still done in 5 minutes, it's a problem.
Yeah, I will clear some room on my ssd and start recording. Cant wait to hear the "bruh, you're playing wraith/clown/deathslinger/bubba, i cant believe you have the audacity to expect the game to last for than 6 minutes, git gud and learn to pressure 4 head:.
I never thought you were bad at the game or an inexperienced player I did however not want you to be inexperienced and make anton of mistakes and blame survivors.
Alright I do agree sometimes gens go fast I actually seen a tru3 video where he had short chases and had lost many gens. For this I can say tun corrupt it's a good perk. That's why I'm excited for start game collapse you have time for early gen pressure and that's really good.
Bubba is really good now you can 4k with him you might want to improve but the others get gen rushed heavily so corrupt ok them would not be a problem. But I'll wait to see your gameplay before making any big assumptions.
It's true that that survivors will nit pick top tier streamer players making one slight mistake by colliding for the most minimal 0.1 seconds against a hidden bush object or something and then declare that's why the killer deserved to get gen rushed and should play better.
But the dev have been working on all the issues you bought up.
Maps have been made smaller. Loops reduced. More windows boarded up to stop infinites or easy looping. Killers with anti-looping potential such as Death Slinger and PH are also examples of the reaction to this. The devs are listening.
The major problem is that SWF is busted and can't be balanced around and the idea of making the average solo also SWF tier is not fun. No one finds swf fun. They need to go, not rise everyone else to the absolute horrible experience that it is playing with them. The second problem is that the maps are empty and the game becomes very monotonous very fast if you don't have half of the major cast strongest perks unlocked. This is also true for survivors, looping shouldn't of ever become meta. There should of been other stuff on the map that made them have better choices and interesting chases such as more stuff for them to hide in or interact with, but because vaults and pallets are both their bread adn butter...as well as all they got. It would be insane for them to not build their entire game around time wasting with them.
The EGC does nothing. It's just a T-bag timer really.
And the offerings are virtually worthless for killer while survivors can get some uses out of offerings. A killer wants control over the flow of the game more-which is why egc was so loved when it was announced. It was potentially a period in the game where time cuold be on their side but then the 99% issue rose up and now survivor control that too- almost all killer offerings don't do anything to give them control of the match in anyway. If anything some of them are detrimental....split up survivors so they can hammer 4 gens are once....why...get rid of a chest...what for...so they have more reason to do nothing but gen rush?
This is also true for survivor. Most offerings aren't good unless they stack them as swf but at leat some of them can sort of make sense-like mist increase so they can hide better-
The game got issues, sure, the map sizes and time wasting were actually being tackled. Killer is probably the best it's ever been besides from some lack luster, severely underpowered perks for the last few killers and a criminally underpowered hex system-although in this upcoming chapter it looks like they might be finally putting some decent hexes in the pool.
My personal contention with this game is that when a killer is beat by quick gens, all survivors needed to do was hold M1. Sure you can point at the killer and say they made a mistake here or there, but ultimately it boils down to survivors held 1 button while the killer made mistakes actually trying to outplay an opponent with a fairly substantial amount of resources to stop the killer.
When I win as survivor it barely feels like I outplay the killer and when I play killer in a match where gens fly even though I have fast chases, it doesn't feel like the survivors outplayed me. And it's very frustrating to feel you have to outplay people consistently so quickly over and over again, when the other side is sitting there holding a button and sometimes getting "are you awake" checks. SWF just exacerbates the problem because killers owe a lot of their momentum and pressure to lack of coordination between survivors.
I don't even know if the speed at which things can go down is even the real problem...In Overwatch rounds can sometimes be finished in like 2 minutes or less if a team just wipes the other... but the winning team needed to majorly outplay the other. I believe this is actually the reason why you see less posts about killers wiping the floor with survivors in 3 minutes. The killer needed to individually outplay every survivor in the match while managing them all in order to achieve this. Even so, I wouldn't be opposed to a killer's ability to down a team quickly to be toned down if the survivor's objective is made slower.
However, I would much prefer the survivor's objective to be made less safe (meaning they are more likely to interact with the killer), and more difficult (meaning they'd need to put in more effort for their win instead of just holding M1), instead of just making their objective take longer.
It would be a massively different experience if the survivor's objective required them to do something more demanding under pressure. Right now the only thing that is demanding in any way is chases, and even then survivors want killers that give them harder chases to be nerfed...cuz having the easier main objective isn't enough, they need the easier chases too...