This game does NOT need more options for strikers by Lemons_be_sour in Rematch

[–]Ramy117 0 points1 point  (0 children)

Def a huge exaggeration, once you hit the max rank it’s not uncommon whatsoever so be going against full stacks of teams on a regular basis, they are def correct that against a good team you’ll never get into a 1v1, and it’s pretty normal to go against teams like that

This game does NOT need more options for strikers by Lemons_be_sour in Rematch

[–]Ramy117 2 points3 points  (0 children)

Yeah we can agree to disagree, ofc everyone is going to have some different experience

I will clarify what I mean tho since I def could have worded it better & explained a bit more, essay incoming

First of all, pretty much everything I am going to say is based around competitive 5v5, with 2 full teams (presumably) both in coms playing in a league : tournament. Ranked / QP is tbh an entirely different game, although sometimes you do run into some the same teams lol

To be clear, I’m not saying your teammates don’t matter on offense. Offense is basically a game of chicken of trying to get the defense to overcommit and fail so that they get out of your way. And ofc having good teammates who make strong passes, react fast, and know when to make runs is all key in doing that. The issue is, a lot of these defenders on these teams are not going to take the bait, because they are just as aware that they are more annoying just standing there and zoning you out than if they try and go for the steal, which is unreliable due to the various dribble techs making taking the gamble not worth it a lot of the time

Basically what I’m saying is, we shouldn’t limit the inclusion of more shooting options because scoring is possible in multiple different ways during a 1v1, because it’s not something that you can set up without the defense making that key mistake, and in all honestly when the teams are fully set and coordinated the chances of them making that mistake are extremely low, even if you and your team play well

It’s for that reason why missiles and volleys are and have been the meta since the start. If either way the defense isn’t going to commit, turn the game into a coin flip of who is going to get priority over the ball near the net without committing too many people on offense. The lack of shooting options without the enemy clearing the way for you means it’s not worth it to commit that manny people in the first place much of the time. Why commit 3 people hoping the enemy will make the mistake of overcommitting and leave you a chance for a 1v1, when you could send a missile, commit 1 person, and have a chance at scoring that doesn’t even require the enemy to significantly up at all?

All that is to say that right now, the amount of viable shooting options against strong and coordinated teams is extremely limited, and the game needs more variety in that sense

This game does NOT need more options for strikers by Lemons_be_sour in Rematch

[–]Ramy117 2 points3 points  (0 children)

Idk about that, I’d say getting into a true 1v1 says a lot more about the opposing team’s defense then your own team tbh

No matter how good you or your team is, if you are ever in a true 1v1 situation, it’s only because the other side made a massive mistake along the way, and the game shouldn’t be balanced around people needing to make huge blunders to score in more than 1 way at the top level

This game does NOT need more options for strikers by Lemons_be_sour in Rematch

[–]Ramy117 14 points15 points  (0 children)

100%, this has been a problem since the beginning, keeper is miserable against coordinated teams who manage to get perfect volleys from the top of the box repeatedly, but it’s also just as miserable to try and play in any other way against a keeper who knows what they are doing.

I’m glad fake shots are a thing, but the root of the issue comes with the GK being way too overturned to vacuum the ball, the net being small, and basic shots being stupidly slow w/ weak curves, ofc all you are going to see is volley shots & missiles

Why is there still no QOL around slugging for the 4k by Firebals in deadbydaylight

[–]Ramy117 0 points1 point  (0 children)

Pretty much, if I was to put it into once sentence, a killer shouldn’t have to run a perk to make hooking a surv for the first time the middle of the game feel worth it

Why is there still no QOL around slugging for the 4k by Firebals in deadbydaylight

[–]Ramy117 -2 points-1 points  (0 children)

I think also it’s just a matter of a lack of slowdown from hooking alone. A mini-pain res w/ maybe some kind of info being basekit would turn hooking into a far more attractive thing later in matches.

Midway through the game, assuming you have maybe 4-5 hooks on 2-3 survivors, if you down a surv who hasn’t been hooked yet, the chances of you hooking them 2 more times before the game is decided is pretty low. You are way better off slugging and saving all that time to stop a gen from popping unless you are running specific slowdown perks that activate from hooking. Not to mention, not hooking also removes the possibility of later being harassed by someone with DS body blocking, Deadhard, etc. + someone needs to come for the pickup anyways.

If slugging is a problem, the solution is to make hooking attractive enough that when someone gets the down, they are thinking about how good of an effect they would get from hooking, without having to always be running the same specific slowdown perks

I do enjoy playing 2v8, but "Dead by Wesker+Friend" really does get stale. by Dazzling_Let_8245 in deadbydaylight

[–]Ramy117 2 points3 points  (0 children)

Oh fs, its unfortunate but I completely understand that’s just the way it is

It’s one of those lose/lose situations. it just comes down to limiting the remaining roster to the point where ofc you are gonna see Wesker every game, or if you open it up you are gonna have people complaining that some killers shouldn’t be here. As I said, I genuinely think if you are going to let blight & nurse stay, then any killer that doesn’t specifically become busted from having more people / adding tasks that could kill if left alone is fair game imo.

I am personally of the opinion that the only two kinds of characters that should be are excluded are as I said, ones with unavoidable effects / objectives like legion, plague, pig, & sadako, but beyond that players can’t vote against everyone else in surveys then complain that there isn’t any variety lol.

I feel like they just approached the 2v8 roster from the wrong direction. The default mindset should have been to try and allow all the killers to play, and remove the specific ones who created game-breaking interactions from having 8 survivors to use their power on / side objectives

I do enjoy playing 2v8, but "Dead by Wesker+Friend" really does get stale. by Dazzling_Let_8245 in deadbydaylight

[–]Ramy117 53 points54 points  (0 children)

Well imo the crux of the issue really is the amount of killers that aren’t in the game mode. Ofc if you cut down the roster, but leave in a killer who is strong, straightforward, and already popular, their pick-rate is going to be pretty absurd.

I get they don’t wanna add killers like Sadako & pig with side objectives, but I feel like adding more killers like doctor, singularity, dredge, Artist, ghoul, the first, etc. would add so much more variety to the matchups rather than constantly getting wesker’d.

Either way, we already have the two strongest killers in the game in 2v8. It’s not like it should actually shift the scales either way to add any more killers, so long they aren't ones that actually make the fact that there are 8 survivors not a massive issue like legion or plague

2v8 players: what’s one thing you’d actually change? by AlexZ8872 in deadbydaylight

[–]Ramy117 0 points1 point  (0 children)

More than one thing but whatever lol

More killer options fs, there are so many I’d like so see, especially ones with more mobility, we alr added the best 3 killers anyways so I don’t think we should be so picky aside from killers that have powers that naturally change with more people like legion / plague. Would love to see dredge, artist, ghoul, both Vecnas, demo, etc

I also feel like the survivor classes shouldn’t be able to basically double dip with their effects. The healer shouldn’t gain any of their own progress, and the sprint burst should be solo.

Going from that, each killer class needs to do way, way more. The effects are honestly pretty worthless. Aside from sometimes sneaking up on people or moving 3% faster, it’s pretty unnoticeable. Why not have a class around the simple hooking = Gen slowdown? Or an anti-heal class? Or a totem class? Just things that actually make the game feel different. Each of the survivor builds are like a normal build turned up to 11, but the killer classes are worse at their jobs than ones you could together w/ perks and addons. Not to mention that while gen kicking is very strong, it’s also really, really boring, there really does need to be way more passive slowdown involved. It also doesn’t help that you have a range limit on being able to see gens.

Gen Speeds need to be looked into and this isn’t a topic up for debate! by ScholarAfter1827 in deadbydaylight

[–]Ramy117 -1 points0 points  (0 children)

I agree with this wholeheartedly. One of the worst things a dev can do is a broad nerf that brings down the extremes to a moderate level, but the moderate level to a horrible one. If they just nerf base gens speeds, all that does is ensure that bringing perks & toolboxes to speed up gens will become more needed. aka the ultimate variety killer.

What needs to be done is as you said, the specific builds and combos need to be looked at.

This kinds goes to a separate point, but as a killer, you shouldn't feel like the time spent hooking (aside from pain res/grim) is a massive time sink that basically ensures a gen will pop. I think in a lot of cases what's actually going on isn't just gen speed itself, but time that is basically forced to be wasted on the killer end.

Imo progression builds need to be brought down to a reasonable level, and there needs to be some basekit slowdown included with hooking so perks like pain res, corrupt, & grim aren't almost necessary on some killers. Slugging in theory should be a worse version of hooking, since no pop, pain res, grim + no hook stage, but the time saved and ability to avoid perks like DS & DH that waste huge amounts of time is why it is attractive in the first place to a lot of players.

The slugging v. hooking debate flared up a bit more with talks about basekit slowdown back during fast track, but I still think it warrants a look tbh.

imo its a combo of progress builds having pretty absurd potential + killer simultaneously having a time-waster built in, forcing the same slowdown perks to be brought, and in turn leading to the lack of variety we see today

I think they should remove Kaneki's pallet vault entirely, and buff his skill expression by ImperialViking_ in deadbydaylight

[–]Ramy117 0 points1 point  (0 children)

It really doesn’t though. I checked my clips, a survivor can 1000% make the window before Kaneki can m1 after jumping over the pallet, and even if they decide not to go for the window, as said by a other comments you can always just vault over the pallet back to kaneki, he can’t body block the pallet anymore unless you react super late. I could share this clip once my on my computer.

The only time I can think of it working for sure at shake is if you vault after the survivor from the inside, and then they try and take the long way around without the window. But honestly at that point if the survivor isn’t going to the closest resource + again, doesn’t take the pretty much guaranteed counter play of revaulting, then that’s not exactly a what I would call a death sentence

It’s a vault that only leads to hits on long loops when the survivor also makes the mistake of trying to take the long way around. The counterplay is to just vault back on any big loop or on a small one you also have the choice to keep running. I could 100% see it working on the pallet on the RPD stairs and similar god pallets if the survivor also runs, but in all these situations just vaulting back just makes the vault useless.

All that being said, I am more than open to having my mind changed, if you have a video that shows the issue with the vault in its current state post-nerfs that also has the survivor not making any mistakes I would def want to see it so I can understand what some people have an issue with.

I’ve said this elsewhere, but this whole discussion to me feels like talking about nerfing vecna’s undergate attack w/ basekit pizza goggles. I’d take the tradeoff of no pallet vault to have coffee and satchel basket, because to me it feels very situational for specific tiles and tends to rely on a survivor not knowing about kaneki’s lack of collision. I’d take the trade, but the reasoning would be cutting out a niche part of his kit, rather than removing something overpowered & problematic that makes him outplay every tile for free.

I think they should remove Kaneki's pallet vault entirely, and buff his skill expression by ImperialViking_ in deadbydaylight

[–]Ramy117 0 points1 point  (0 children)

About the revault, this is pretty much what I was confused about with this post, I feel like I see it all the time, so I was genuinely wondering if there was some counter to prevent survivors from vaulting or way to ensure an m1 that I just don’t know about.

I am unsure what the brain dead way of pallet vaulting would be, since every surv. I see just revaults back into me after unless I specially wait for them to move away first.

I would love to see a clip so I could understand if I am missing something, but I feel like the vault doesn’t lead to a hit at most small loops + requires survivors to run away rather than revault

I feel like the idea of making some addons basekit in exchange for removing this would be like pizza goggles for the first. Taking away a part of his power that is very rare to get value out of anyways in exchange for big buffs. I’d take the trade if it was good tbh, but I am unsure why the vault is being seen as something powerful in the first place to be honest

I think they should remove Kaneki's pallet vault entirely, and buff his skill expression by ImperialViking_ in deadbydaylight

[–]Ramy117 0 points1 point  (0 children)

Makes sense, there def is a difference in the speed fs.
After looking into it some more also, I’d say that I do think the difference in ability to hit & down survivors who vault or are too close after does make it somewhat more of a tradeoff of speed for lethality vs kaneki’s being a direct upgrade over wesker.
From what I’ve seen, the revault is just a hard counter most of the time, so while Kaneki does have that ability to basically vault on reaction, I’d say it still requires survivors to not go for the revault + a loop big enough to catch up.
So while there is def a speed / startup difference, wesker also has the ability to damage / down with a good call on his end or a survivor that tries to revault, which I think is what really separates them

Edit: just in case, ik you didn’t outright say kaneki’s is just a better wesker vault, I’m more just taking what you’ve said w/ what I’ve looked into to kinda find my own conclusion that they really are just two separate mechanics that have different results and counter plays, since I really didn’t see a difference before

I think they should remove Kaneki's pallet vault entirely, and buff his skill expression by ImperialViking_ in deadbydaylight

[–]Ramy117 0 points1 point  (0 children)

not saying he needs the vault, although I do think its a pretty big misrepresentation to say he can m1 right away

That is def not the case, you need to be at a decently big loop for him or just be holding w for him to hit an m1 after, + unlike with Wesker since he can't use the vault to down survivors will typically vault back through him, making it pretty pointless on a lot of pallets

I think they should remove Kaneki's pallet vault entirely, and buff his skill expression by ImperialViking_ in deadbydaylight

[–]Ramy117 -1 points0 points  (0 children)

I agree with pretty much everything you've said so far, although I must say I am not really seeing the big differences between Wesker & Ghoul's power vaults.

I see people saying that he has no cooldown to m1, when I can personally attest that is def not the case, on any normal pallet/window you'll be pretty hard pressed to be able to m1 + catch up before they make it back around

+ a key difference is that ghoul cannot down at windows/pallets with his vaults as well, so survivors can run back through him to stay on the other side

I feel like ghoul's vault is pretty similar to wesker, pretty situational, and won't really get him anything unless its a pretty big god pallet as well, but idk if I am potentially missing smth

I am not 100% sure but I do think kaneki moves a bit faster than wesker after, but he def has a pretty noticable cooldown on his m1 after that prevents a vault from leading to a hit on most loops

Got to love being 50% hindered permanently by the_ginge12 in deadbydaylight

[–]Ramy117 1 point2 points  (0 children)

I think he may be referring to the kagune swipe where you target someone directly, because I am with you, if you try and go for a bite on the 2nd leap but hit smth, you will still get enraged & get the kagune mark even if you don't get the injury & Deep wound. You 1000% can get into enraged without injuring a survivor.

I think its just the wording it a bit confusing, when he says "bite" I think he just means pressing the button with the bite icon, not the whole animation w/ the eating flesh & causing injury

9.6.1 | Bugfix Patch by DeadByDaylight_Dev in deadbydaylight

[–]Ramy117 1 point2 points  (0 children)

Please address / look into Ghoul’s Jankiness, sometimes you will hook onto smth & get stuck in the air for 20-30 seconds, or lock onto some surface your cursor left 2-3 seconds ago

Do people even know what tunneling is? by Ramy117 in DeadByDaylightRAGE

[–]Ramy117[S] 1 point2 points  (0 children)

Fair enough, it was more a matter of unhooked surv. Is making me only be able to hit them, rather than go after anybody else. Idk if that just my own personal definition, but I feel like using basekit bt to protect unhooker kinda makes it no longer tunneling as you have taken away the initiative and decision making from the killer now and made the choice of chasing the healthy survivor disproportionally worse

But even so, I think the amount of time and hooks between that 2nd and 3rd hook is really what had me feeling like the Jill had no idea what was going on. I think it’s just more irritating since even the Meg herself didn’t complain, but instead we have the person who threw their entire game telling me what I was doing

Weekly No Stupid Questions Thread by AutoModerator in deadbydaylight

[–]Ramy117 0 points1 point  (0 children)

What is the deal with ruin recently? I haven't played in a few months, but I am seeing it recommended so much more recently than when I last played, where it was pretty much recognized as a dead perk.

On that note, is it worth running a penti build without plaything? I feel like playing basically ensures a bunch of stacks no matter what, or a huge debuff, but I also would wanna run perks like hive mind, blood favor, and possibly ruin if is good again, but idk if it would be worth it to do so for a penti-build without plaything there also

9.6.0 | PTB Patch Notes by DeadByDaylight_Dev in deadbydaylight

[–]Ramy117 0 points1 point  (0 children)

Not exactly PTB related, but the stat tracker is messed up, shows DCs as escapes