Arcturus
Arcturus
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- Arcturus
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I mean, they have most of this on their stats website. The real question is why can't it be in the game instead of making players look up an external website?
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Still insane lmao
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I only wish I became active here sooner so I could have the pleasure of getting to know more of you all better, including you General. I feel like I had just integrated with the community a month or so ago and now it's going away, it's a real shame. Thank you everyone for making me feel so welcome here
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I'm sad that I only started becoming active here in June. I've met a lot of wonderful people here and have had some of the most thought provoking discussions about this game we're all passionate about. I'm going to miss this community.
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Oh haha, wasn't expecting a shoutout. Being called a content creator is something I haven't experienced before lol. This was my first long form video in ages, the situation just inspired me to make a video on it, I'm glad you enjoyed it <3
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@Idontcareaboutmyname said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119924#Comment_4119924
What other platforms are we talking about? I thought this would be the best place for info to be given to the devs but guess I was wrong ?
It is the best place to have your opinions heard by the devs, on other platforms they're drowned out by all the noise. But they spend more time over there because there's simply more people. Doesn't mean they listen much to them though.
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@DodoSwarm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119869#Comment_4119869
I think it still points to a problem though, I get what you're saying, but half of the votes being a 1 and half of the votes being a 10 is still a problem isn't it because half of the votes hate a design and it's important to understand why. for a design to be healthy for a game a majority of people should like it, but it's also entirely unreasonable to assume BHVR could just magically make every killer likeable… some things are going to be liked more than others of course. it's the fact that so few of them are rated "enjoyable" on either side that points to a problem. many of them have shared survivor and killer opinions too.
Ghoul is below average on both sides, Clown is below average on both sides, twins are below average on both sides, skull merchant, Plague, Myers, Nurse, ETC… if so many of these killers are in such bad enjoyment state then don't players deserve better? I have no problem monetarily supporting a game that shows a real concern for player enjoyment regarding core gameplay…
I also understand that this specific poll was a very small sample size though, when you consider how many people really play DBD, that's why it's very frustrating that BHVR doesn't make their polls public, or really any other meaningful stats.
It's also affecting game balance, a large reason Vigil was just gutted was "because it has an effect on too many things" especially The Clown, and Freddy's killer powers, but neither the clown nor freddy are a compelling experience for people playing as or against them, and the Clown is just pretty much hated by everyone on both sides. if nobody likes them, change them.. I think these polls being public would help push BHVR in a more accurate discussion anyway, if everyone got one vote then the "loudest voices" wouldn't be able to win, it's genuinely a matter of these things are liked or disliked, and that should be public knowledge for a game like this.I get what you mean, although I will say that especially for playing as a killer, every killer has some players that absolutely love them. There are definitely some that need to change, like Ghoul being so abysmally low is something to look into and look at the reasons why, and hopefully amend some of the most frustrating aspects of Ghoul while trying to keep his identity in tact for his players. I definitely don't expect BHVR to rework like every killer that isn't super popular, that isn't realistic and it also isn't realistic to expect that every killer will be liked, but I agree that the bottom outliers should be looked at.
Vigil definitely did need to go though, even if you dislike Clown or Freddy, having your entire power's level of functionality be cut down by a perk is also not fun, and the perk created a balancing nightmare. I do think it got nerfed too hard though.
I also wish we could see the results of these polls we take and stats that BHVR has and barely ever shares (and if they do, it's so little). I wish we could directly vote on things as a community more so the loudest voices (usually content creators) aren't the only ones being heard.
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@DodoSwarm said:
I think it's interesting that the average enjoyment when playing as or against the various killers is sitting at about a 5.2/10.
18/43 killers in this poll were a "below average" experience for survivors, and 16/43 killers in this poll were a "below average" experience for the people playing as them.
You may also note that only about 1/4 of the killers (a little less than that) are considered an above average (slightly enjoyable) experience for survivors to play against (6/10+) and NONE of them are a very enjoyable experience (8/10+).
On the flipside a little less than 1/4 of the killers are considered an above average experience for the killers to play as (again, 6/10+)
and the very highest ranked killer for enjoyment is Jason who is at 6.52/10 (Very close to the Dark Lord who is 6.5)
Neither playing as or against any specific killer reached a "Very Fun" status. to me, this says maybe BHVR should focus on that aspect of the game, general enjoyment instead of perk balance. no matter how perks change if a killers design isn't drawing players who like to play as or even against them, maybe some work should be done to improve those experiences across the board.
I'd like to see this same poll extended to everyone in the DBD community in the form of a title screen poll and for BHVR to publicly release the results.I mean to be fair, I think a lot of that simply has to do with different people finding different things fun. I found opinions even more divided with killers to play as, as everyone has different preferences with their mains. Everybody enjoys different things and dislikes different things, so when you get a mush of all that in one place it kind of all gets squeezed to the middle.
I will say I would love to see the results of that poll from the anniversary that included questions about every killer's enjoyability.
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@NeverSolus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119617#Comment_4119617
Guess I'll retort.
I love me some folks. Granted most the folks I like prolly think I hate them given I argue with them constantly. You'll all be missed you glorious rejects. Ya'll were fun to argue with. Cept for one person. I won't name you, but you know who you are and I hope you stub your soul on a discount lego.@GoodBoyKaru, @GentlemanFridge, @CountOfTheFog @GeneralV @Skittlesthehusky @cogsturning @Arcturus @Crowman @ForTheEntity @HoodedWildKard @jesterkind @LordGlint @LeFennecFox @MechWarrior3 @pidgeon @Rokku_Rorru @Shroompy @Wezqu @Your_Dad_Playing_DbD @YamamuraVideoRentals @zonkednb
Even though it seems like I can hardly ever agree with you (lmao) it's been great, thanks <3
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Whether I heavily disagree, completely agree, or somewhat in-between with the takes of these people, @cogsturning @HoodedWildKard @NeverSolus @Nazzzak @DodoSwarm @Rokku_Rorru @zonkednb and @Aven_Fallen to name a few, it has been a great time reading your posts and comments, debating and interacting with you. I only properly became active on the forum in the last several months, and I'm sad to see this new home go, but thank you for indulging with me in my stupid thoughts
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@100PercentBPMain said:
heaven forbid that killers want to actually put survivors into the Injured state. I could say that survivors who use Finesse+Lithe are coddled too.
I don't even know how those are remotely the same. One is base kit and one is perks. One is pretty much a guaranteed free hit, while the other has the possibility of delaying a hit. Any killer can injure a survivor, Ghoul can just do it with no thought, effort, or skill.
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@DodoSwarm said:
what's crazy is that his design is so frustrating that most of the hate gets pushed onto his hitscan auto-deep wounds but everything about him is obscenely obnoxious, he falls under most of the negative feedback categories from a survivor standpoint: Dashslop, Extreme Mobility, Free Hit, Annoying Audio, and a general design that empowers the most disliked strategy in the game, tunneling.
I think largely the Ghoul represents a problem in BHVRs design choices that seems to get worse which is not considering survivor enjoyment when facing against a killer, and that should be kind of a big focus… obviously how good a killer feels to play is the biggest thing but what good is that for the game when everyone hates dealing with them?
I mean Kaneki actually has nothing interesting or unique about him at all, he's got an overloaded kit, and is remarkably easy to play well and checks most of the boxes killers look for "Fast, chase pressure, easy to pick up, versatile in perk build options, etc" BUT he's soulless, he feels equally bland, there's actually nothing to him, he's just "anime guy" that laughs maniacally and jumps around… IDK why killers with genuine character and individuality seem to be in very short supply…Yeah honestly the only killer I enjoy going up against out of the last 6 killer releases is Springtrap. I think between the killer designs and the patches that have been releasing in the past half a year, it really seems BHVR has been prioritizing the killer’s experience and the survivor experience is an afterthought.
I will say, Ghoul’s kit is actually pretty simple when you think about it, which is the one thing I can appreciate about it. However, there’s just so much that he can do that’s just plain frustrating or feels cheap. I’m about to finish up the data roundup from the poll I made a while ago (it took way longer than I thought it would and it made it hard to motivate myself to get it done) and Ghoul was the bottom most killer to play against.
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I suggested these same changes alongside some addons becoming basekit, although I think one thing that needs to happen for both sides is the reveal mechanic needs to be more consistent. On the survivor end you can be staring straight at Ghost Face and not reveal him at all, and on Ghost Face's end sometimes you get revealed while you're practically completely covered by obstacles.
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@MrBuffalo said:
This might be something to also think about. When they made maps smaller some time ago they didnt have as many high mobility killers like they do now. And now as a result of this change high mobility killers get around so quickly and back on top of you so quickly.
I'd rather map size changed depending on the killer. Id rather not flat out nerf killers if it can be helped.
I think it would actually be better (and also easier) if map sizes were much more consistent, as it would make killers way easier to balance. Henry for example is insanely oppressive on smaller maps but probably B tier on large maps. Certain killers benefit way more from certain map sizes, and if they were all somewhat consistent in size then it would be a lot easier to balance them.
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@HoodedWildKard said:
Tbh my issue with ghoul isn't the free hit. It's irritating sure but if he was pure m1 he'd be just as bad as legion. Problem with ghoul is the cooldown after his leap is so short. Once you're injured all he needs to do is jump at you, cancel the second leap and unless you're right on top of a pallet or quick vault you're going to get downed. Even legions feral frenzy cooldown gives you a chance when it's used just for catchup, unless you're in a proper deadzone.
Fair, his ability to literally appear right on top of you can feel so cheap sometimes. I just think in general it is way too easy to get value out of his power for such a strong killer. I picked him up in 2 games and already felt like I was decent with his power, even though at first look it seems like he might be really difficult to play. Out of the other top killers, I had to put more effort into getting good with Blight, Billy, even Nurse and Dracula than him.
Like I said in the original post, there are some insane things people can do with Ghoul, using geometry and "leap logic" as opposed to bounce logic similar to Blight to appear on top of survivors or do a crazy pallet block, but 99/100 Ghouls never learn to do that because they don't need to. The amount of p100 Ghouls I've run into that are hardly any better at the killer than me (someone who has played like 5 games total of Ghoul) is uncountable.
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@Brimstoneslinger said:
With legion you could potentially get 4 injuries+1 down while ghoul ability give you 1 hit and then you immediately become m1 killer with minor zoning potential, hope that helps
You say that, but getting a quad Frenzy chain is not very common, and at any point Legion's power could either run out or be ended by getting stunned. In addition, after the first hit, Legion becomes a pure M1 killer, his power only really being useful to occasionally bodyblock a pallet. Ghoul retains his insane map mobility and has the ability to catch up to you in no time when you inevitably have to find another resource to rotate too, and he is not nearly as slowed down when canceling his power.
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@Idontcareaboutmyname said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119070#Comment_4119070
It's reassuring to know we're being heard, I don't know how this site works that much in terms of what gets sent to the devs so, I hope you've read My replies too on the Premonition perk, thank u, also just assuming if this is the best place for dbd opinions to be heard or not
From my understanding, posts in categories with "Feedback" in the name are the ones that have a chance to be read by the community managers and relayed to the dev team, more so in a PTB Feedback category like this one. If you post it anywhere else there's still a chance Mandy or Balrog will see it and leave a comment, but the Feedback categories are specifically for Feedback you'd like to see in the game.
That being said, I'm not sure how many posts the team reads and obviously they're probably very selective with what they pass on to the devs, and posts in the Feedback categories are just as much community discussions as ones posted in General Discussions. I'm glad to know my post got read though, especially considering it didn't get much traction (which usually is the case for super long posts like this one).
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I'm hoping that after the graphical overhaul, since the Switch 1 will definitely be incapable of handling the game, that they make a release for the Switch 2. At the very least though, the game should remain playable until then, which is sometime next year.
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@Withered8 said:
So your argument is we need more 50/50s, and that we should nerf one of the most skilled killers in the game who's already been pretty gutted?
Uh, you think Blight has been gutted? Certainly Blight takes skill to be good at, but he's also pretty universally recognized as one of the top 5 strongest killers in the game, usually still being ranked number 2 behind Nurse despite his nerfs. 4.4m/s and 2 tokens of cooldown on pallet breaks does make a difference, but his power (especially with double speed) is still incredibly oppressive and that has not changed at all. 2 tokens lost at a pallet break means it delays his rush by 4s, which isn't really than much when you consider he'll catch up to you in no time at all. That tier of killer does need nerfs, just like weaker killers need buffs.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119089#Comment_4119089
Well, rework to maps may become handy in the end.
Maps as a whole need to be balanced better and I think that would help the health of the game, although I'm not sure that would help lost new players much. Most people don't have hundreds or more likely thousands of hours to memorize pallet spawns, so the only thing I can think of to help them with the maps themselves is to make pallet and window spawns extremely consistent, however I feel that that eliminates some of the skill expression in the game while also making the game feel more stagnant.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/472505/overall-thoughts-on-the-ptb
Fair. I think WOO bandaiding solo q isn't issue of the perk itself. I do understand that if you have no knowledge (where the rng spawned the pallets and what been used) you can literally run into deadzone and die in matter of seconds. But that's issue of the RNG and lack of solo q informations. While I love the comm circle it's still not enough to gap team on comms and solo q, I can see this wheel to be used only for "Damn!" meme. If you play survivor you know that pallets even on indoor maps don't always spawn and while chaining pallets together simply by perk is equally as skillfull as having nowhere to hide or noed, it still causes frustration on the bottom roaster who can't deal with them. I believe that nerf of WOO will have much higher impact on the game than STB or BT rework themselves. Maybe Any Means Neccessary might see some more use as it pimpoints where the chase happens and what pallets been used.
I agree that the WoO change will probably have a bigger impact on the game than even StB's change, but I think for different reasons. At high level of play, it might make absolutely no difference since survivors are capable of learning pallet spawns and planning routes, but at lower levels of play I think we'll see kill rates skyrocket. Inexperienced or casual killers don't have to know where every pallet is on the map, they can just focus on running behind the survivor and reacting to where they go next. Inexperienced or casual survivors without WoO will only have what they've been taught from the tutorial to go off of, which is drop the nearest pallet immediately and run with no clear direction. Ironically because of that, FMA won't be a good replacement either because it will immediately be in cooldown as soon as they're chased. An info perk that gives killers aura reading on survivors will be useful no matter the level of play.
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@random1543 said:
https://forums.bhvr.com/dead-by-daylight/discussion/472505/overall-thoughts-on-the-ptb
I wanna call out your suggested STB as its the perk im the most passionate about its change being horrible in PTB
I do like the changes you describe but worry that is too restrictive to have perk go away when 3 people have one hook , Maybe everyone on 1 hook then it disables? most users are not using STB until the second hook state,
I regularly use when hook states something like 2-1-1-0 and im one of the 1 hook people because I feel like i can loop better and take chase better then that person who is on hook. its kinda like "you want pressure, you gotta chase me" (very match dependent but can vibe when killer wants the pressure and will go for unhooked)
I always thought best way to change would be if you used STB you cannot be STB by someone else. that way killer is able to get pressure from the person who just used it without the worry of it being shuffled and limits swf use as they wont be able to shuffle second stage hook between everyone anymore.
I also think it fits with theme of perk, we shouldn't be shuffling around the burden if you shoulder it you shoulder it.
I love using this perk to help soloq team mates who are struggling in chase and legit "shoulder their burden" even tho its not a new player perk like windows, Ive been able to use alot in soloq to I feel like match for that person who is not as experienced match feel a lil better,
so for me it goes into bucket of "less ways to help and support struggling / new players" when they have changes they can do that can address the pressure and hook shuffling esspically that can happen in a SWF while not gutting the perk but they went with gutting it.I understand where you're coming from, but the current nerf to StB is way more restrictive than my proposed change, especially because most people do not choose to use StB when they already have a hook since either way someone will be death hook. The only time that's decently common is in coordinated SWFs when they want to take advantage of / make use of a certain teammate's perks. In 2-1-1-0 scenarios, StB is problematic when used to spread all hooks evenly because it is punishing a killer that is not hard tunneling and could need a survivor out at that point in the game.
StB purpose is supposed to be countering tunneling, ideally countering hard tunneling. The current PTB version not only severely weakens the perk by limiting it to one use overall (which also is awful for solo queue, where you have no idea if someone else is bringing the same perk), but also makes the user so incredibly vulnerable that it weakens the effect even more and punishes the survivor for trying to help a teammate who is presumably being tunneled. Ironically, StB can still be used in a 2-1-1-0 scenario to evenly spread all hooks.
In the case of my proposition, StB remains strong being able to be used up to 2 times in a match if one teammate is being very hard tunneled (which is literally it's purpose) while deactivating at a point where either it has caused a significant delay in the tunnel or the killer clearly is not hard tunneling, as they have 2 other survivors with hooks. The punishment also isn't nearly as harsh, although you still will be more obviously vulnerable and need to heal after 60s. But hey, if you're in a scenario where you have 1 hook and a teammate has 2, you can still do what you use StB for then and take chase for the teammate.
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I'm hoping it gets retired. As it was before it was incredibly unhealthy because in a squad you could almost guarantee a self unhook, requiring zero downtime for unhooking, and it actively punished the killers for hooking.
Now that Slippery Meat is changing to a much healthier design (that is also more useful to new players as a common perk) it pretty much has no use. Some people might still bring Luck offerings just in case they need a bit higher chance to kobe, but the majority of people that bring them only do so to ragequit and go next while dodging the DC penalty.
I think at this point they're just unhealthy and should be removed, and Up the Ante needs a reworked effect since it's basically useless now.
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@Mandy said:
Thank you for writing such a detailed post, you've raised some really interesting points and for sure will be sharing this with our Design team!
Of course, I'd love to see this patch be an even more positive change for the game, thank you for taking the time to read my [stupidly long] post!
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Sauna Rock is not much of an issue anymore, as it's low enough that you can walk it off during chase. If you have SB, you can also use SB before you get the exhaustion because it applies on him jumpscaring you, not when the teleport animation starts. Of course, that's assuming you don't get stuck on the gen because of Deputy's Badge, which unironically might be one of the most busted addons in the game.
Having one addon give you super consistent slowdown (unlike something like Ghost Face Driver's License or Judgment's Pain Res-esk addon) at all times while also doubling as a way to either cause survivors to blow up a gen and lose even more progress (which doesn't count as a regression event) or force them to stay while you close the distance is insane. People already hate addons that are basically 5th perks, this addon is arguably a 5th and 6th perk combined.
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@Doctor_Xenomorph said:
I may be one of the few people who believe this - but STBFL + Dark arrogance is actually a non-broken combo. Yes it does offer a 52.5% faster recovery - but that is ONLY a single second. Honestly - I'd be in favor or buffing/reworking STBFL to go from 5% for 6/7/8 tokens to 5/6/7% for 8 tokens.
Even then - the cooldown would not honestly change that much (about a 1/4 of a second). If paired Dark Arrogance then that would then be about a 1 second cooldown, but at that point, you are dedicating 2 perks for M1 recovery that could otherwise be used for gen defense or for zoning (IE bamboozle, pain res, pop goes weasel, light borne, etc)
As @esarraf said, that single second already makes an insane difference on certain killers. STBFL alone is already very powerful at 8 stacks after it got buffed to 5% per stack, but 7%?? We're sat here concerned about 52.5% recovery from two perks combined, how would it possibly be a good idea to make one perk give 56% recovery alone, and with just two perks 68.5%??? With Hinder killers like clown, survivors already barely make any distance at all after getting hit, but even that tiny bit of distance would disappear further.
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@T1MEXII said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118856#Comment_4118856
I agree but I'm pretty sure Dark Theory was nerfed to 2% so it is even worse. So MFT and DT would only give 4%, not 5%. So it sucks a lot.
I believe Dark Theory started as 2%, because right now it's 3%. So DT + MFT would be 4.5% AKA still sucks lmao
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Actually I find the current PTB effect for Insidious a bit problematic, it's literally Undetectable on command. Sure it doesn't last too long, but 8s is easily long enough to cover the entire distance of the standard TR (32m), so it is extremely abusable on killers such as Bubba, who can sneak up on survivors and chainsaw them throughout the entire match with no cooldown or prerequisite.
I do like the idea of it being a Lethal for Undetectable though. I think 15s would definitely be too much, but even 5-8s would make a huge difference in stealth builds. I would love to put Security Badge and Insidious on Springtrap and get half a minute of Undetectable every time I use a door. I think +5s of Undetectable is also much less of a balance issue than +2s of aura reading on survivors. But yeah, I'd love if Insidious kept it's current effect of giving Undetectable while standing still, while also extending Undetectable from other sources.
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Personally, at least so far, I think Distressing is alright as is, granted I don't love that higher tier killers with bigger TRs like Ghoul, Blight and Billy can use it best. I feel like if Distressing is an issue we won't be able to tell until it's been around for long enough and people have had plenty of chances to play against it, because in all my survivor matches in the PTB I never encountered once a killer using the perk (in fact, most of the killers weren't using any changed perks at all for some reason).
On the topic of Coulrophobia, I think in general the concept of the perk is that you shouldn't heal in the TR, and because of that I think it's okay that the skill checks are fast, I would just rather they revert the speed back to 50% and make it not apply to downed survivors for a healthier perk that doesn't benefit slugging play styles.
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The haste isn't supposed to be the main buff to the perk, it's just a nice little bonus. The main and sizable buff was decreasing the range, therefore decreasing the area you need to look for a survivor with uncounterable info.
It probably would have been nice if it didn't detect hooked survivors, but if you specifically got the haste near hooked survivors, especially if it was buffed to a higher %, I can easily see that become an issue with proxy camping.
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@Idontcareaboutmyname said:
I'm glad someone else is talking about the Premonition cooldown nerf being bad. All i wanted for ages was just the cooldown to be shorter than 30 seconds. If it goes through to live in this current state i will be very sad and won't use this perk again.
Yeah I mean they labeled it as a rework in the patch notes, but all they effectively did was slightly decrease the range, add a few seconds of aura reading, and then doubled the cooldown. The range change isn't big enough to make a huge difference either way imo, but the 3 seconds of aura reading is not at all worth doubling / adding 30s to the cooldown. The perk already was very niche as is, only useful for alerting you to stealth killers, now it is objectively worse than before. I understand if they don't want to lower the cooldown because they added the aura reading, but I think if we're aiming for people to actually choose to use this perk then putting the cooldown at 20s would be a good way to do that.
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I agree with some of what you're saying, but you completely lost me when you said Friendly Competition is overtuned. There are several other perks that give 10% repair speed, and do not require finishing a gen with someone else just to have the effect on a time limit. I don't know, maybe it's more powerful in comp, but in pubs the nerf in duration was not needed at all and it probably still won't be used all that much.
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A lot of people on the forums, including me, have been asking for 5 chests in every trial for these niche perks and builds. I think it would be a great change for them, and simultaneously BHVR could get rid of all coin addons to remove bloodweb clutter.
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I think Iri Engravings is more powerful than either of Billy's old Engravings addons (although I might be wrong), but I agree that Blight should only have 1 speed increase addon, if he even needs to keep one at all. I feel like even without Rat or Crow, he would definitely still be an A tier killer and maybe be in a healthier spot than now.
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I think that's actually a pretty decent idea, although I was honestly hoping to see a couple perks get haste increases because they said they were focusing on perks hit by Diminished Returns. Hope is obviously fine. Dark Theory is still not good at 3%, they could have afforded at least 4% maybe even 5% since it has such limited range. MFT could also be increased by 1-2% considering it can be fairly difficult to activate. I'd also like to see the same for Power of Two and maybe Blood Pact since they're so niche, but I get that they are higher % so maybe BHVR is concerned with haste stacking still being too powerful if they buff them.
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Wouldn't be an issue if it deactivated off 3 different survivors having hooks instead, then the deactivation condition wouldn't be based off a random solo queue teammate bringing the same perk as you. Plus it would be healthier, as the current fix does nothing to change the most problematic situations where hooks are 2-1-1-0 and then become 1-1-1-1 because of StB.
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@Rokku_Rorru said:
it's probably a sign there is anti slug coming, though IDK why they didnt just do it when anti slug is a thing.
I'll be avoiding any twins matches at all costs solo Q rn because of it.I hope so, but honestly I'm not that optimistic about it. You could say that the reason they are obliterating anti-tunnel perks and making unhook protections weaker is because anti-tunnel is also coming, but realistically I can't be optimistic about that. If they were going to add these, why wouldn't they announce that they're working on them when they can see the community is in discourse because of these issues? Especially when they've been relatively communicative about most upcoming patches and a general idea of what they will contain nowadays.
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Doing a flat increase to Anti-Camp I think would be a mistake, they tried it once and it was much too punishing to killers with objectives or survivors in the area. Personally, I'd like to see the range increased specifically for basement, as you really don't have to be far to camp the hell out of basement.
I'd also like to see more killer powers act like Henry's (although this crosses a bit into anti-tunnel) where they do not allow for double hits or teleporting back to hook nearly as much, and the effect actually LINGERS for a few seconds so the killer can't just wait until right after the unhook.
This is more so just a concept, but I'd also like to see them experiment with almost like an outer ring of Anti-Camp, where there is the normal 16m range, and then maybe another 8m width ring surrounding it for a total of 24m. The outer ring wouldn't contribute to Anti-Camp unless the killer sat in it for say, 20s straight, making it harder for something like a Huntress or a Billy to jus stare at the hook from just outside 16m.
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@sizzlingmario4 said:
Dark Arrogance's new effect is just overtuned in general
Yeah a permanent 5 stacks of STBFL is a bit much, I'd rather it go down 5-10% along with the pallet stun duration downside.
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I've said the same thing for ages, the perk design is supposed to encourage hook spreading, but because you can continue to get value out of it even after tunneling a survivor out, many killers who hard tunnel from 5 gens still use it.
But you know, Windows of Opportunity, which was ironically less popular than Pain Res and is almost unused by experienced players, was too problematic so they had to change that instead.
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I think out of these, I think someone's suggestion of changing "Chasing me" to "Killer's on me" (which would be much more useful and flexible) combined with a location ping that simply said "I'm at X" would be extremely useful and probably cover a lot of different situations. I think "Killer is at X" would also be useful, but may be less of a priority. It could be technically used for toxicity or whatever, but I think a simple "No" would cover a ton of different situations, like not opening a gate, not getting an unhook, etc.
I think possibly the most important though is the ability to say what perk you had. It was one of the most upvoted comments on the original chat wheel announcement, yet they didn't add it. I'd love to comm that I have We'll Make It so the teammate lets me get the save, or Deli so they don't have to unhook me, etc.
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I think Clown would be the most problematic one in chase, as he is the one that can most easily hinder you, hit you, and then the hinder lingers and he catches up immediately with a combination of attack cooldown perks. Like, this video from DStrike is prerty concerning:
https://www.youtube.com/watch?v=1KYvQUFryQkI think another thing is the issue of unhooking, it just got even easier to get an attack cooldown so fast that you can 2 tap a survivor before they're even able to unhook. Not really sure what to do about these perks since individually for the most part they're fine.
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@tjt85 said:
Premonition is a perk I've been using a fair amount recently and I was quite excited to read about the buff. But the 60 second cooldown does seem a bit long for how often it currently triggers in a trial, which risks making it less useful than the current version (even with the extra aura reading) because it may be in cooldown for when you really need it. And if it doesn't reveal the aura of undetectable Killers (I assume it doesn't), it's actually a nerf to the perk because it will now trigger less often.
So I'm not sure how I feel about the "improved" version. I would prefer it to stay as it was or for the cooldown to be 45 seconds (which seems like a fair compromise, as aura reading is a more powerful effect against most of the Killer roster).
Or if we could keep the 30 second cooldown for the audio cue and have the secondary aura read effect remain at 60 seconds, that would be fine too (perhaps the aura element could be token based so that players know which part of the perk is active. That said, maybe that would complicate what's meant to be a simple perk with a simple effect too much).
I believe that even if the killer is Undetectable, you will still receive the notification, you just won't get aura reading. It's almost better info that way, as you can deduce that they are Undetectable nearby and possibly coming at you. I do believe that the cooldown could afford to be much lower though.
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@dbdenjoyer11 said:
Yeah, I forgot to mention that you can also get tokens by getting hooked. My issue is that, in my experience, the games where the Hatch mechanic matters the most are often the games where I'm barely able to get gens done because I'm constantly having to go for unhooks. And if I am able to get gens done, I sometimes haven't been hooked enough to get the 3 tokens.
That happens to me pretty often, so the perk can feel really inconsistent in those matches. I'll feel like I did a huge amount for my team, end up being the last survivor alive, and then still can't use the Hatch mechanic because I wasn't able to build enough tokens.
There's also the situation I mentioned where I'll repair a significant portion of a gen but get chased off of it, or I have to leave it to go get an unhook because nobody else is doing it, and then another survivor finishes the gen. They get the completion and I get nothing toward Sole Survivor even though I contributed most of the progress.
That's why I think allowing unhooks to give tokens would make the perk more consistent. I'm not necessarily saying it needs to be easier to get the 3 tokens overall. I just think there should be more than one way to make meaningful progress toward them. The perk isn't particularly oppressive or overpowered, so I don't think rewarding active gameplay through unhooks would be a huge problem. For me, it's more about making the perk reliably reward you for actually playing the game rather than sometimes leaving you completely starved of tokens despite contributing a lot.
As for Premonition, I can definitely understand why some people might find the notification annoying if it went off every 10 seconds, although personally I've never had much of an issue with notification sounds.
With old Small Game, I always thought the main reason people didn't run it was because the perk itself was just pretty weak compared to the alternatives. Detective's Hunch and Counterforce gave you much more useful information and value for a perk slot, so I don't personally think the notification was the main reason people avoided it.
I also don't really agree that 30 to 45 seconds would be enough for Premonition. I personally think even 30 seconds is still pretty long for a perk whose main purpose is simply warning you that the Killer is approaching. My preference would still be something around 10 seconds, especially if Premonition doesn't provide aura reading during an active chase.
I think the important distinction is that I'm not necessarily saying the aura reading version should have a 10 second cooldown. If the aura reading is considered too strong to have that frequently, then I'd rather remove or restrict that aspect and let Premonition return to being a simple warning perk with a very short cooldown. That way it can be consistently useful without giving survivors constant Killer aura information during chases.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118571#Comment_4118571
I see your point with Sole Survivor, I can see how it might be difficult to activate when it matters. I'm not sure how they would balance it with unhooks though, as they are much easier to get than a gen pop and there are up to 6 points in the match where you can get one. So they wouldn't really be able to leave the max and minimum numbers the same and subsequently the percentage per token would have to change as well. It would be a more consistent that way though.
With Premonition, personally I think the aura is a good change that gives you a more solid idea of where the killer is coming from, but honestly I think I forgot it can't be activated in chase and because of that, I think you're right that even something like a 40s would be too long of a cooldown with this simple but comfy effect. I still think the sound might get a bit annoying at 10s, and also because I'd like to keep the aura reading I think that could give aura too often in certain scenarios, but I think the cooldown could easily be changed to 20s. That way it is an all around buff, the perk does what it did before but with aura, and the cooldown is lower. It could be a genuinely useful perk.
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Honestly, I've disliked most Ghost Face rework ideas because I really enjoy the simplicity of his gameplay, but this is the one idea I'm kind of open to. I've had the idea for a while to make him faster for map traversal while in Nightshroud and not in chase, so I think that's great (although I've also played with the idea of it also making him faster in chase, requiring a second survivor to break him out if he's chasing a Marked survivor. It would give him somewhat of a chase power, but it would also be infinitely harder to counter for solo survivors unfortunately).
Someone else also had an idea with phone booths, but honestly it was so complicated it made me immediately dislike it, as it ruined his simplicity. This idea is just simple enough while making an impact, so I'm open to it. I will say though, more than slowdown, Ghost Face probably needs something for chase. Ghostie would, in addition to this rework or without the phones, need basekit Drop Leg Knife Sheath and 70s Marked to give him a better chance to actually get downs, although that still doesn't give him a chase power.
Also, a bit off topic, but the phone idea kind of makes me think of what the power would be for the killer if The Black Phone was added. Not really sure we want a pedo serial killer in DBD, but I could imagine it working very similar to the movies where one person can hear a broken phone ringing and needs to answer it.
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Sole Survivor already gains tokens by both completing gens and getting hooked, which both encourage actively participating as well (if you're getting hooked, you're likely getting chased). If you're saying getting unhooks should also count, the devs would have to change how much each token is worth and how many you need for the hatch unlock, because I found it fairly easy to get the 3 tokens already. If you're saying getting unhooks should count instead of getting hooked, I think someone could easily both do gens and get unhooks while letting their team take all the heat. Personally I think the perk is good as is.
For Premonition, if it was put on a 10s cooldown with no aura reading no one would run it, not because of the perk's effect but because the noise notification going off so often would be incredibly annoying. It's a similar reason why no one wanted to run old Small Game. I definitely do think the cooldown should be lowered though, it's brutal for a mediocre effect. If they lowered the cooldown to 40-45s, or even back to 30s, I think it would be in a much better spot.
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Killer mains really are arguing that SP counters their info perks too much when there are a plethora of perks and addons that counter exhaustion perks, and lots of killers (especially Judgment) that do the same. Rules for thee and not for me.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118277#Comment_4118277
The issue isn't the effectivness of the perk. It's obvious that it's more of extra tool to heal yourself and working on gen intentionally injured isn't smart unless it's legion or such killer. But my issue is that Strenght in Shadow allows you infinite heals at decent speed while at basement and only issue of that perk is that it's not very effecient. Travel time to basement, time to heal takes time and I believe Strenght in Shadow can easily be 100 % base speed without making the perk much stronger. If you desperately need heal and there is no one to heal you, you have option to do it on yourself which is fine. Self Care is a joke. 0.35 charge of heal per second is laughable even when paired with botany. It has no restrictions and no requirement but still suffers massive penalty for what other things can do better. If you pick good medkit and built to last, you can heal yourself up to 6 times which won't probably be even neccessary unless you do some duty of care, for the people or whatever build. On the other hand road life works passively, you can pressure gens injured when there is no one to heal you and heal quickly in the process if killer isn't pushing you off. This will be a nail in the coffin to thana legion, which I'm actually looking forward to because im tired of iri buttons undfury thana legions but tbf they will suffer a lot. Killers like Wraith who's more viable around hit and run, Onryo and those killers too. It's issue of the game that weakest killers suffer from otherwise mediocre or okish perks the most. Think of Made For This, why it was so hated? Because back in the day not that many killers had dash powers or speed traversals. In the current version of the game I can't imagine made for this working when simply injured being problematic against most of the killers - fe. Freddy has stationary puddles, Pig had shorter dash, Myers had no dash etc. I only mind those changes because killers who are already struggling will struggle even more while strong killers will become even stronger as tunneling will be more efficient, gen speed got hit hard with many perks being nerfed and holding w against them to waste time doesn't work. I'd like Road Life to have those changes: Now doesn't deactivate when downed, heal takes min. 12s, time of disrupt before perk deactivates may be increased to 8s so it's more viable to heal someone and yourself in the process. I don't think it needs hard nerf, just tiny heal penalty and would be fine.
I agree that Strength in the Shadows could easily be buffed, the perk is just not great right now, especially on bigger maps that require more travel time. Self Care, although I'd personally never run it without Botany and usually on a protection hit build like you mentioned, is actually insanely popular in Asia since they play much more independently there. Even if it's not popular in the US or in EU, if it has such a massive place in Asia's pick rate I think it's good as is.
For Road Life, yes when the conditions are ideal you can get a fast heal from simply doing the objective, which is very powerful. However, the key words are "when the conditions are ideal." For example, you said it will affect Wraith's hit and run play style since you can get a heal up from doing the gen for a while and then heal yourself. If I had Road Life and I had any viable option to get a heal from a teammate, even if it took longer, I would take that instead. Sitting on a gen that a hit and run Wraith knows you were near while injured is borderline suicidal. Same with any stealth killers or killers using Undetectable addons / perks. For Legion, although being able to self heal with Road Life affects his ability to use Thana, so does the ability to self heal in general. Having even one teammate with a medkit to avoid 4 stacks of Thana has the same effect on it without having to take any time.
I wouldn't be absolutely opposed to Road Life being increased to 10-12s, I just think that at that point there would be almost no reason to run it over a medkit. I think people have an over inflated idea of how this would affect the game, but we'll have to wait and see.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118269#Comment_4118269
Queues got longer because a lot of new players with massively known licenses added to the game. Untill Ghoul queues were instant, with Springtrap and Jason they got much longer.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118270#Comment_4118270
Gen perks will remain meta no matter what. Nerf pain res, people will run TBTC, nerf Eruption, people will run Surge, nerf pop and people will run undone. It doesn't matter. Same as WOO, killers also like compfort of having game more under control.
DBD had massive licenses before Springtrap and Jason. The Resident Evil Chapters exploded DBD's Steam player count. Michael Myers was literally the first license in the game and arguably is one of the reasons DBD is what it is today (and still exists). Saw, Hellraiser, etc, are all of these not big licenses?
Many huge licenses existed in the game far before Springtrap, arguably some bigger ones. Springtrap is also one year old and only has a 3% pickrate, surely you don't think this 3% of players has been driving killer queue times up to a constant 6-8 minutes for the past year before Jason?
Yes, gen perks will remain meta if one gets nerfed and the rest are untouched. That's why (along with toolboxes) you nerf all gen slowdown perks to make them all less impactful. People might still run them because they'll probably still be good, but with toolboxes gone there will be less pressure or need to use them, making it not like it is now where people feel it's practically required to run gen slowdown.
