CosmicScarab
CosmicScarab
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@ShanoaLegendaryPlz said:
Forums felt more focused on discussions of the game and feedback the devs may or may not get a small chance to read.
But discord and redit is just random spammed chat rooms that likely never get seen by the devs, like the chat spam whenever they make a livestream.
That's basically how I feel as well. With the amount of pointless mindless spam on discord, it is downright awful for discussion, and on the subreddit the mods remove discussion because it is "too frequently posted", so it ends up being just memes and ragebait being posted.
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What a baffling choice. Discord is an awful way to have discussions on specific topics. It is far too chaotic and unstructured. I think this really does show BHVR does not care about their community at all if they are just removing the ability to have structured, reasonable discussions.
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I really don't see a reason why they would be removing it besides slowing down bloodpoint gain.
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Been playing less and less recently. The reasons for me are survivor is still as boring as ever. There is nothing new for them that actually shakes up the gameplay. It is also frustrating to play solo queue due to the fact that people are just clueless a lot of the time, refusing to get on gens and giving up at the first down. The killers I enjoy are almost all on the weaker side and m1 killers, and changes like pallet density made the game horribly unfun to play as them. The only killer I have been enjoying recently is Judgement and the bugs with them currently make them frustrating to play right now.
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I will usually just go after whoever I see first, or whoever is at a weaker part of the map. If I have the choice between two survivors, one heading to shack and one heading to a weak pallet, I will always go for the person who went for the weak pallet, regardless of how many hooks they have.
That does sometimes lead to tunnelling because sometimes one player will be a bit clueless and stand out in the open so they are more visible than others, or will always go to a weaker part of the map. In most of my games though a person doesn't die until 7-8 hooks. -
@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116194#Comment_4116194
Ppl have a tendency of hyperfocusing on what they lost with any change. Everytime theres a killer addon rebalance for example, ppl often will refer to it as a nerf since some of the addons were nerfed while ignoring the addons that got buffed. Thats essentially whats happening here. It doesnt help that elusive hiding scratch marks isnt something that survivors can typically see, so ppl will underestimate how helpful that can be. Even if the killer returns to hook after every unhook, unless theyre staring at the unhook while its happening… You have a very good chance to just disappear.
Yeah, since the changes when I have gone back to hook, assuming both people went in different directions, the only information I have now is where the unhooker went. That has a pretty big impact because you don't even get the chance to choose to tunnel in that scenario anymore. It may not affect people who are just camping the hook, but it has an impact elsewhere, and personally I'm loving the change since I get opportunistically tunnelled less often now.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116181#Comment_4116181
You said "what about all the general killer buffs". Maybe im missing something because the last one of those I found was the increased base kick regression 2 and a half years ago...which was tied in with the 8 regression limit. I think the last time they gave a straight buff was 6.1.0 over 4 years ago.
As for the basekit BT thing, thats not a strait nerf but rather a side grade. You lost 5 seconds of the BT part while getting elusive.
Basekit borrowed time also used to only be 5 seconds and 7% haste iirc, then it was buffed to 10 seconds and 10%, then to 15 seconds and 10%. So the change to being 10 seconds, 10% haste, and 10 seconds of elusive is still stronger than it used to be as well.
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I've only really found success with surveillance on Knight, since you can send out guard out quickly mid chase to get a survivor off the gen and refresh the regression with ruin. I can't say I've had a massive problem with tracking the auras, as I note the gens that are regressing and can do a quick sweep occasionally to see if they have lost the aura.
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@lovlor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116077#Comment_4116077
It has 15266 samples now so you can say it's not accurate 100% but has a picture of how killer performs.
Average kill rate is 47% because there are too many bad players, simple as that. Majority like say 80% of playerbase does not perform better than average but 20% of them can 4k 90% of their matches that's why average kill rate is dragged down. And 47% cant show the killers are weak.
I believe instead of saying it's not accurate we can say it proves something when judgement has both pick rate and kill rate as number 1 amongst all killers
Dead by Daylight has over 60000 concurrent players on Steam alone every day. Nightlight takes a minuscule number of matches from people who choose to submit them, with no verification for accuracy. It is very easy to see that it is not an accurate. Compare it to the official stats that BHVR releases in the same time period and you can see that.
And you aren't even right about Judgement having the highest kill rate according to Nightlight. That is The Twins.
Also, 80% of players cannot be below average. That is not how averages work. -
It feels like a lot of the time stuff goes out without any QA testing. I hope at least this is fixed as quick as flashlights were for the kill switch because she is nearly unplayable right now.
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@lovlor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116067#Comment_4116067
Judgement has NO 1 kill rate plus NO 1 pick rate based on nightlight if you actually looked for the stats so NO he is not underperforming in average player
Nightlight is not representative of the average player nor is it accurate. If we are going by that, then we can see the average kill rate 47%, so killers as a whole need buffs, right? That includes Jason, Blight, Nurse, First, and Krasue, who all fall not only below the 60% intended kill rate, but even below 50% on nightlight.
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@Withered8 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115848#Comment_4115848
First literally got buffed not nerfed?
I think the blight nerf was a terrible change but is in line with their nerfing hard killers and buffing easy killers philosphy.
One OP exhaustion addon of Jason's got nerfed, and its still stupidly strong and does the job.
Nurse got nerfed how? Her lunge addon? That only nerfs horrid nurses?
Ghoul got nerfed how?
Knight got nerfed yes.
Now shall we go over all the killers who got buffed?
Vecna 2, vecna, demo, unknown, wesker, judgement, doc, singularity. And these killers got whole basekit buffs not just addon nerfs. Only base kit nerfs recently are blight and knight.
The First: "Worldbreaker Phase Two duration decreased from 60 seconds to 50 seconds." That is a nerf.
Jason got all of his best addons nerfed.
Nurse got one of her best addons nerfed, yes.
Addon nerfs are killer nerfs, whether you like it or not, especially when those addons are by far the most popular addons for that killer.
Ghoul: Reduced the maximum Leap distance from 16 metres to 14 metres.
Reduced the Countdown duration from 45 seconds to 40 seconds.
Reduced the Perfectly-timed Grab additive from 15 seconds to 10 seconds.
Kagune Leap now enters a cool-down equal to a single Token usage if it is not already on cool-down after The Ghoul breaks a Pallet.
Increased the amount of Kagune Leap Tokens lost after breaking a pallet if it is not already on cool-down from 1 to 2.
Halved the Hinder duration inflicted on Survivors that are targeted with Kagune Leap prior to a Leap Vault from 1 second to 0.5 seconds.
You are obviously not interested in a good faith discussion if you will plug your ears and ignore anything that goes against this narrative you have created in your head that says BHVR despises survivors and only nerfs them and buffs killers.
I don't agree with how BHVR is balancing the game, but even I can recognize that they are not exclusively targeting survivors with nerfs, especially after the pallet density update. Some killers get nerfs, some get buffs, just like how survivor get nerfs and get buffs.
It seems pretty obvious to me that Judgement is under-performing in the hands of the average player, which is what BHVR in general balances the game around, which is why they got this buff. Most Judgements I've seen barely can even land a beam and get 4-3 outed. -
@Withered8 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115814#Comment_4115814
Okay true that's one. Got any more examples?
Perks: Coulrophobia, Thrill of the Hunt, Nowhere to Hide,
Killers: Knight, Jason, Blight, Nurse, First, Ghoul,
Those are just some of the somewhat recent nerfs off the top of my head. Survivors have also gotten pallet density, which is arguably one of the biggest buffs in the game. It isn't like it is exclusively survivors getting nerfed. -
@Wraff said:
You literally have a system in 2v8 that determines gen speeds based on how well the Killers or Survivors are doing in game and you haven't put this thing into normal DBD? Really?
The system is kind of flawed though as it is based on hook states rather than deaths, so in order to avoid that killers are encouraged to tunnel, and I don't think that would be healthy for 1v4.
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112587#Comment_4112587
I disagree that her reward isn't that great. if you can get good with her, she is definitely a strong killer. Not op, not uncounterable, and she shouldn't be, but she is no doubt strong.
It does take some time to get good with her though, that's true. But I don't think that's a bad thing. Killers with higher skill floors and skill ceilings are nice to have as well.
When compared to the top tier killers, all of which are easier than her, I feel like the reward is not great when compared to the effort put in. You might as well play Nurse or Blight, other killers who are also difficult but nowhere near as easy to counter as her and get more reward for your efforts.
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Yeah, she's very rare, and it's not surprising after having played her. You have to put in an incredible amount of effort for what honestly, isn't that great of a reward when you compare to other killers who require much less effort.
Her chases up close are incredibly unintuitive and clunky so most people who enjoy chase killers are going to drop her and her sniping is very telegraphed so I can't imagine people will stick around for that either as people learn they can walk sideways slightly and avoid it. -
There needs to be more enjoyable gameplay on the survivor side rather than buffs. As long as the gameplay is the same as 1v4 with nothing actually changing to make it interesting, I see no reason to play as survivor in 2v8, no matter how overpowered survivor becomes. Maybe if alternative objectives were added or new features that aren't seen in 1v4 it could help.
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Even if it was a joke, I do believe there was an element of truth behind what they said. BHVR has been balancing around the lowest common denominator for a while now, and these changes are just a continuation of that. Any time something takes any amount of skill or focus to counter, it is deemed problematic because there is the assumption that the playerbase of DBD is too incompetent to learn or adjust and everyone will remain at a beginner skill level forever and the game, and skill expression, hurts as a result.
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It has been like this for a couple years at least, I believe I started noticing it around the time that server side validation came out. You will get a hit, the survivor will perform the animation and make the noises from getting hit, but nothing happens. It ends up making you take up to 3-4 fully charged streams to fully infect someone instead of just 1, and it is especially noticeable when someone is unhooking standing still and the entire stream hits them yet they don't end up infected. I really don't expect anything to change given how long it has been like this.
It really is a shame how many killers are just ruined by bugs like this, because it happens every single game I play plague so I just ended up not playing her anymore. -
Yeah it's really not fun playing an m1 killer, finally catching up to someone, just to have them activate sprint burst and zoom away.
I also don't think that nerfing it would impact queue times, given that legion was removed and the queue times have actually gotten worse since then. so clearly buffing the survivor side doesn't bring more survivor players. The problem with the queue times is there is nothing new or novel on the survivor side, so it is the same old boring survivor gameplay, just with you being significantly more powerful, whereas killer gets to play with a friend which is something new you can't experience in 1v4. -
I think the current classes should be buffed before adding any new ones honestly. Shadow feels like the only class that is impactful. Like Brute could be great for the m1 killers, except it has a 60 second cooldown for a single break so what is the point of using it?
When compared to survivor classes the non-shadow ones just seem so lackluster. Sprint burst on demand in an AoE, AoE heals, Rebuilding pallets vs break faster once ever 60 seconds, move slightly faster when you aren't being looked at, and move very slightly faster when you are chasing someone injured. It just feels awful imo when you play killer and your teammate gets Shadow and you are stuck with one of the remaining mediocre classes that do next to nothing. -
While it will never be as good as a sfw on comms, I am really glad they are equalizing the levels between sfw and soloqueue. Hopefully the wheel has sufficient enough options to cover the most common callouts.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106220#Comment_4106220
That's what I referring to, yes. You can hook someone in basement or on a map that has a drop down above, like midwich courtyard, and be right on top of the hook again immediately. He already has the most free teleport in the game. They even gave him excess spots to teleport to, as if windows and existing pallets weren't enough already. He really would be okay if there's an extra couple spots he can't use above the hook.
The few times I tried this, it still gave me the slowed down version of the vault despite teleporting to an upper floor, so at the very least it seems incredibly inconsistent and possibly unintended.
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@Mandy said:
I'm sorry that this killer is not for you, I do agree that the skill floor is very high - and that will likely mean more casual players will be less inclined to learn the killer as it is going to take time and effort, although the payoff for that time and effort is that you have a very strong killer as a result.
There's going to be no revote, the voting represented what players want and we even did do small revotes during the period when the opportunity was available. Ultimately, the winning options are what is in the PTB.
With regards to a controller, there are specific controller settings that put it almost on par with Keyboard and Mouse, even with the movement of the beam, so we're confident that this is not going to be a barrier for entry.
To be fair, what we are getting isn't what was voted for.
The biggest thing is the power, the beam we voted for was described as a "reverse xeno turret" and this is absolutely not that. We also voted for "pain of artifacts" which was supposed to be similar to the Lich's items and have a risk associated with them, but the only thing we got was the searcher's pendant, which is not similar at all. For "hopeless exile", which won, it was said we would be able to enter the realm to deliver punishment, but that was scrapped. The mori is missing the biggest draw of it which was the survivor ripping in two. Boon: Steadfast was supposed to grant permanent progress, but was then scrapped. The Killer silhouette showed it having detached pillars/legs with tentacles for its lower half, which was changed into some weird crab creature instead, and was also described as being androgynous, but is clearly feminine.
Given all that together, I think it is quite unfair to say the voting represented what the players wanted. -
@Your_Dad_Playing_DbD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104886#Comment_4104886
I still have this happen all the time in my killer matches where I will get the sound of the hit but then the hit validation system says “nope” and denies me the hit. So what you are describing still happens all the time and BHVR did not adjust it to appease “killer mains”.
Do you play killer, and if so, does this never happen to you in your matches?At very least it happens to me still. Very often as Legion when in power and Pig when dashing at pallets, mostly against higher ping survivors who usually have the red bar indicating high ping or ones who have a fluctuating ping.
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@Xendritch said:
I think Surveillance/Ruin combo is still solid but you never see it anymore, I think it's more solid than running hive mind as surveillance isn't a hex but you get the important part of the information which is what gens are being worked on. Can be decent with Eruption and Oppression too.
Ultimate Weapon/Whispers is an interesting one. Wait until whispers procs then open a locker and pinpoint their location. You basically get doctor's power in your perks.
Built to Last I think can qualify for this in the sense everyone knows it's great for gen builds but I actually quite like it for healing builds too and I think it's underutilized for that. Get as many charges on it as you can have 6 self-heals at a much faster speed than self-care.
Extrasensory Perception I don't think gets enough love. Need to find a teammate for a heal or crank the last gen? ESP. Need to find the hatch? ESP. Need to figure out what angle the killer is coming from? ESP. It just does so many things for a single perk slot.
Ruin/Surveillance is especially fun on Knight. It offers a lot of info that can let you get a lot of easy long range snipes with guards, and combined with his torch add-on you are nearly constantly undetectable.
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Hard agree. They make it incredibly difficult for new players to get in the game and provides no benefit to gameplay besides artificially padding the grind, which is already awful due to the amount of characters in the game.
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I'd like to see Clown and Dredge. They could be some unique support oriented killers, which I think the mode is lacking now that legion is gone. I also would love to see Knight, but given how hated he is I can't imagine him coming any time soon.
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104389#Comment_4104389
You came in accusing me of cherry picking for choosing the original version of perks and the most impactful balance patch in the game's history for comparison points. Then proceeded to cherry pick (lol) only the strongest version of each perk, to prove what exactly?
Every one of the perks on the list is very much usable in it's current state with the possible exception of Overcharge, and Thana being killer dependent. That's the entire point of the post, as I'm beyond tired of being gaslit about them.
No, I said not including the strongest versions of the perks makes the list SEEM cherry-picked, not that you were intentionally doing that. I simply provided an additional data point since you said people are welcome to do that.
Every perk is "usable", but most are not good because they have been nerfed significantly from where they were actually powerful, like CoB and Overcharge for example. -
@indieeden7 said:
It seems a lot of people apparently think hitting great skill checks consistently is a difficult thing to do
The problem is that getting even one good was 5% regression, and it removed the bonus progress from them as well. If you can hit great skill checks 95% of the time, you are still getting slowed down due to the fact that you get no bonus progress on top of the lost progress from the occasional good.
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104371#Comment_4104371
So you think every killer perk should only be as strong as it has ever been? Now who's cherry picking?? I guess exhaustion perks are unusable because Sprint Burst doesn't recharge while running anymore?
Where did I ever say that? I am providing a counterpoint to your chart that shows that these perks are buffed when it can also be shown that they have been nerfed, because you neglected to include where they were at their strongest. I also never said anything was unusable, simply that most of the perks have been nerfed and are weaker than they were. Given that you are trying to put words in my mouth I can only assume you aren't going to actually engage in good faith.
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@Rogue11 said:
Youre welcome to make a 20 column spreadsheet including every single change. While youre at it why dont you throw in maps and survivor perks and you'll get a much clearer picture of overall balance trends for the last 10 years.
Here are the perks compared to their peaks. You can see that nearly every single one has been nerfed from when it was at peak strength.
I'm sure if you ask 100 people who tunnel the reason that they tunnel, you will get 100 different answers, because there is no singular reason, but it is undeniable that regression is not as strong as it once was and likely contributes a bit to it. -
@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104341#Comment_4104341
Ok lets bring back old Ruin. Ill happily take that over consistent value from the current version and I hit most greats anyways. Now keep in mind Ruin and Pop were basically the only gen regression perks at that time. We now have 10-12 very usable ones on top of having undying / thrill to make Ruin even more consistent.
You said "mostly" hit greats. With old ruin a single good skill check is -5% and you don't get any extra progress on greats, so you are losing that bonus as well. I hope old ruin never comes back because it was one of, if not the single most overpowered perk in the games history. I genuinely do not see how anyone can claim new ruin is better than old ruin in good faith.
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Current ruin is absolutely not stronger than old ruin. Old ruin meant you HAD to hit great skill checks, tap gens the entire match, or cleanse the totem, which is significantly better than it is now. Even experienced survivors won't be hitting great skill checks every single time, if they did, every single one would run hyperfocus. Neglecting to include when certain perks were at their strongest (Pop at 25% total progress for 60 seconds or DMS at 50 seconds blocked for example) also makes the list seem disingenuous and cherry-picked.
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104048#Comment_4104048
It was mentioned in the linked comment, but this was a new process for the team, which came with lots of really valuable learnings. Given how many pieces come together to form the whole of a chapter (and a Killer, in this case), these different pieces all impact production timelines by different degrees, whether you're looking at the Killer design, UI elements, VFX, etc.
Because of that, sometimes changes need to be made to the plans or intentions we have for individual pieces of the puzzle during development to ensure the whole is as strong as can be.
That said, whether it's learnings on the development side or learnings on the side of how we share details/changes about this process (as folks have shared here), they're equally important things we're taking to heart.
I feel like if something that was voted for couldn't be achieved, it should have been put up for a vote again. It feels like nearly every aspect of the killer ended up facing challenges and this meant that anything we voted for got scrapped so it doesn't even feel like a community chapter. The power (both the active beam and passive sin/artifact parts), mori, killer appearance, the boon perk, Even the music has been dialed back.
It just isn't really a community chapter if everything the community wanted is disregarded in favour of what is easier to make, especially you guys gave us those things as options. -
@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103662#Comment_4103662
I generally play at night when my kid is asleep and won't need my attention midmatch and can confirm the queue time difference is kinda staggering.
https://us.v-cdn.net/6030815/uploads/GJL1VGFFRQHL/1000002444.jpg
Took this afew nights ago.
Yeah, recently for me it has been 3-4 mins during the day at most, and seconds at night for killer. With survivor being instant during the day and a 1-2 min at most at night. It's quite the drastic difference.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103622#Comment_4103622
Actually thinking on this, it would make sense if killer queues weren't 8 minutes at Jasons launch.
But they were, so… technically speaking killers would get into a fraction of the games survivors do.Given that matches are about 10-20 mins, that means, assuming you played at the uneven hours where queue times were long, survivors got in double the matches in the best case. In matches as survivor I find about 75%~ of the time I'm not interacting with the killer (thats just for me, I'm sure other people have other experiences). That would mean killers are still getting in more experience given the entire match they are playing that one killer. If you play killer at times where the queues were more even (I was finding at night on the east coast queue times were a 3-4 mins around Jason's release) you would get even more experience in I think.
Either way, Mandy has said that Jason's kill rates have fallen off a bit and he was only at 67 in North America and 64 in Asia to begin with, so it seems people have either had time to adapt to him, or his add-on nerfs were enough to bring his power down. I assume he's in a more balanced spot now. I'm interested to see the next round of stats where he places. -
@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103573#Comment_4103573
I don't know about that, hex jason was incredibly oppressive, counterplay or not.
By that logic, people also didn't know how to play as him yet? Yet were effective as him? I don't think we can just paint that context over it so easily.If a new killer comes out, and a killer player wants to try to learn them, they can play 20 games and get 20 full games of learning how to play them. A survivor wanting to learn the killer specific counterplay can play 20 games, and in those 20 games they may not get the new killer every single game, and in the games they do get most of the game will be spent healing, on hook, on gens, and generally not actually being in chase so they learn at a slower rate, not to mention the possibility of being taken out of the game early.
Imo I feel like this would lead to killers figuring out the killer first, while survivors have to play longer to even things out due to the game being asymmetrical. It kind of happened with Henry, where he was considered oppressive and overpowered by many survivors on launch, and as they figured out the counterplay he sort of fell off and not many people talk about him now.
I could be wrong, but that's how I see it and how it feels when I'm playing survivor vs killer after a new release. -
Before Jason, for me at least, the queue times were about equal with it being faster on killer most of the time. So I assume Jason's popularity really threw things out of whack.
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It unecessarily hurts weaker builds like dedicated healing builds on survivor or haste builds on killer while the strong perks remain mostly unaffected. This ends up causing people run the same meta build that are not impacted by it (DMS, Pain res, Info, Lethal, ect for killer, and Windows/Five moves ahead, Exhaustion, Vigil, Resurgence, ect for survivor) and diminishes build variety.
It also unnecessarily limits the perks you can use on certain killers. Clown can't use haste or hinder perks without them or his power being ruined, and any other killer with haste built into their kit is screwed over by the changes by just cutting out an entire category of perk that they can't use effectively anymore. Honestly, its baffling that killer powers are affected by diminishing returns at all.
I know it will never happen, but I hope it gets reverted, or at very least they make killer powers not impacted by it and buff the perks affected by the changes. -
@dangersmymidd1ename said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099689#Comment_4099689
Hyperfocus Steak Out has already been nerfed with Diminishing Returns.
Vigil is powerful but has a limited range. It also changes it up when the killer expects a certain time or strength of a debuff, but Vigil means they have to adapt on the fly. There have been so many nerfs to survivor, especially the syringe and styptics. I'm sure the strong killer perks and powers have been developed with Vigil in mind, too.
What part of hyperfocus/stakeout was nerfed by diminishing returns? My understanding was that they are unaffected because they give progress on skill checks rather than a direct gen repair speed buff like deja vu.
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This whole event was just miserable. I hope we go back to the masquerade, at least the random effects were occasionally fun.
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@mecca said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098731#Comment_4098731
Perhaps you should read the definition of cyberbullying.
I would actually really love to see you sitting at a table with three of your friends eating lunch and a bully walk up and take your food away from you while your three friends get to eat in peace. You sit there without food watching them eat for the rest of the time.
You can't do anything or fight back to the bully whatsoever.
Then, you will understand exactly how it feels.
I don't think many people are tunnelling with the intent to be mean or to bully. Most people who tunnel simply do so because it is often the most effective strategy to win. Just like survivors might slam gens, sabo, get flashlight saves, or run strong perks. Most people doing those things are not doing them with malice, but because they are effective things to do. It's annoying and unfun to be on the receiving end of any of those things but it is a bit much to say that people are cyberbullying by doing any of them.
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Outright buffing killers doesn't change that tunnelling is still stronger. There needs to be incentives that make unique hooks while all survivors are alive stronger than not tunnelling.
As long as removing one survivor from the game gives a 33% reduced efficiency to basically everything they do and unique hooks give only downsides, tunnelling will always be the better option. -
For me, killer anxiety comes from a few places. By far the largest one is the abuses you receive, win or lose, as a killer. In a surprisingly large percentage of my games, survivors will end up being toxic, whether in game, or in the post game chat, or even going to my steam profile. Doesn't matter if you win or lose, if you play "nice" or sweat, it happens, whereas I almost never get any abuse when playing survivor.
The second is the gameplay of killer. You have everything resting entirely on you, with four other people to watch and that adds a lot of stress, on survivor the pressure of it all is spread across those three other people. You also have no downtime. Every second of the match you need to be putting in effort whereas on survivor you are only in chase about 1/4th of the time, if that, so you have a lot more time to "relax" when you are healing, doing gens, ect. You also have a lot less leniency on killer I find. As a survivor I find it a lot easier to come back. One bad chase as survivor? Pretty easy to come back from if everyone is playing well, especially with the current perks and pallet density. One bad chase as killer? You could end up losing 2-3 gens and it can feel impossible to come back from it unless survivors make several big mistakes in a row.
Another thing that causes the anxiety is the uncertainty of what type of team I will go up against. With MMR being so loose, your teams can range from incredibly casual players just messing around to have fun, to players pretending the game is a tournament. Not to mention bully squads, who just go out of their way to make the game miserable with no intention to win. When you aren't sure what to expect going into the game, it makes things more stressful.
All this, and the killers I enjoy being just generally weak, has led me to very rarely playing killer anymore and just switching to survivor. Does survivor suck too sometimes? Sure, soloqueue is awful at times when you get people who don't even want to play the game or are just throwing. But the feelings on survivor is more mild annoyance than anything else, whereas the feeling of anxiety is much stronger and worse for me personally on killer. -
Tossup between the insta heals and invis/portals. Insta heals make playing any killer that doesn't instadown/deep wound painful as you can get an injury and have the survivor heal up while still getting the speed boost, and also makes it impossible to spread injuries and pressure.
The portals/invis are absolute hell to deal with, especially if you are hard of hearing or have limited hearing in one ear as you can't track well with sound. It's the same reason that I can't play spirit well, it's just an accessibility nightmare, but at least playing spirit is optional.
Pallets are also very difficult to deal with if you are not ranged or are on a map that has god pallets. -
@bubsrt said:
And x9 doing the first ever unrestricted survivor winstreak on their 3rd ever try is already at 600 wins in a row despite only starting during the fast track meta. If we are using winstreaks as a means to nerf things, then why did we not mention that??
Honestly, it's kind of surprising that not many other people are talking about this, considering how many people say the game is killer sided based on win streaks.
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@Slurp_Ramen said:
skull merchant proved that nerfs won’t affect the go next crowd.
Jason is fine.
You want people to stop going next? Actually start punishing them harshly like every other multiplayer game.
Yeah, even after SM was gutted I still have people give up against her despite her basically being an M1 killer with a weak undetectable.
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@sadakomura65 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4092132#Comment_4092132
never heard this before. All skull merchant mains I heard of are desperate for a rework
Honestly, that might be because shes been unplayable for a year and they are willing to accept anything at this point. I don't really know many players who enjoy a killer to want their playstyle and power to fundamentally be changed. I know as a SM main I would just like her to be reverted to her previous state before the nerfs.
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- 1-Huntress, easily. for most of the match she is honestly enjoyable to go against, but then any fun that is had in the match completely evaporates when you get hit around a corner due to the horrible hitboxes of her hatches combined with the horrible survivor hitboxes.
2-Plague. Mostly because unless every person is on the same page about how you are going to play against her it can lead to an instaloss due to people cleansing when they shouldn't.
3-Hag. The only way to really play her is to end up kind of proxy camping with the traps, which isn't exactly fun.
- 1-Huntress, easily. for most of the match she is honestly enjoyable to go against, but then any fun that is had in the match completely evaporates when you get hit around a corner due to the horrible hitboxes of her hatches combined with the horrible survivor hitboxes.
