DrFrozen
DrFrozen
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- DrFrozen
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It's not the size of the map but some specific layouts that can happen there. Otz did a video dedicated to this map that shows how highly survivor sided it is.
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I think the biggest buff they can give is to remove appearing perks that you have unlocked btw
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@brewingtea said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083486#Comment_4083486
Just curious which of the thousands thousands of people complaining about nurse were you specifically talking to, here?
Or do you just get really angry when you're so severely outnumbered, in general? Seems weird, but you do you
You're literally crying about one of the few killers, that are able to handle new pallet density, anti-camp, basekit BT, longer hook stages and all that sh*t survivors got for free. So how killers like ghostface are supposed to deal with all of that ?
I guess most of people here are Sables.
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@Mistfit said:
I think we've all mentioned this at one point or another but I fully agree I don't think there's been any time in my dbd career where I've said "Thank God I had auto aim right there"
Absolutely, I can't point out any good value from it neither…
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It would be actually interesting to see maybe different types of zombies like one type is just very fast or gaining some speed over time, others can do ranged attacks or sth like this.
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@TheMruczek said:
Giving her haste after demanifesting would make her too similar to Wraith. Imo base-kit Reiko's watch and removing her lullaby is a good start.
If they want to tweak condemn, I suggest reworking TV's for them to actually have height range, then buffing their horizontal range to make her viable not just on Rpd or Midwitch + more incentives to hook survivors.
Yeah, removing her lullaby would be actually very good too, but I think that she could be faster while demanifested and break pallets slightly faster
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@Rookie1978 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3960199#Comment_3960199
Uhh.. no? The cakes that give you 100% bloodpoints. Not the event cakes; the regular cakes you can get from any bloodweb, and the bloody party streamers that give the bonus to every player.
Quick reminder: if you find this perk not worth of running, then do not do this… it's not mandatory.
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@Rookie1978 said:
Doesn't seem like a good idea. Would rather have regular Bloodpoint gain be effective enough on it's own, which I think it is. Want more? Bring an offering. Wasting a perk slot to get more feels pretty bad
These brown bp offerings that do absolutely nothing ? Yeah… I would rather rework them - for instance the capacity of particular thing is increased by 10% and gives to 25% more to this cathegory instead of just 50%.
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@Digfish said:
There used to be perks that gave bonus Bloodpoints. Most notable were Barbecue for killer and We're Going to Live Forever for survivor.
This lead to those being the most used perks in the game on either side by a lot. So the devs decided to remove BP rewards from all perks and build in higher BP totals to the actual games. This was mainly to disincentivize people from using a perk solely for BP. A lot of people felt like they had to run those perks, or they would be missing out. This freed them up to try other, more useful, perks in their builds.
So while I'm always happy to get more bloodpoints, I do agree that tying them to perks is a generally bad idea. It distorts the meta and can make games a bit boring. The only good thing about it was the way Barbecue worked did incentivize people to tunnel less, though how much that actually impacted in practice was debatable.
This perk has no other effects though. I'm aware that prove thyself or BBQ granted extra bloodpoints, but also provided extra pretty strong value. It wouldn't be boring to see a perk that does nothing exept giving you more BP.
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@SpringMyTrap said:
this still inequally affects low and high tiers to a way higher degree than ability to tunnel being present at all.
best fix to tunneling is changing win condition to hook stages and hook system to represent that. it's not easy, it's difficult, people will complain, but it will be overall better for the game.
Well, we'll never get rid of it but we can make killers punished a little bit for using this strategy
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@SweetbutaPsycho said:
I mean at least as a killer you can still do stuff even if gens are being "tunneled", whatever that means. You can go around and defend the other gens, chase survivors etc. Also as a killer you always have a chance for a comeback. As surv pre anti tunnel, if you didn't have the right perks, your gameplay loop would consist of one chase then hook, unhook, down, unhook, down, dead ⇒ congrats you earned 4k points and zero emblems and zero fun, back to queue you go. It forced many survs to run the same strong anti tunnel perks and this forum was flooded with players complaining that they only play against meta build survs all day.
Also the devs tried first to fix it by rewarding killers for hooking different people. Multiple perks have their strongest effect when you hooked most of the team/everyone. Yet many killer players decided it's still more valuable in the long run to simply make it a 1vs3 and therefore an almost guaranteed win rather than using strong perks and risking a potential loss.
ImO it's good that antitunnel exists. Still remember the times where my queue times for surv were sometimes longer than my matches.
I did not say that we don't need anti-tunneling perks or mechanics. I'm just saying that weak killers are in trouble and solution for them is to tunnel. Look at any strong killer - they do not have to tunnel in order to get 3,4k. Now imagine that ghostface don't tunnel - he'll surely struggle to get 1k if survivors are good enough.
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@HugTechLover said:
4.6 trickster would be absolutely miserable to play against.
I'd love to see any changes that would make him more fun...
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You said little counterplay ? I know that 5 blinks with no cd had no counterplay but godness me... she can be outplayed if you pay enough attention and I think after these all nerfs and slight buff which is removing flashlight interactions she is 100% fine and I can say that in some way blight can be way stronger.
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@Zeon_99 said:
The Anniversary event should be a celebration and be fun for everyone. With that thought in mind, the antithesis of fun shouldn't be around to ruin every game she's in. It would be so heartbreaking for a 5 cake game to devolve into a 30 minute long 3 gen game.
It is not fun when survivors are running permamently 3% faster and doing all gens in 4 minutes, maybe disable some of their perks instead ?
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I do enjoy nurse, probably most fun killer to play as. Brings new playstyle other than looping around the same pallet for 5 minutes
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NWH is fine, kicking gen causes killer to loose pressure and when gen kicking perks have been nerfed there's no point to kick gens anymore. Perk is designed in order to make sure some blendettes won't stay in the bush around the gen.
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@Seraphor said:
As I mention in my post below, Healing and Regression nerfs go hand-in-hand. The idea that "nerfing survivors means they genrush harder which is worse for killers" is kinda insane, survivor nerfs are not killer nerfs, they're survivor nerfs, and vice versa. You can't nerf survivors and then buff killers in response to those survivor nerfs.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3408633#Comment_3408633
If survivors are genuinely neglecting to heal up because of medkit nerfs, which is causing them to genrush more, then you can capitalise on that change in behaviour yourself:
Pressure gens directly. They can't genrush if you're there at the gen, and if you're there at the gen, you pose a significant threat to any injured survivors who are refusing to heal up.
Bring more info perks, this will allow you to find those injured survivors and take advantage of their missing health states.
Develop your 'gamesense', keep a mental note of where survivors are, extrapolate that if the injured survivor was at x 20 seconds ago, then they could now be at y doing z.
Regression perks cannot do all the work for you. You need to play an active role in preventing gen repairs.
actually survivors are healing insanely fast cause we'll make it is very popular now.
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@Beatricks said:
The problem with buffing or nerfing perks is that it affects matches unevenly. Unless maps and killers are balanced to be roughly the same strength, you can't really help out M1 killers because that would make certain other ones even more oppressive and unbeatable than they already are.
likewise, I'm afraid that they are going to nerf deadlock and surge cause killers are playing these perks so much right now
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399324#Comment_3399324
Live DH has an average of 1 activation per hook state, so scenarios like “survivor never got unhooked” would have lowered live DH’s activations too.
And it takes way more time and effort to reliably get an unhook before every chase (especially in solo q), than it is to passively get activations for free. And it’s even more time and effort if 2 solo q survivors bring original PTB DH and are fighting each other to get unhooks.
And if all 4 survivors bring original PTB DH, then it would be a total mess for everyone, because there would be 8 activations that could possibly be available, which averages to 2 activations per survivors, at which point the original PTB’s best scenario is what new DH can easily give for free. And original PTB DH would have been a nightmare for 4 survivors to coordinate, and survivors could very easily miss out on activations.
And original PTB DH would also be worse then new DH if the killer is proxy camping, but doesn’t hit the survivor immediately after being unhooked, because the original PTB DH wouldn’t have given a free activation for being unhooked.
literally remember unhooker also has dead hard avaliable
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392450#Comment_3392450
CoH is now a risk reward perk.
You need to take the time to set up a Boon and you need two Survivors to heal with it. All of that is essentially free time for me as a Killer.
I expect this to be a somewhat fair patch, though it is difficult to tell. I don't expect it to affect my kill rates much.
If you really say that survivors need that 12 seconds to bless totem and it is that big downside, make boons have duration and disappear after this time!
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anyone who thinks this has no counterplay and is too opressive:
- Just hit Great Skill Checks instead of holding M1
- Take Stake Out if you can't play
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@VoidOfMe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392596#Comment_3392596
I can't... lol
Do you think the game is more unfair now for the killer compared January?
Yeah, DH still in the game, they just nerfed killer's perks
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@VoidOfMe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392582#Comment_3392582
they also complained about how useless COH was now and expressed concern about almost everything else.
CoH had it's time to shine but it should not grant survivors huge advantage... ability to instaheal... survivors are supposed to fear the killer or sth ? Nah not until this perk exists
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Literally BASE HEALING WAS AN ISSUE in this patch and that was why it was so bad...
Not CoB, overcharge, DH or CoH...
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If you really need sth for anti-tunnel take BT. DH is not designed to be an anti-tunneling perk but high risk = high reward with limited times you can use it
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If DH have worked at only 20% of cases people wouldn't abuse it so much and this perk wouldn't be most picked currently
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@[Deleted User] said:
Or...it takes longer to heal the rescued person and thus makes tunneling them more viable than before. Remember, the average killer will always take the path of least resistance.
I think that taking new chases will be way more valuable and bringing perks like thana would be decently good but only when 4 people are injured so tunneling might be solved soon
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I am absolutely loving new patch seems like BHVR finally listens to the community
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I love new healing changes and COH nerfs, that was exactly what we needed. Although Self-Care should be buffed to even 55% of speed
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no.
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thankfully devs finally changed annoying issues ( I'm looking at CoH and DH ) but Pain Resonance has been also nerfed cause it was one of the strongest perks
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Wraith's most disguisting weakness was lightburn so maybe now someone will play this killer
Nurse was so hard to lightburn so they just removed it as quality of life change
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Yeah all survivor mains start to cry cause their precious CoH and DH are getting nerfed so yeah... devs are babysitting killers now ?
FINALLY
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@Gandor said:
Also CoB no longer regresses gen, only information is given when survivors don't get great skillcheck.
Overcharge starts from 25% instead of 75% and goes up to 200%.
STBFL has max of 4 stacks
Jolt - reduce distance to 4m
Lethal pursuer - remove showing survivors at the start of the trial
ProofThyself - 30% speed boost per survivor
Hangman's trick - hook sabotages take additional 0.5s
Don't like the changes? Well I just did exactly the same thing you did. I am just 99.999999% sure you are killer main.
Yeah CoB should not give the info when survivor hit a Good Skillcheck. Maybe Overcharge should start from 50% instead. I mean mainly only CoH is good and other boons are trash. I wanted to make them more worthy by increasing range...
It seems like you are crybaby and hate going against the Nurse so you want to remove Lethat Pursuer....
It seems you are survivor main instead that loves his precious tincy-wincy DH
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/368420/actual-state-of-the-game-is-awful
Killers tunnel because they literally have no choice most of the time. Their objective is too long relative to the survivor objective and an efficient team can trade 5 hooks for 5 generators and then get all four players to escape.
If you want to stop tunneling then you need to change the game for both sides.
- Give the killer generator tunneling protection. Survivors got free Borrowed time. Give killers Deadlock base kit. Add rollback protection so that if two gens are compelted at the same time then one rolls back to 99% progress and is blocked. Make the perk by the same name add +30 seconds to the timer.
- Give the killer 1:1 generator regression base kit if 4 players are alive. Now the killer has a reason not to tunnel
- Give the killer buffs for hooking each unique player once before anyone dies. As an example this needs to be something like a 9% debuff to the survivors finishing generators/healing/etc. Why is that value at 9%? At 8% it's less efficient than hooking one player 3 times to kill them. That by the way causes generator repair rates to decrease permanently by 25% for the rest of the game.
Vote for that, decent changes and BT for survivors base kit would be great. This endurance should last for 10 seconds and BT should maybe increase it's duration and give some 1% Haste for saved surv for 5 seconds ?
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@Gylfie said:
I agree, sadly.
As killer, I don't tunnel and I get absolutely destroyed in like 5 minutes game after game after game and it's demoralizing. I don't understand why I keep facing these solid teams when I only get 0-1 kill every game.
As survivor, I face killers that do tunnel and the games are absolutely miserable as well.
I don't have fun on either side. :(
It is 100% true, when you want to have fun you are genrushed
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@TheWheelOfCheese said:
I honestly doubt this is very much due to the current mechanics of the game and more that this game has been out for nearly 7 years and everyone at the higher end of play is trying to play optimally.
This isn't a unique phenomenon to DBD; all games become stale when the players optimize, because often there is only one optimal way to play. This makes every match identical.
The solution is to frustrate the optimization process by constantly changing the tools and mechanics that emerge as the most optimal.
BHVR doesn't seem interested in doing this, though. The only significant perk shake-up they had (6.1.0) displaced a few meta perks permanently (pop, ruin, etc.) but others only temporarily (e.g. DH was absent from most matches until survivors realized it was still broken and now we're back to 3-4 a match). This shake-up was successful in the short term but it wasn't followed up quickly enough with another shake-up when the new meta became apparent.
There needs to be a shake-up probably every 3 months at a minimum or the game becomes stale.
I can totally agree, they should shake meta more frequently although it is important to keep up with balancing by releasing short patch every 2 weeks slightly changing op things and buffing weaker ones
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@MiniPisa said:
My advice to you is if you’re getting tunnelled every game, it may be time to run some anti-tunnelling builds, at least for a while. Think borrowed time, DS, Off the Record etc. Should you have to do this? No, of course not, but if you’re feeling this frustrated then I recommend it. I haven’t personally experienced an abnormal amount of tunnelling
although it is super hard to avoid tunneling if killer's playstyle is that
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survivors will always complain whenever killer is able to move lol
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So you want to buff surviors by giving them one of the strongest perk that has been abused for so many years ? Survivors have enough things that need slight nerfs such as DH, COH. You should understand why very few people are playing killer ( it is much much harder )
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The only reason this perk is decent is the healing meta, killers are bored when 4 survivors bring med kits so game is now unfair. COH is an issue so as a response Franklin's is used
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When DH and COH nerfs tho ?
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so generally speaking you want to buff survivors, who are insanely op especially if playing in decent SWF
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dude you are just crying because you lost against otp nurse. Man she's fine so get out of here
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@Ithiria said:
Any offering less than 100% kind of sucks for the killer, since all a team needs is 2 for 100%.
So maybe make killer offering 100% to get particular map and survivors will have to bring at least 2 offerings to chave 50% chance to get other map when killer also brought the offering
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I mean, this perk needs serious changes. Survivors are complaining about Eruption that disables them for 25 seconds but also are running DH which extends chase for 25 seconds.
In my opinion:
Dead Hard: Grants 8% Haste status effect for 1 second and causes exhaustion for 40 seconds. ( no longer will be used to mitigate hit but only for slight amount of distance so you are almost as fast as spirit is )
Eruption: Causes affected gens to explode losing 9% of it's total progress, starts to regress ( instead of 10% ) and blocks the gen for 25 seconds. Survivors who are working on it will additionaly scream, and injured ones will be incapacitated for next 20 seconds. ( making incapacitation affect only injured survivors will be punishment for gens before friends ) Perk has 30 seconds cooldown.
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I don't like the Remote trap idea, stupid survivor would be able to loop killer 4ever especially in shack. What else, maybe should it activate automatically?!!!!! Wouldn't like to see anything like this.
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Not mentioned items remain unchanged.
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I hope they will adjust it faster...