Grimzy
Grimzy
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- Grimzy
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I would say none, at least not until they get their current killers and survivors in grip and balance it properly and fix the bugs.
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I honestly do not see the point in all these complaints....The game will never be properly balanced, and the changes to the perks they are doing will cause the imbalance to just be more blatantly obvious. The game simply has too many killers and too many mechanics and powers to properly balance it all out.
Lets see what happens once these changes are actually out.
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Suprised decisive strike is on there again. Lets see what they do with that one.
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@GoodBoyKaru said:
Summer 2022 is the tentative date set for the perk rework. I feel like if there's a rework already made it'll be released in waves instead of a block all at once, and considering Dead Hard has an average usage rate of just below 75% then I don't see why they wouldn't have that as a priority perk.
They will not just be reworking perks but systems around them aswel. Its not jsut perks that will be changed but game mechanics aswel.
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Considering it happens maybe once in a blue moon that you get an unhook with the 4% i would consider it like finding a shiny pokemon in the pokemon games. For being that lucky he should get DS,
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Poised is a perk that is very situational. It can be pretty strong in a group with comms, But its all personal preference. You can essentially run all the bad perks and still be able to loop the killer and survive and escape.
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@tenoresax said:
https://forum.deadbydaylight.com/en/discussion/comment/2954716#Comment_2954716
Many games have taken bugs and embraced them as new mechanics like League of Legends with Riven's basic attack lock in and Overwatch with Mercy's superjump and I see no reason why hug tech shouldn't be the same. It has simple counterplay (literally the same as old J-Flick counterplay), raises the skill ceiling and makes Blight more enjoyable.
Hearing people say "it's a bug, so it should just be removed" all the time is getting tiring so I'm beggin you, give me an actual argument please?
The argument is: BHVR classified it as a bug / exploit to be fixed, and thus it is a bug exploit. Not sure what other argument you are looking for here .
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@Marigoria said:
Low effort post. At least fits in the general theme of the forums I guess.
Everyone needs their few minutes to shine. Dont ruin it.
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Just add in a a huge MMR bonus boost if they facecamp. That way they if they want to camp they can but in return their mmr will be boosted and they will go against more sweaty matches with better survivors / SWF's.
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Bottom line is: you can ask, beg cry for Candyman all you want. If the license holders do not want to sell licensing, you will never get it xD
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What you are suggesting would make things far more worse and more toxic. The current time penalty is way better.
As much as you dont like what you described, i dont like going into matches and having other DC. So if it prevents you from playing and dcing again for X time, i am happy with it.
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@Kurri said:
Borrowed Time shouldn't be base kit. That would just be stupid, and sure enough the dev's have made some mistakes in the past, but I don't pin them to be that dumb. Even borrowed time as is, is too strong - players shouldn't be rewarded for making unsafe saves, playing without Borrowed Time teaches players how to make safe saves. They would just be shooting themselves more in the foot if they made it base kit because new players will have an even harder time learning basics in the game.
I also don't see any Killer perks should be made base kit. Don't fix what isn't broken.
Tell that to the survivor who was safe unhooked, but killer made it across the map to the hook, went by ignoring all other survivors straight for that one unhooked player xD
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BT should have always been base kit and not a perk to heavily counteract tunneling. If they make BT basekit, i think they should also make it apply a random effect duration so killers cant count / wait it out if they decide to go after the unhooked survivor.
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Its mainly due to a long history of BHVR doing everything backwards than what it actually should be.
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I wouldnt make anything basekit but instead actually implement a solution where camping becomes a bad choice, such as for example killers MMR will increase additionally if they camp, making them go against more sweaty squads or something else.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2852602#Comment_2852602
If Sprint Burst were actually as good as Dead Hard it would probably be relatively close in popularity. But Dead Hard is used much more often than Sprint Burst simply because it’s a better perk.
WEll yes, but if dead hard gets changed, survivors will move back to sprint burst. The only difference between the two is the 1 extra hit. Plus sprint burst has no injured requirement and will be used at the start of the chase.
And you might see a increase in med kits with scyptic agents as a replacement for the hit.
Bottom line is then babies will move on to cry about the next perk in line when more survivors start using it.
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Or maybe a lot of people are just burned out by the game, or are playing other games that released recently?
Not all player drops are because of game changes. And if people are burned out, new content update or dlc wont really change much in that regard.
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@danielmaster87 said:
It's not unreasonable to ask that her camera be normal height. I don't know why all these people are disagreeing.
Her camera is low for a reason, its because shes a licensed kilelr and in the movies she crawls on the floor. Pretty sure that once of the design aspects that the license holder decides / decided. If you want licensed killers they go by what they are in the movies.
So no, i think the camera height should stay as is.
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@tesla said:
https://forum.deadbydaylight.com/en/discussion/comment/2843031#Comment_2843031
Yeah, they could make it "press the button to snuff/hold for breaking" (similar to clown pressing to switch or holding to reload), then give an animation equivalent to kicking a gen .
But then you essentially screw yourself over with hexes, Cause if you break the boon / totem you wont get the hex either.
Snuffing is there so that you can still have dull totems for any hexes that might activate later.
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Honestly, the only things i would change about CoH is to not let bonuses stack that increase heal speed, and while in the boon range, the heal speed bonus is fixed, meaning whether 2-3 people heal you, it should always go at the same speed. The self care part of the boon is what makes it attractive, so get rid of that and no one will use it as other perk combos work far better.
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I mean, i play survivor, but i always use the offering to ignore any other map offerings xD.....just cause randomness is more fun xD
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I mean....untilately its the killer that has the choice: drop down for a shortcut or walk to a hook. Given it may not be ideal on every map, but that is still the kilelrs choice. Personally i like it that the killer now can no longer just take shortcuts.
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Funny how people think having X amount of hours in a game means having skill xD
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@ChiSoxFan11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2765626#Comment_2765626
Someone has to win, but why does "winning" have to be the be-all-end-all of how players are ranked, if there's going to be an SBMM system in place?
The game clearly can measure other elements of gameplay -- the Emblem system (as flawed as it can be at times) does this. Wouldn't a better system be one that measure not only kills/escapes, but other aspects as well?
As a sports fan, I had to laugh at the terrible sports analogy that was used in the Q&A (the hockey one). By that devs' logic, Mary Hardin-Baylor -- a Division III college football team that went 15-0 this past season -- is a "better" team than Georgia because Georgia "only" went 14-1 by comparison and had fewer wins. The absurdity of that comparison should illustrate how flawed the devs take on their own MMR system is, and their doubling down on it in the face of increasing complaints from all sides that it simply isn't working is troubling.
I understand the idea that they want to keep it simple, but is what we have now better than what we had before? In the beginning, I would have said "yes", but watching queue times take precedence constantly over everything else -- and the dramatic inconsistency I see in my games both as survivor and killer -- I'd say "no" now.
The problem is, if it would measure the emblems, which in itself is a good idea, the system would be incredibly flawed.
Players know what scores them emblem points, so those who want to rank up would jsut do those objectives and vice versa, those who want to derank, could easily do so by sabotaging their emblems.
The only way that would work is if they reworked the emblems to count other aspects but not reveal what they are actually counting.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/2746162#Comment_2746162
Because you can straight up deny a killer of an entire perk, BBQ will never get its 4th stack for example and most on hook perks can result in nothing due to this (Its outdated, but Otz has a clip where the obsession left the same time he hooked her for old Dead Man's Switch, which in theory meant he had an empty perk slot for the whole game)
All you loose on BBQ is a little extra bloodpoints, which killers get much more anyway, so that perk is not really an argument.
What i am saying is, as much as the killer may loose on some perks, survivors lose just as much, if not more, and if the DC would count as a hook, it may just aswel give the killer quite an advantage when its 1 vs 3.
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It shouldnt count. Since it creates a huge disadvantage to survivors having to play with only 3 people, why should the killer get benefits for it?
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@crowbarman said:
https://forum.deadbydaylight.com/en/discussion/comment/2740246#Comment_2740246
This process is accelerated any time there is a killer side perk. Survivors get at least 6mo of evaluation. Killers, next minor patch.
Evaluating a killer vs a per like COH are completely different things. Per example: if a killer comes out and at any ranks the win rate of that killer is say 90%+ that clearly means something is not right and it needs to be looked at.
With COH its different, you can have matches where COH is used and still kilelrs can end with a 4k, while at the same time there are matches where COH is used and killer doesnt get any kills.
Then count in matches where one side or the other is just throwing.
Its easier to evaluate a killer, but not as easy to evaluate a perk thats completely situational.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2739414#Comment_2739414
You dont plan ahead for NOED. No Killer can tell me that they prefer to win after 5 Gens are done and not before. The first goal as Killer should always be to not lose all 5 Gens, followed by not letting the Survivors escape.
ANd I try to win before 5 gens pop, but I use NoED on the off-chance I don't. That's what's called 'planning ahead'. I'm using NoED to PLAN FOR the gens popping.
This is why all this inane dribble about 'NoED rewards failure' pisses me off; The Killer has not failed just because all 5 gens popped. 5 gens popping is an arbitrary limit Survivors invented to then claim was the 'flaw' of NoED.
Also; if I can't run loops: NoED won't magically make me better at loops so... 🤷♂️
The second Perk you created would not be used, since iFrames without any distance dont do anything, unless you are directly at a Pallet.
I left out a part; If the Killer hits a Survivor using #2; The Killer gets the attack cooldown animation, which would help the Survivor get away.
Hell, pair it with Sprint Burst, let the Killer hit you, and then Meep Meep away while he's wiping his weapon. Or pair it with Lithe and drop from a high area, or any other speed boost perk.
If 5 gens popped and all survivors are alive and you "plan on NOED" that literally means you put bad pressure the entire game and got outplayed by the survivors and NOED is your safety raft.
It is literally the last safety raft for the killer and a punishment for survivors that decided not to do bones.
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Dont like the idea at all. It wouldnt fix or help the current situation, its the equivalent of simply doubling up the totem spawns on maps which is bad for both sides.
You are missing an important factor: RElighting the boons takes survivors off from generators, if they dont have a medkit or selfcare they will either look for other teammates to heal or search for a totem to bless, which again is a time loss.
I would much more prefer they randomize the totem spawns more in more hidden places rather than introduce another thing that isnt even a fix just a temporary bandaid.
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@YOURFRIEND said:
https://twitter.com/OtzdarvaYT/status/1479469096739774469?s=20
https://twitter.com/OtzdarvaYT/status/1479466221091315714?s=20
https://twitter.com/OtzdarvaYT/status/1479463573948620812?s=20
The intent was not to illustrate that the game is anything sided. It was to illustrate that killers have to sweat and impede survivor enjoyment in order to win consistently. Yall are as bad as behavior just looking at numbers without context.
Depends what you consider a "win". For me a win is if i get a 0 or a a +1 pip out of a match, regardless if i escape or die.
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@ProudPapa7 said:
I see a teachable perk on a new character (Jonah Vasquez) that I would like to buy in the store and use it for other characters. Do I have to buy the character before I can buy his perk?
Yes
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@The_Krapper said:
So I got "Hacked" on DBD a couple weeks ago (since I can't use the actual term without my post being deleted for some reason) and decided to pick up a couple of different games due to my frustration, side note: I can play DBD again so now I've been switching between a few different games.
The games I've been playing are Propnight and VHS and I'll admit that I've had tons of fun they are both great games, I was wondering for those of you who tried them both, How do you think they stack up to DBD? Dbd is the OG and nobody can take that away, but I feel like there are a few aspects those other games nailed that Dbd is missing out on, in my opinion when you go back to dbd after playing those for a couple weeks straight it gets boring after a few matches and makes you wanna switch it up more often, this community is like a soured elderly person that gets pissed about anything and everything at this point and I really think the opposite about the other games it seems like nobody takes those games as serious as they do dbd, the fun has been sucked away by both sides of the community always being upset and finding a ridiculous reason to ######### on someone. Do you think these other games will ever be a real competitor for DBD? What would you bring from the other games to improve DBD?
Hmmm...so you got into the Closed VHS beta, even though they did not send out a new wave of keys? Because other than that you cannot play the game.
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If the killer stays within the hooks range for a longer period of time they get a MMR ranking boost untill they stay away for a period of time and let it decrease.
That should eliminate camping since none of the killers will want sweaty matches.
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@pizzaduffyhp90 said:
So after snuffing the boon totems shouldn't it break the totem overall since it's technically being stepped on just like the Survivors cleansing it breaks it.
If there's a change to Boons maybe this could work better like sure the radius of them is pretty big but, if the totem breaks I think this could work well IMO.
Keep in mind if they change it to where a snuffed totem breaks, you are potentially eliminating chances of triggering NOED and potential other post game hexes.
This would also impact the hook hexes that spawn after a survivor is hooked rendering essentially a larger pool of perks useless for a huge chunk of the match .
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@Chordyceps said:
https://forum.deadbydaylight.com/en/discussion/comment/2706315#Comment_2706315
Do you like getting tunneled or camped? If no, you should be on board for matches taking a little longer. A lot of the time these things happen because the match is progressing far too quickly and the killer needs to do something to get things under control as soon as possible. This thing typically happens to be camping and/or tunneling. Longer matches = more breathing room = less need to tunnel/camp, which should hopefully = less tunneling/camping.
Killers are tunneling / camping ebcause they choose to, not because survivors have nothing else to do. Even if there were other objectives, killers would still camp and tunnel, ecause that is what most of them do.
Adding more objectives would mean more chances for survivors to get found / hit / killed. the longer a match takes the less survivors have at their disposal (items, perk tokens, struggle phases).
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@RainehDaze said:
I believe this is why people have suggested a true, non-optional, non-beneficial secondary objective be added. Something that isn't just holding M1 for longer, but still makes the repair process take longer.
But they really cant. The longer the match takes, the more it turns into the killers favor. Adding a second objective would make each match heavily killer sided the longer it takes.
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@pizzavessel15 said:
https://forum.deadbydaylight.com/en/discussion/comment/2703482#Comment_2703482
let me guess you're the type that thinks dead hard is fine in its current state
Because Dead hard is fine, and there are plenty of ways to get around it and bait it out.
@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/2704892#Comment_2704892
I can't solve the "hold W meta"... I don't know where to begin
But a few Perk changes are:
Dying Light- Make the % more for the first hooks (instead of 3% it could be like 6% for the first three hooks on the non Obsession Survivors)
Brutal Strength- Make it 50% speed increase and give Hindered to Survivors within 3-5m of a Pallet or Wall being broke for like 5-10 seconds (LOS counts as well so no Hindered on Survivors whom break LOS of the Pallet) and Killers get a Speed boost for 5 seconds
Overwhelming Presence- Add in a "failure" feature to Items being used in TR (where a Survivors is trying to use an Item but it just won't work) and also make it last for 5 seconds after leaving TR
Hangman's Trick- Make the hooks take longer to Sabotage and quicker to reset on top of Aura Reading
Scourge Hook- (Both perks which is why I didn't specify) Basement Hooks count as Scourge Hooks so now there are 8 Scourge Hooks
Predator- Gives directional Scratch Marks and makes the Scratch Marks last longer
Hex: Huntress Lullaby- Keeps the Regression for missing the Skillcheck even after it's destroyed (or for the next 30-60 seconds)
Hex: Pentimento- Allows the Killer to destroy Totems
Hex: Thrill Of The Hunt- Get rid of the bonus BP and bring back the Notification of Totems being touched
Gearhead- Make it on all Skillchecks
none of these are suggested by being objective to both killers and survivors.
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None of these are good or even worth reading....
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What annoys me in matches are especially:
- Camping / Tunneling, proxy-camping killers.
- Survivors who unhook you, and literally run their butt behind you through the entire map to heal you even though you dont want to be healed.
- Survivors unhooking you, in the killers face without even having borrowed time.
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@Aurelle said:
The thing is, if a killer is strong or has different counterplay survivors will complain about it. They don't want to adapt to different playstyles, so when a killer requires them to play differently they get upset and complain about it. Not saying all survivors do this, though.
Please....as if killer players do not do this each time survivors get a new perk that counters something from their meta kit. You should at least stay objective because both sides complain about literally everything.
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/2700423#Comment_2700423
But it's not for free it's for running a perk all game that only helps in endgame. And sometimes it feels like they survs get the escape for free cause they 99 the gate and run with two or three at the hook and have bt no chance to hinder them doing it and that even works in soloq if you don't play with totally stipud guys
There are plenty of perks survivors can use that also only work at end game, so it not being"for free" is not an argument. Free or not the problem is it could be unbelievably abused and used to hold games hostage. and i dont know about you but i have no desire to run around playing tag you're it for 30 minutes just to open an exit gate.
Not to mention sometimes the gates spawn so close to eachother that opening them would be nearly impossible with high mobility killers.
99 gates is not an issue. BT saves at the gates is not an issue.
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I would say No, if we had a gate regression perk it would be so easy to hold the game hostage. Gates are fine as they are. Matches shouldnt take forever.It wouldnt make anything more interesting nore create pressure, all it would do is add more hostility to the game.
s for the borrows time saves....in most cases that is usually the killers fault. Had plenty of matches where killers easily dealt with said borrowed time saves, so its all a matter of how you play your cards. You arent guaranteed any kills and you certainly shouldnt be getting them for free.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2700191#Comment_2700191
Losing 3 gens after first chase, where you couldn't do anything about it is not a good feeling.
If everyone spawned same on other side of the map, you can guess quite well where to go. Problem is with big maps, where survivors with toolboxes would be able to finish that gen, before you can even get there, but they already can do it.
Corrupt would help a lot against that, Lethal Pursuer too. With ruin? if you secure that gen, all time of 4 survivors was wasted.
I think it would be way better system, but they just like that RNG system too much...
Idk, sometimes i think they should implement like a timer, so say for the first 15-30seconds (although that might be a bit too long) items survivors bring in cannot be used.
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Kills are salty about gen rushing, but ...like what do they expect to happen? That is literally the ONLY objective survivors have, that is their goal: repair gens -> escape.
The longer the match drags on, the more the balance tips towards the killer. If survivors wouldnt focus on gens, then its literally a ,lost match for them after a while.
Tunneling and camping is a different issue though. While personally i dont think gen speeds are a problem, camping is. There should be actuall more punishing penalties for kilelrs decaying over time if they stand within a certain proximity of a hook for too long and with that a few survivor perks would need to be slightly changed to make it evenly fair.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2699300#Comment_2699300
So it's supposed to be difficult to hook someone once you've downed them and picked them up? It's a fundamental mechanic! How handheld do survivors need to be?
It is only difficult, you pick your hook choices wrong. If you use a little bit of braincells with it, you will have 0 problems.
@lordfart said:
I like it, forces me to get smart about my hook choices. I do wish scourge hooks would at least defer to other hooks in play if it becomes a sacrifice hook
They shouldnt though. The entire point and mechanic for them is that only 4 of them spawn randomly, thats the entire risk / reward coming into play. This way at least there is a somewhat counterplay to them. if all hooks would be scourge hooks, then there is no counterplay, and thats when it becomes unbalanced. It just promotes you deciging if you want to get the scourge hook on a down or if you rather get a normal one. Choices and rewards.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2697520#Comment_2697520
No. Survivors don't need ANOTHER 2nd chance to not get killed, no matter how rare it is. Why can't survivors just not destroy hooks when they get sacrificed on them? It makes total sense. And that's a terrible justification. We can't have killer qol change A because qol change B is so much better. I'm pretty sure people think that way about every killer qol change that gets suggested, so nothing gets done.
This isnt another 2nd chace this is purely killers managing what they do and where they hook people. This wouldnt be a QOL change this would simply be another imbalance created because killers cant manage their hooks.
You arent meant to get easy hooks and guaranteed hooks, same way as survivors arent meant to guaranteed wiggle out every time.
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I think all hooks breaking after a sacrifice is fine and good as it is. Survivors are supposed to get a chance to wiggle out if you create a deadzone because you used a hook already. Just pik your hooks in a good way and you wont have an issue. Especially since survivors dont wiggle out that often by the time you reach the next hook, and you can drop down any ledges / heights and it doesnt increase the wiggle or stagger you.
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I do not think Boons are broken or too strong. They should however not stach with any other healing bonuses including from medkits.
Either way boons do have some downsides to using them:
- They are hevaily dependant on totem spawns and placements. This means even if one is lit up and someone wants to heal, they will have to run to the boon which is across the map in some cases, or invest first time to bless a new one if they find one and then heal.Most of the time totems spawn is such ######### places that its not worth blessing them.
- You only get the boon bonuses from a boon totem based on the perks of the person who lights it. So if someone is only running CoH, and you run CoH + Shadowstep, you will only get CoH buff from their boon not both.
- Blessing a totem is 14s where a survivor is not doing generators. Blessing a Hex is even more time a generator is not done.
- Totem placements arent that great to begin with so most times boons are right in your face ready to be snuffed.
- CoH isnt all that great. Had a ton of games where killers apply mangled + hemmorage and the healing self at a boon totem takes quite a long time and those matches usually ended with 2-3 kilsl for the killer.
The only thing tehy should do is make all boons not stack with any other bonuses from items and it should be fine. Or implement some mechanic where totems are blocked for X seconds from being interacted with similar to the way some gen blocking perks work cause a direct nerf to CoH will simply make everyone stop using it and it will become yet another utterly useless perk without any benefit of using.
For example the perk thatb locks gens at start of the match, let it also block all totems or add an effect to some exisiting perks where completing a generator blocks all totems for X seconds for survivors.
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@coldestwinter123 said:
i have issues with DH but for me it seems problematic because of the context of exhaustion perks.
Balanced Landing has a 40 second cooldown. Dead Hard has a 40 second cooldown.
Balance Landing's condition is that you have to fall from a "great height" to use it. In order to use Dead Hard you have to be injured.
On what Planet do you have to play DBD to think that these 2 conditions are equally hard to achieve ? Most killers do not have lethality you will most likely be injured at some point in the match. Versus you can only use your exhaustion perk in specific areas of the map, and some maps will have them less then others. The game is even functioning around pallets meaning: if i use a pallet in an area that area becomes way weaker. That area might be the same area where i can use Balanced Landing.
And i could spell it out like this for every exhaustion perk and it boils down to. Why the fuk is it 40second cooldown? condition of being injured is not greater then having to pallet stun vaulting a window not being able to sprint or having to sit in a locker for a locker stun. And theres more to this but... this should be already enough of a reason.
You missed the part where while you are in a chase you do not recover from exhaustion. So even if you use both, if the killer keeps chasing you, you will not get a second use even after the 40 seconds are up.
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2542368#Comment_2542368
I think it should be much harder to escape than it currently is. When my team is escaping with 1-3 hooks between us regularly, there’s a problem. To answer your question though, the game should definitely be balanced more towards a 4K than a 4 escape.
Now, it shouldn’t be ridiculously oppressive for survivors, but there’s way too many second chances in the current state.
The game should neve rbe balanced towards a 4k or 4 escape for that matter.
If it was balanced towards a 4k, it would simply put mean killers being far to overpowered with essentially no counterplay / hard counterplay. It would dramatically reduce any form of fun survivors would have from matches since it would always be far more killer sided, and that is not the point. Same for a 4 escape, it would mean survivors always have the upper hand.
The current balance towards 2k / 2E is the middle ground that logically seems the most fair. Although i tihnk people need to see things in more perspective than currently since for many a kill or escape means they "won" the match.