JackOf4llTrades
JackOf4llTrades
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- JackOf4llTrades
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@katoptris said:
If you're talking about the janky chain then it been fixed already. You have nothing to worry about.
No. When you summon your chain, everything is okay, but when you shoot it, camera moves away stretching the view and not allowing to aim.
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Guys. GUYS. You forgot about one thing:
They don't care.
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Bro, im just gonna say that she was first, but not the last killer released, who can make A LOT:
- Her.
- Singularity (teleport, scouting, objective denying, fast vaulting, fast breaking, unstunnable).
- Chucky (very small - barely seen in the grass, undetectable, can run fast and hit, fast vaulting, double jumping)
For example, what can Trapper do? He sets traps. So basically all he can do is to block SOME paths, but it's still easy to counter, especially if you saw where he set his traps and you play via discord.
What can Wesker do? Fast vaulting, fast running via his abbility, slowing, oneshotting with addon by abbility.
What can Onryo do? Teleport, instakill (rare).
What can Xeno do? Controllable teleporting, low ranged hit.
These killers barely do anything compared to how much first three can do. And the thing is that developers don't see any problems with them.
And now this awful anniversary that DOESN'T FIT DBD with Vecna, who can: fly, block pallets, pick up pallets, damage with medium ranged wide abbility, track survivors and mori them if they have items.
All these little things should tell you one thing, which was told before: developers doesn't care unless they begin to lose money on that. Ask yourself, why feng min has the most skins in game.
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@Memesis said:
Which they could do before the buff using 1 addon
Which is taking one addon slot. Now you can have this AND sloppy butcher addon + aura addon, which makes her incredibly stronger.
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@Memesis said:
The huntress's I face don't feel any more oppressive than before her buff imo
Good for you, but TS is right, this buff wasn't needed. Bad huntress will miss all hatchets or most of them, good huntress with 5 hatchets at BEST can down 2 survivors and one injured with one load. Now she can down all 4.
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@Mooks said:
you don’t have to list all these addons, I am aware of it. And pretty sure BHVR is aware of usefulness and use rate as well but there is plenty of other stuff they are working on and I guess these addons are just very low on the priority list.
I COULD help and give suggestions to dev's what could be done to addons and way to balance them, but i'm sure they won't listen, because they have their own vision no matter what, what i witnessed when they nerfed and rebalanced scourge hook PR for the first time.you can give suggestions but never expect for them to just implement it directly the way you suggest it, as you said they have their own vision and it is their video game.
I understand what you mean, but the thing is that they think, that since players don't take them, they can ignore them, because they are rare. Its typical survivor's mistake. They are rare BECAUSE they are bad, and thats why works on them are always somewhere in latest and lowest priority.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729955#Comment_3729955
okay this might seem harsher than it’s meant to..
it’s a common topic for critique and feedback.Also, addons for killers frequently get changed based on usage and balance.
The devs also stated they want to look at offerings, survivor items and addons.
As to time spent in bloodweb and prestige levels.. I think with automatic leveling it’s okay as it is now. Ideally it would be changed to not make you choose so many things you never use or implement some way to get rid of that stuff (trading against other things/BP)First of all i was speaking about items on survivors and addons for them.
Killers have a lot of addons and powers, to balance them it takes indeed a big work, but survivors have only toolbox, medkit, flashlight, key and map, thats five. I don't count firecrackers, because its just grenade.
Im gonna talk rn about two items on surv's one by one just to give examples.
Flashlight: in 100% chance players take battery + lens OR bulbs to increase power and prolonging its work, which is logically correct, isn't?
What is the problem with it's addons: most of them are not used at all.
By rarity:
Grey Power Bulb only gets used few times when you are only newbie player untill you get your first yellow. After this time you will always have resources to use only yellows and higher tier.
Grey Leather Grip has no use.
Yellow Low Amp Filament has no reasons to exist, because basically at maximum can duplicate power of yellow Heavy Duty Battery in case you are taking purple Utility Flashlight. If not, then it is weaker than yellow Heavy Duty Battery, meaning this addon is useless.
Yellow Rubber Grip has no use.
Yellow TIR Optic outclassed by other addons because first part of it "Increases the brightness of the Beam by +30 %." has no use.
Green Intense Halogen outclassed by other addons because first part of it "Increases the brightness of the Beam by +40 %." has no use.
Red Odd Bulb outclassed by High-End Sapphire Lens because of debuff "Increases the Battery Depletion rate by +14 %." AND its first part "Increases the brightness of the Beam by +50 %." has no use.
Toolbox is better: in 100% chance players take charges + repair speed addons combined, because its most effective on toolboxes for repairing (i can calculate for you, if you are interested, how effective and why), or in 100% chance players take sabotage speed + sabotage speed OR increased auto-repair time for being most effective.
Addons by rarity:
Grey Instructions has no use, because standart player knows how to hit skillchecks, newbies will HAVE TO learn how to hit them, otherwise future games will be impossible, and it doesn't suppress any other skillchecks (from powers). Obviously making it doing so would buff this addon and make it very useful in some scenarios, providing additional tactics for toolboxes.
Yellow Spring Clamp has no use, because lowering range at which killer can hear you repairing gen doesn't matter, because if he can hear repaired gen, he WILL come there. In VERY RARE situation you can try to repair gen near killer in chase, but we talk about situation with almost done gen, where killer is stupid or deaf and doesn't react to surroundings.
As we can see, toolboxes are far better in case of usefulness for addons, but here is another thing: grey addons almost never used after certain point which survivor reaches pretty fast. And that is amongst EVERYTHING in game: killers, survivors, items. Because there is tons of them and you just won't be able to waste them all even if you will take them every game nonstop.
My thought is that grey addons must be made in way to be helpful for newbies (like addon on nurse, which show where you will blink) and must be made infinite, always available. Other addons must be increased in cost at least by half and their work must be reviewed massively.
I COULD help and give suggestions to dev's what could be done to addons and way to balance them, but i'm sure they won't listen, because they have their own vision no matter what, what i witnessed when they nerfed and rebalanced scourge hook PR for the first time.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729950#Comment_3729950
Well it might be that the Bloodweb System is just a mini entertainment system for getting useful items in between matches.
But im sure bHVR wishes they could make all addons a good choice, but that would take crazy amount of time, revisions of revisions. So it would likely be a slow process. They could probably use a lot more survey data on this too. It would take years.
And to some degree that are already doing it with addon passes, but I guess you want to faster?
There is pretty much tons of ways they could fix that. For example they could make addon for toolbox that elimimantes skill checks to work against killer perks like doctor's perk for gen regression or oppression from twins.
All they do is fixing popular items, but they dont think WHY they are popular - because other items and addons are useless and these are not. They just not worth picking at all.
Perfect example is nerf of all killer perks for gen regression. Rn on ptb they are going to nerf two last OKAY perks - PR and pop, but the reason they are popular, because others became bad af after nerfs and nerfs. And why they nerf? Because, as they told, "we noticed that many players prefer them over other gen regression perks, so we nerf them". Their logic is mistake.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729950#Comment_3729950
yeah you are the only one that has a problem with this and this definitely has never been brought up anytime anywhere else.
Sure, addons and items perfect. You never see in your game with 99% chance toolbox, medkit and flashlight, you always see map and key. You always see addon for accuracy on flashlight, addon for toolkit to eliminate skillchecks etc.
Stop lying to yourself.
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Bump. I guess nobody cares about problems with items and massive grind or 100 prestige for 70+ survs and killers? Everything fine for DBD community and devs?
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@vol4r said:
I wouldn't say he needs so much buffs.
I am making an experiment right now and I play every killer 3 matches to literally choose my next p100 killer.
I played a few killers already and trapper got me the best results so far.
my 3 games on trapper went smooth:
1st was 4k on 5 gens,
2nd was 4k on 4 gens
3rd was 3k on 5 gen (i gave a hatch to unlucky ace).Because you are making mistake on how you take info on him of how strong he is.
I'm old trapper main and i don't play him for 3 rounds only, like you did.
Its always either your surv's are randoms with no voice chat and they don't know where you traps are, that basically means that if you set trap somewhere and they don't know, they will RANDOMLY step in and you got free hook. So that means its all on random + on how you set up your traps.
But if you play vs SWF, all your traps are done, you will almost never catch anyone with them.
Also there is TONS of maps that has little or NO grass at all, so your traps are visible and useless.
Also there is very bad random on hook spawn and traps spawn, which CAN result in situation that you waste 1-2 minutes just to set traps, meanwhile 3-4 gens will be done before you even get hook.
Thats not all, but thats enough.
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I do actually agree at some point with TS.
Game is not survivor or killer sided, its SWF sided very heavily.
But if there are 4 random players who know how to play game, then the game is survivor sided. Not that heavily, but pretty much.
All gen regression perks got nerfed, and current PTB patch nerfs already nerfed perks once again which will kill them completely.
At the same time DS got buffed to 5 seconds again, which had no point, because for solo survs thats okay even tho this will not help against strongest killers, but will make weakest killers even weaker, but also 5 seconds DS heavily buffed SWF 4 man tag bully team.
Then dev's did a rework for haddonfield and shifted map from heavy survivor sided to heavy killer sided, facepalm.
Yet there is STILL available OP build with For the people + Buckle up, which buffs SWF even further, whilst do nearly nothing for solo queue. And nothing is done yet for like half a year or more. And once they at last realised that this is overpowered, i read lots of tears from surv mains that this is unfair that they cant abuse double endurance effect with no down sides.
Once again i will repeat: game is SWF sided. This is why you dont have inbetween, only baby survs\killers or pro team/heavy camp/tunnel killers. Because playing solo is pain for survs and its toxic for killers (swf after winning often bully killers by tb at gates or waiting for them to force them to leave through hits or just looking them leaving), which makes killers angry as well, and after games like this where they lots heavily game after game against 4 man swf, they began to tunnel and camp, so the circle is enclosed.
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705978#Comment_3705978
Still a completely uncalled for nerf. The perk wont see nearly as much play. Bad or not bad, this is a stupid nerf.
You ain't gonna argue with the fact, that most of people are playing in discord, because most of random players are acting stupidly, and in 4 man squad adrenaline is op af, don't you?
Deserved nerf and still viable perk. His main thing wasn't speed, it was insta heal for 4 players which is more than enough to easily escape if gates are opened. Unless you have no hands.
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@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702385#Comment_3702385
Outside of Eruption, CoB, Overcharge meta, killer in general is the easiest it’s ever been for a plethora of reasons.
Tell me you don't play killer without saying it.
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@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700833#Comment_3700833
Some kind of mechanic put in place such as
- Generator progress with 4 survivors alive is -10%
- Generator progress with 3 survivors alive is +5%
- Generator progress with 2 survivors alive is +20%
Would help alleviate the tunneling problem and incentivize killers to spread hooks, and also help with the issue of 2 survivors left just hiding and wasting time as they would have an actual chance of escaping still. Just makes the game more interesting IMO.
It will not help, here is why:
- Generator progress with 4 survivors alive -10% means gens will be repaired 9 seconds longer. There is nothing more boring than repairing them, you will make game even worse.
- Generator repair + 20% for 2 survivors is nothing, unless its last gen, but even then it will more often turn into third death even if gen repaired successfully.
Tunneling problem have its place for two reasons: its easier for killer to win by tunneling AND generator repaired too fast, so killer cannot afford himself to waste a single precious second to go for full hp person, while unhooked injured one has nothing (even then we don't know, he might have off the record, DS, DH, SWF). Playing as killer is pain in the ass right now, especially if you are playing as a nice guy. But if you don't its not much better. Unless you are playing tunneling camping Nurse, Huntress and other top tier killers with top tier perks.
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@Sarrif said:
Tbh it's the hatch standoff all over again. When there's two survivors left it's practically impossible to do a whole gen or more since for some reason the devs decided that it's okay to not have any kind of catch up mechanics for survivors. So the only thing they can do is not get caught first since any other option is a guaranteed loss.
You are right and i told previously my idea how to fix that for solo players:
Dev's could make extra "hatch" in case there is only two surv's alive, but only one of them can escape, if one of them uses this extra exit, other one instantly sacrificed in mori. To escape this way they have to do something, objective, to power or charge it, that can be easily made by one survivor. Each survivor has to have each own objective, so that this will turn into race IF they willing to escape and leave the other one to die. Yet they can keep repair gens, if they are SWF or just good persons, depending on how much gens left.
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The whole idea is bad and here is why:
- One dead means other three survivors will have +5% if they go for sole survivor perk which is -15 seconds from gens all over + they can pair it with resilence which is meta right now, resulting in +14% which is -42 seconds from full gens by 3 people with just one dead. If two dead im okay with bonuses.
- Bonus speed for gen repairing has no sense, nobody will repair last gen if he is left alone, since you either find hatch OR you don't, killer closes it and all gen's are repaired instantly so there are no point in repairing a single one. If killer holds you as hostage by refusing closing hatch thats kinda against the rules (I GUESS, idk, behavior has problems with their sanity).
To make this perk usefull it has to have two bonuses: one for normal gameplay and one as emergency exit.
For example: it gives you ability to hide your aura entire game and makes your repair noses silent if you are obsession (increasing your chances to become one), in case you are last survivor you are instantly healed and able to open gates with bonus 75% speed.
This has counters - since there are lots of ways to change obsession, making your first half perk not working, but killer will never know if you have this perk and it will be random. This perk will not be OP for SWF, because will work only on obsession OR if you are last alive survivor, meaning it will buff solo queue without heavy impact on medium-high MMR.
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@Sarrif said:
https://forums.bhvr.com/dead-by-daylight/discussion/410869/i-think-i-had-enough
The trick is, DBD is not fun for survivor unless you are in a swf. Then all the horrible balance can be laughed at with friends.
It's also not fun for killers unless:
- You are playing as top tier killers (wesker, huntress, blight, etc.)
- You are playing with top tier perks. Maybe even two gen regression perks: pop and pain resonance.
- You are playing against solo players.
If you reach mediocre-high MMR and dare to take hag, trapper, wraith or anything else like that, if you dare not to take gen regression perks, if you dare to play fair and if you have toxic SWF with flashlights and grenades, especially if its all at once, prepare your ananus.
And behavior actually don't care about what is happening with this game, they have your money, thats enough. This is why i stopped buying chapters.
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Maybe we can give the devs some good ideas.
As long as we all addicted to gameplay with killer and no good analogue game comes out, they will do nothing good.
But let's be constructive, just for you, OP.
As an old killer main, but also a surv main now (since killer got nerfed pretty hard) i can tell minuses of game pretty close to truth without overbuffing someone. Note yourself these only my thoughts, not completed.
So on the killer side main problem is NOT survivors themselves. It's discord. We all know that discord will not be banned AND dev's will NOT make their own voice chat. Discord gives a MASSIVE advantage for survivors, because they get information that they are NOT supposed to have. Aka type of killers, traps spots, their perks, gen placements. These things destroy the entire idea of some perks, map and many other gameplay features. Since we all know that to play with friends is fun and games, we can't delete voice chat part from game or stop players from doing so. BUT game HAVE TO play around that.
In solo game survivor main problems are:
- AFK.
- First hook suiciders.
- Tunneling.
- Proxy camping.
- Triangles (even now).
- Overpowered killers (aka Nurse, Spirit, Billy after heavy buff).
- That's not all.
So with AFK you can't really do much. But thats not often and not that dangerous.
First hook suiciders should be punished through in game restrictions or ban, depending on their offensivness.
Tunneling can be cured IF dev's will encourage killer to go for ANOTHER target. For example they have to shift many perks to force killer to switch targets and reward him for that. Good example is scourge hook: pain resonance and new grim embrace.
Proxy camping can actually be dealt with by stopping your hook gauge if killer inside of 32 meter area for last 20 seconds of last 60 and no survivors were around during that. (we can discuss this one)
Triangles easily dealt with by changing the way how gen's spawn and changing their places in-game to random with some rules.
Overpowered killers should be nerfed but just slightly. Nurse should be reworked in any other way than just randomly teleporting. For example she might have longer delay for teleport if she hits survivor.
Also there is massive problem on killer side with RANDOMNESS of the game. You take hexes or scourge hooks just to witness how they appear in worst places possible. Hexes are easy to see and find. Hook are all on the one of the sides of the map and there is almost no gens, or worse, they are on different floor all at once.
This random has to be worked on and map should be parted in 4 parts, each hook should be in one of 4 parts, making them more fair and easier to get to. This also makes Saboteur perk better, because you can work around this.
That's not all, once again, many thoughts i have.
But i don't see any reasons to share them, since dev's don't care.
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These challenges with random perks are bugged since first release, devs dgaf about their bugs, money from skins only worth to go for.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572469#Comment_3572469
Just some food for thoughts: apparently 4min bleedout timer is way too long, and we don't need to talk about that it's an utter jerk move and nearly always uncalled for, but being honest, how often do you encounter it? Every second game? Every 5th? Every 15th?
Buy you know how often at least one survivor will wait at the exit gates till the last 2s of be 2min timer ran out? Every. Single. Time. No exceptions.
I would really love for BHVR to do something to discourage this. No matter if some want to make sure that everyone made it out alive, but at least 8 out of 10 times its done to spite he killer and to rub it in, get is no other reason to wait 60+s alone at the exit gates, but to somehow try to ridicule and humiliate a defeated opponent, and it sickens me.
My fix? A general killer per called "Just Leave": staying in the exit gates area for 30s (maybe 45s) exposes the survivors, shows their aura to the killer and close the exitgates, till they walk back into the trial and move 40m away from the exit gate area.
Even if subpar, I would equip this perk in a heartbeat on slot 1 of all my killers and never again take it off.
Agree with you, i like your idea in the last section.
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@Hunkulese said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572481#Comment_3572481
I have thousands of hours on survivor and haven't run into this situation once. I don't really think it's worth worrying about. If you feel they're doing something just to make you feel bad, just don't feel bad, and boom, you win. It's just DBD.
When the killer is clearly just wanting to slug you for four minutes, quit that game or go do something else for a minute or two.
You are certainly right and i do this as well. My point is that this game, unfortunately, is already very toxic. Developers really have to work with it and do something to make community better. I used to try (since im streaming as well) and play completely fair killer one year ago for 5 months. Didn't camp, tunnel, let 1 survivor every game alive intentionally. The more killers got nerfed, more toxic community was becoming. Eventually i stopped let go people and began to tunnel sometimes, when it is 4 man squad with voice chat.
My main thought is that developers has led this game to this point, wanted they or not. But this problem is still here and i don't see anything done to fix that.
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@RaSavage42 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572495#Comment_3572495
Ok... but if the Killer doesn't Camp then it wouldn't matter
This countdown creates more pressure on survivors. If survivor is dying on the hook without killer camping it, it forces them to leave gen in AT LEAST one minute to save teammate from stage 2 even if killer doesnt camp. With 4 minutes they can end 3 gens in 1.5 minutes at best and then save teammate which creates no pressure at all.
If i wasnt right, then there wouldnt be such perk as rebecca one's
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@RaSavage42 said:
If it was simple they would've done it
I would've suggested increasing the hook timer to 4 minutes
But it's more of BHVR actually doing something
Completely destroying the game for killers, since for 4 minutes you can complete all gens by 3 man team without need to unhook person at all, until gates are opened.
If it was simple? Anticamp system which they just did is one of MY suggestions, this idea is 1+ year old and it took that much time for them just to do it.
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Guys, my point is that leaving 4 survivors on the floor for 4 minutes when you clearly can hook everyone with no problems has no point except to make them feel bad. Is that behavior which you want to face by yourself or meet against?
I think this is so unhealthy, i cant fit this possibility in my head
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@RpTheHotrod said:
They've already answered it - several times. That's why there is a bleedout timer. It limits how long a killer can keep a survivor in play yet knocked out. Lomg story short, it's not hostage taking, as the killer cannot keep them indefinitely slugged.
It isn't against the rules. If it was a problem, they would adjust how slugging works. That being said, it can be a jerk move at times, but at the end of the day, it's allowed.
I met one killer as well: he downed one of my friends (last one), refused to let her go. He downed her, pick up, go to corner, she escape grasp, run, nothing around, he downs her, take her, goes to the corner. They were in game for TWENTY MINUTES.
Also, you say, if it was a problem, they would adjust. But it took 7 years to work with camping, and there is still tunneling problem. And some problems still there. So basically this is not how it works.
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@C3Tooth said:
I feel the anti camping mechanic should be just increase hook stage to 90sec. Im not really into self unhook, since survivors can loop near hook on purpose.
There is actually even better way:
For every second killer stays in a 16 meter radius around hooked person, this person gets extra second up to 15-30 extra seconds. So that if killer leaves this radius, person can be unhooked, but he\she dont get extra 30 seconds because killer stayed there for 5. This would be too OP.
OR if killer stays in 16 meter radius, hook stage is freezed.
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@nars said:
My idea for a rework:
After hooking someone on a scourge hook, all survivors within 32m of a scourge hook are revealed to you for 20s. Spawns one extra scourge hook.
I would say that this perk would be more balanced if you would make it to wortk only around the hook where you hooked this person. Also idea with spawning extra hook is good idea, i had this one as well.
But imo, they have to fix RNG spawn of them, before reworking perks like this. RNG is awfull rn.
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I didn't read other comments, just want to leave the problem, that i feel in-game rn.
I play both sides, but used to play a lot more often as a killer.
5-6 months ago i could win more games than lose them. I used to let go one survivor EVERY game no matter how it goes, and even tho there was toxic players, most of players was okay and nice.
Now i can't allow it myself. Every game is like a torture as a killer. Its either full team of random players with no brains, or SWF full stacked 100 lvl MVP gold black edition 666 intel inside. But even random teams repairing gens in no time. Previously gens were 80 seconds but they was NOT repaired as fast as now. It was normal to kill one person when two gens left WITHOUT tunneling OR camping. Now i can only allow to hook for the FIRST time for exchange of 2-3 gens.
Why? You can think that i'm bad killer, i promise, i'm not, but here are the reasons:
1) You waste up to 30-40 seconds (on knight map up to one minute) just to FIND first survivor because of gen spreading and map RNG (which often works against killers, aka 2-5 windows or pallets one after another).
2) Then you waste from up to 2 minutes to down him. You can say, well, man, if you waste more than 30 seconds, just drop the chase. But the problem is that you already wasted 30-60 seconds to find that person, if you just drop the chase and don't know where are the others, then you will instantly lose 2-3 gens without even hooking anyone. Sometimes you can find 2, 3 or 4 of them, but thats more like 30-40% chance.
3) After you down a person, you waste from 3 to 13 seconds just to hook that person, because hooks spread is so freaking high, sometimes i see no hooks nearby with NO offerings and the closest is behind two walls which i can't allow myself to reach or survivor will break out.
So basically if survivor is not stupid, i will waste from 1 minute to 3 minutes to hook one person. That is enough to repair up to 4 gens, and that is insane.
Now BHVR buffed (exactly, BUFFED) BNP, because, if you will watch one of latest Otzdarva videos, you will realised that BNP gave you somewhere around 14 extra seconds, not 22.5. ANd now it gives 10 seconds which you CAN'T lower by kicking or blowing gen. Because it is simply lowering charges needed to repair it.
I have to say: there is no such thing as gen rush. Survivors have only one objective: escape alive. ANd that forcing them to repair gens and open the game. As well as killer job to slay as much of them as possible, but at least 3 of them.
Nobody says that killer is KILL rushing isn't?
But how it feels right now for killer? Awfull. I told half a year ago that more killer will camp and tunnel with each nerf in future. And currently many of our perks overnerfed so hard that its not worth to stop and kick gens anymore. Its only worth to chase person and slay it asap. Its worth only to tunnel and a bit camp, just because you cannot afford yourself to waste extra minute to chase someone, because one minute = almost repaired 3 gens. Or 2 repaired.
And now grab from unhooking deleted as well. I think that camping and tunneling is bad thing and should'nt exist, that deleting grab from unhooking is good thig, BUT not now.
Increasing gens from 90 to 120 seconds is not good idea as well. Developers, hear me out: make more objectives, force survivors to be busy with something else. GIve more chances for killers to find someone. Give them time. Because right now it feels like games are ending in 5-7 minutes at most, with 3-4 survivors escaped. When i play surv i see almost only Wesker, Nurse, Huntress, Blight and Spirit. Those who can shoot from afar or gapclose ASAP. And the reasons i wrote above.
If you will keep nerfing killers, you will force them to play even more toxic, nerfing them again, and you will have less killer players ending up with higher queue time.
There are less killers than survivors, but remember, that if killer don't play, survivors don't play as well.
P.S. Your recient changes to surv and killer perks mostly was great, especially i liked Coup De Grau, which became a lot better and worth to buy now. But some of them left weak af, still not worth to get them.
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@Boons123 said:
I would like to change hangman's trick to reveal the aura of survivors close to all hooks in the map if a survivor is placed above scourge hook
make all hook unbreakable
That's a lot
The killer can put the survivor on a hook in dead zone and he won't have to worry about the hook being sabotaged
Thats not really a lot. You see, there is still perks to wiggle faster (and for your ally as well), you can also still bodyblock. Also there are no deadzones except for basement, which hooks already unbreakable by ALL means. Also you still can save your ally from the hook on the high ground, if you count them a deadzone.
I thought about giving vision around all the hooks, but i think THIS is a lot, because if radius too small, it will simple not trigger, if its too high, you basically will destroy all other aura perks aka BBQ.
@Blueberry said:
Like 90% of the perks they buff on killer just go from extremely bad, to still really bad. Aka still near useless even if they are still better. Most of the buffs are just way too soft handed.
I do agree, this is why im trying to offer a hand, i often complain about this situations on stream, because some perks are BORN dead. Like if their team, who busy with balancing and creating perks, simply don't understand how the game is going.
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480860#Comment_3480860
they're scared to give for killer to get a relevant perk to use. hangman trick only need tiny improvement to be good. just increase radius from 6->8 meters. territorial need omega buffs like remove range restriction, remove cooldown and change to all survivors in 10/16/24 meter radius near basement have their aura revealed with no duration then I might consider using the perk.
Funny, when i was writing this post, i was thinking about these changes as well.
Now, maybe community manager will come and say something in here?
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Господи, какая же херота написана в посте от сурв мейна.
За мана играть легче, лепота, ну так поиграй.
Переходи за мана раз за него легче, сразу заметишь как генераторы ремонтируются по щелчку пальцев. Что тебе нужно пройти карту и потратить на эту целую минут к моменту как ты найдёшь первого сурва, если он не тупой как дерево + время погони + подъём и повес на крюк. К этому моменту у НЕ идиотов уже 2-3 гена заведены.
Лепота и не скажи.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394115#Comment_3394115
Whilst I appreciate your comments, your suggestion to Pain Res would actually promote slugging more than healthy gameplay - it does not promote the killer to ignore the unhooked person, it just encourages them to slug that person.
To slug person, you have to hit that person twice already, and then you have to find another person and hit him twice. By that time you will certainly lose downed one.
The thing is that you lowering amount of pressure by that perk. You basically limiting how much perk will work. Also killer dont know, when hooking, how much each gen is repaired for. That means there will be lots of situations, when you waste your perk 1 of 4 times for almost nothing. Current PR doesnt have this problem since you have no limits on use.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392234#Comment_3392234
It's more in line now with having to earn something that strong
How long your team wants to keep nerfing killers?
Many killers unplayable now because of how fast gens are repairing, and you nerfing pain resonance after destroying Eruption. And you planing to nerf other two meh perks which are at least usable but not worth to go for on many killers.
Now we will have only pain resonance which is usable 4 times which will save at most =100 seconds.
This is nothing compared to perk on survivors like prove thyself giving you UP TO 45% repair speed with 4 man repairing gen. 45% per ONE person. This is ridiculous how you easy responding to surv mains and their feedback, but keep on nerfing killers.
Trapper is dead, pig somewhat dead, billy is rare as hell, half of killers losing games passively because of gen repair speed AND unbalanced maps.
7 years passes and you still do nothing to delete camping and tunneling for killers. Nothing encourages killer to go for another survivor. Want me to give example of good change?
Make pain resonance like this: 15% gen regression as on old one, but only blowing gen if you hook ANOTHER survivor which you didnt hook last. THAT will encourage killer to ignore unhooked. There is so many ways and things you could balance, but you choose the way to find the best perks and then hard nerf them. You better to think how to buff bad ones.
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@ReikoMori said:
That should be the goal of a killer design, where once you've put the time in that the killer at their base should be comfortable to play and decently successful without addons.
Also, the game isn't balanced around tournament play nor should it be as this game really isn't well suited to that type of competitive play even though it is fun every now and then to get in on a tournament. You're asking for two killers to be "fixed", but they aren't "broken" to begin with. They are basically functioning as intended. Nurse has taken a lot of nerfs and basically shrugged them off due to the fact that her power is what it is. Unless they decided to completely change her power there isn't anything much left to do to her. She's the fairest she's ever been without sacrificing the steep skill curve required to play her. Blight hasn't taken near the amount of downtuning Nurse has, but he's fairly difficult to learn and his power most functions as intended and he's much more manageable to play against at base than going against Nurse. He still has to play dbd while also playing geometry wars pinball which means once you learn how he works and how to play around his gimmicks he isn't all that threatening in most situations.
Killers with higher skill ceilings should feel very rewarding to invest time into.
Totally agree. The guy cries about that people who play a lot are actually getting rewarded hardly for that.
Imo these killers should become a little bit easier, and less rewarding, that will be right desicion. Because its nearly impossible to deal with strong nurse indeed. Especially in solo queue. But overall you are right.
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@night_ph said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3385438#Comment_3385438
Для повышения привлекательности других перков, можно было бы их переработать так что бы их было привлекательно брать, а не убивать в хлам одни что бы брали другие.
Не, ну это не наш метод. Лучше убить всё, чтобы от перков отказались совсем. Старые добрые времена, где надо было просто сидеть, курить генератор и угадывать, какой из трёх манов сегодня: Вискас, Нюрса или Мор.