Kaius
Kaius
About
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- Kaius
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Comments
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If they randomly gave Killers an unlock skill that activated a hex totem or added new Survivor roles that made use of Boons or Invocations I promise you like 90% of my issues with playing Survivor in 2v8 would vanish in an instant. So far it feels like 2v8 makes the Killer experience more dynamic while giving Survivors the barest, most minimalist version of DbD available.
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I definitely don't think the mode is worse for Survivors in a meta or macro aspect, but it's definitely a lot less enjoyable if you're not already playing in a large group, because in the mode's current state Survivors just have less things to do. Not sure how they can fix that besides just giving Killers more things they can make Survivors do, but that's a whole different discussion lol
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They changed where your game settings are stored, which for some reason makes you do the tutorial again. Your save data should be fine, just do the tutorials again.
And also on that note... check your settings. Especially if you use certain accessibility features.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384856#Comment_3384856
It's not a complex situation. The goal is for injuries to feel like they matter. If altruistic healing is 20 seconds basekit, then all it takes is botany knowledge to make the new altruistic healing speeds EVEN FASTER than the current altruistic healing speeds are at basekit. And botany knowledge has infinite uses.
We all have to remember that survivors have healing speed perks, and the healing speeds need to be balanced, in consideration of the fact that survivors might equip more healing speed perks in the future.
See, this is exactly the problem I'm describing. "Perks make healing faster therefore healing nerf is fine" is a blatant whataboutism, IMO. If we take the Botany Knowledge slippery slope, we can just end up saying stuff like "Oh, well For the People allows you to insta-heal a teammate, so altruistic healing should be nerfed harder". Furthermore, you could apply this logic to literally everything either side can do.
Perks, add-ons, and items should not be factored in when considering basekit nerfs. This kind of mentality resulted in perfectly fine perks like Awakened Awareness getting nerfed specifically because of the way Nurse could utilize them. The perks can be balanced individually around the basekit changes, so there is literally no need to bring them up here.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/369286/healing-changes
The problem is people healing especially quickly, regardless of the method used. Altruistic healing speeds are currently a problem, especially if survivors use healing speed perks. SWFs can easily coordinate altruistic healing with their voice comms, and reverting the altruistic healing speed nerf will allow SWFs to just bypass the healing nerfs.
Yes, the point is that all the healing times should be long enough that they feel impactful for both sides. It's supposed to be inconvenient for survivors when someone gets injured. If healing speeds are so quick that survivors are cool with it, then they are way too fast for killers to believe that injuries matter.
If there's an altruistic heal happening, that's at least half of the team not on a generator for 16-24 seconds, which is the trade-off. It's a complex situation but looking at it in the context of "the team has to sacrifice the main objective to make this heal happen" really helps, since in the current state of healing it really doesn't seem necessary to heal your teammates, and to be completely honest a nerf to altruism is the last thing the Survivor side needs right now, especially with SoloQ only just getting its much needed buffs.
I think nerfing altruistic healing to 20s and seeing how that pans out for the meta is probably the best call to make. This patch as a whole really feels like BHVR overnerfed a lot of things for no reason. SHPR and CoH did need to be toned down a little but they definitely went a bit far I think lol
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@Little_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/3237280#Comment_3237280
By turning the nurse's teleported attack into a special attack, it would force to modify the whole game's skills working on attacks.
Because if we turn her basic attack into a special attack, she would not be able to use any skill based on the hit, which would be completely stupid.
The problem with making your second teleported attack a special attack is that in most cases, the hit is actually made during the second blink.
The first blink is often used to get closer to the target.
Sometimes you can hit the survivor on the first blink, but it is quite rare, and the more experienced survivors you face, the more anecdotal it becomes.
"You could argue that since Nurse doesn't play around loops normally that she shouldn't be rewarded normally"
That's why the survivors have to adopt a radically different behavior than if they were facing a "walking" killer.
Because the nurse is not impacted in the same way by the game environment, the survivors must use the environment differently.
Yeah, exactly. It's just kind of a can of worms. The common proposals to rebalance Nurse usually have ramifications that don't get talked about enough.
I think the more reasonable approach to making blinks count as M2 though would just be to gradually buff non-Exposed perks to activate under more conditions, but then we'd be back at the issue Awakened Awareness had of effectively forcing a perk to be balanced around one killer (even though making certain Basic Attack perks also activate on Special Attacks would be a net gain for more diverse killer builds...)
Edit: Just want to apologize for taking so long to respond to this. I kinda forgot this forum existed for a second on account of a busy week.
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There just doesn't seem to be a consistently good way to tone her down, I don't think.
Like others have been saying, making blinks secondary attacks sounds innocuous enough and is a solid idea on paper, but it has all kinds of deep-rooted issues and caveats. For one, it would completely kill her lethality. She would essentially go from decent to unplayable in most MMR ranges (idk enough about high MMR to comment on that one, though, but i assume she just wouldn't change at all up there).
To compensate they would likely want to put her in line with other killers, which might include upping her walkspeed which would end up making her lethality feel roughly the same to a large part of the group of people complaining about her, and it seems like her lethality with certain builds (primarily Starstruck with Aura perks) is generally the issue people suggesting this change have with the Nurse matchup.
Not to mention the slippery slope that would cause amongst the more entitled parts of the player-base. People would be asking for Deathslinger's harpoon follow up to count as an M2, then they'd be asking for Spirit lunging out of phrase to count as an M2. These killers aren't as strong as Nurse but they annoy lower MMR players just as much.
You could argue that since Nurse doesn't play around loops normally that she shouldn't be rewarded normally, and, I mean, I guess. But that doesn't really sit right with me. I don't know how to explain it, I just don't think it's the right way to go. Maybe making the secondary blink count as an M2 but not the first blink, or perhaps only applying the M2 thing as a debuff for range addons, but those changes seem a bit obtuse and probably wouldn't quell complaints.
I dunno. I don't play Nurse enough to make an educated call, but the least I can say about it is that "Make Lethal Blinks M2" tends to misunderstand the nuances/ramifications that change would have. It's really not that simple.
This really sunk into the realm of stream-of-consciousness, and I almost definitely do not make sense anymore, but I figured I'd leave my thoughts for the maybe 4 people who can understand what the hell I'm even saying.
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@IamFran said:
Claudette, Dwight and Meg also get cosmetics very frequently but people only complain about Feng.
To be fair, those three are launch characters, it's reasonable to expect them to have more cosmetics!
Feng Min was post-launch DLC and has significantly more cosmetics than any DLC character who came before and after her. It's not unreasonable for people to complain about her, especially since she's been getting cosmetics constantly over the past year.
She's one of my favorite survivors to play but even I feel like they're kind of overkilling it with the sheer volume of cosmetics she's been receiving.
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I'm not the kind to DC, I always try to tough it out against characters I don't like, but I'll entertain the question hypothetically because it is a neat thought experiment I guess. My experiences with Pyramid Head are always pretty unpleasant (Don't hate the killer, just the playstyle in my MMR leaves a bad taste in my mouth), so I'd probably pick him...?
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3231733#Comment_3231733
And players that werent having any issues are being punished now because every other game someone dcs. Fair enough.
Salty losers DC'ing from your games is a pretty minimal problem in the face of actual experience-ruining optimization problems, I think.
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I run it a lot in Solo-Q and get decent value out of it. I think it could do with a minor buff like letting you use it once per hook state rather than once per hook, or increasing the range to like, 10 meters or something. Nothing too crazy. I think it's the right amount of good.
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The DCs aren't just happening on console. They're not just happening on certain regions. They're not just happening to certain specs. Just because it isn't happening to you doesn't mean that it isn't happening or that it's an unimportant issue. It's a legitimate optimization issue with the current DBD patch that is affecting many players.
I hate DC penalty being removed as much as the next person, but I completely understand it being kill-switched given the exceptional circumstances in play. People who just wanted to play the event were experiencing softlocks/freezes/crashes and then being punished due to factors that were completely out of their control. It would be disgustingly unfair to penalize players at random when they aren't doing anything worth punishing.
There is no argument that can possibly justify handing out DC penalties en masse because of an issue on BHVR's end and that is exactly why they took responsibility and kill-switched the DC penalty.