Kongtwenty12
Kongtwenty12
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- Kongtwenty12
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Is no one else gonna comment on how 1.33% is not 133%? The way it's written now means you would only get instant escape at 1.33 seconds left instead of 75
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well you see. There is this marketing strategy mostly used by mobas where new characters are made super powerful so that people buy it then after a bit nerf it to where it shoul have started.
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@RainbowPatooie said:
I'd say the community is deteriorating faster than the game. I enjoy the game but the community has just grown more and more toxic.
You say that like it hasn't always been toxic
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@Mystic_Flower said:
Dbd is just fine. You can’t always win..
I have to disagree. There are still a lot of problems that need to be fixed and while they have taken a few steps in the right direction we still have a long ways to go. And this post wasn't about winning at all.
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@DontNerf said:
https://forum.deadbydaylight.com/en/discussion/comment/1141363#Comment_1141363
Yeah understand that but for me his appearance is very underwhelming that and his harpoon is very similar to Roadhog. :)
But I mean why does that matter? He was still really fun to play as. I will acknowledge that he is a bit weak but that didn't make him any less fun.
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@MegaWaffle said:
I think lime green was a poor choice.
Thanks for this very amazing contribution to the discussion. Very helpful
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@Toastyy said:
Here we go with another NOED post but I am a mostly killer main that will play survivor when mates are up for it and I do think that NOED is a crutch perk that rewards the killer for not applying enough pressure on the gens.
I know most people use NOED now because ruin isn’t the greatest anymore but I refuse to use NOED purely because I think the perk is unfair and that it’s a bad habit to allow such a perk to exist.
I’ve played survivor games before and see the killer get 5 gen’d then he gets a easy 4k because of NOED.
I know it can be countered by cleansing the totems but in a solo queue or even a duo queue it’s quite unlikely that you will be able to cleanse all of the totems.
I think that either we should be able to tell whether they have NOED sooner than finding out when you get smacked down and left on hook or make the killer actually work for the perk.
Why do you have a problem with noed which is easily turned off but not all of the second chance perks of survivors. A lot of time ds still goes off even after you have hooked someone else. At least noed can be played around.
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Hey I dont know if any of you noticed but matchmaking is getting a rework with the new chapter so all your complaints are invalid at the moment. You are complaining about a system that's about to cease existing.
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@toxcitynacl said:
https://forum.deadbydaylight.com/en/discussion/comment/1128850#Comment_1128850
Yes probably a hacker and probably from China.
That's pretty racist dude.
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@Mikeadatrix said:
https://forum.deadbydaylight.com/en/discussion/comment/1128577#Comment_1128577
No, you're wrong, it would be the best thing to happen to this game since queue times would be practically nonexistent.
I have to disagree. What would actually happen is that the console players all quit because they are getting bullied by pc players. Console isn't even optimized yet. Also with the current state of the game it isn't ready for crossplay. Bugs are still rampant and even though the new balance changes are a step in the right direction there is a long way to go.
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@NekoGamerX said:
steam screenshot don't play killer on there much
https://us.v-cdn.net/6030815/uploads/923/AVC20CBGLL1F.jpg
PS4 screenshots that last one was tonight they were the most toxic
https://us.v-cdn.net/6030815/uploads/520/MMOMISW4MG24.jpg
https://us.v-cdn.net/6030815/uploads/173/QT7FNMUIKDQ6.jpg
i mean really when is this going to be fixed?
Literally next update. They announced they were changing matchmaking with the next chapter a long time ago. And it kind of triggers me that no one else mentioned it. After the chains if hate comes out rank won't matter for matchmaking because they are switching to what is in essence an elo system that works behind the scenes.
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1124360#Comment_1124360
I was agreeing on the buggy games can be enjoyable part, but balance hinges on the game functioning well. And usually the first half of my comment focuses on whoever I quote, then goes back to the main conversational point. It's not all directed at you per se.
Yeah, you can accept it has bugs and still enjoy it, but my point was it's not being outright ignored because there's a background process there. If they drop everything, their business model collapses because balancing act is its own balancing act. They patch what they can, but new content has to be there too. And balance balance has to be weighted first. If a perk is too heavy they put it on a diet. Know what I mean?
Yes I very much agree. I think the way there are currently doing it where we are seeing lots of balance changes along with new content/reworks is probably the best way for them to do it. I hope they continue to rework maps as well. I would love to see coldwind or red woods reworked next.
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1124216#Comment_1124216
I played Skyrim, Fallout 3, and Vegas all on PS3. Game would crash every half hour and I managed do every single piece of content, and beat the game multiple times. Fallout Vegas is still my favorite game. Remaster never. ;_;
Yeah, people think focusing on bug fixing is some magical tincture that will fix everything but the fact is they're always bug fixing anyways. I can assume it's working retail department store levels of demotivating and boring. And something so abstract as matchmaking people to your "skill level" is just simply not going to happen.
New content drip feeding into a game is how you retain interest. Why do you want to sabotage this? I play a game that stopped getting content updates and every day is the same. When are we getting something new? Silence. No I don't want them to not having something every 3 months.
I'm confused. Do you agree with me or not? I am arguing that bugs aren't the biggest problem. I said earlier that I think they should continue with new chapters because that's how they get the funds to keep the game running. You picked a comment that was a response to another persons comment where he claimed the game wasn't getting better because a lot of bugs aren't fixed. I personally love Skyrim. I was using them as examples of really buggy games that are super fun and good.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1124216#Comment_1124216
you think balance is getting better... as a survivor games have never been more boring, played two solo games this morning both times team was rank 1-5 and killer was 3 once and 6 the other. Four escapes both times and against the 6 he managed two hooks the entire game.
It's almost like there's a problem with gens that is being addressed with the next chapter. I thought you said you played the ptb
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1124155#Comment_1124155
Yes, did you? None of the most problematic bugs have been fixed. I still encountered silent slugged survivors, had a survivor “stuck,” on my shoulder so I couldn’t do anything meanwhile he was running around doing gens still. This doesn’t even address latency, hit box, whatever you wanna call that issue.
Didn't realize bugs were the only thing that mattered when deciding if games were good. Guess Skyrim and fallout are terrible games. Bugs can be fixed the main priority right now should be balance
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@Nysos said:
Well i agree with alot of what was said, except the killers being sadistic...and most survivors are chilled. I will say I'm a fairly new player about 6 mnths or less. And i do play killer more often, so i do feel comfortable in saying your perks are your balance for the "against the world" mentality. There are 4 survivors that you must down and hook 3 times. Thats 4 plays styles if not SWF, that you must account for and balance the whole game. Who's good at looping, why can't i find the blendette etc lol. Not being in a party there is still valuable information shared like when a survivor is down all others can see the killers location given the downed players aura and if the killer isn't running blind seal. And yes i know there are exceptions like, this perk i just mentioned. But blind seal was nerfed because 80% of top rank matches used it. Or whose is injured on the team ,now you know the killer is in a chase and are free to do a gen. Now top this with SWF and well we all know that old argument. But not to digress the point I'm trying make is most killers get "salty" about buffs because of the balance or impactof certain perks to builds. Hex ruin, maybe this won't be a 3 min game, maybe the survivor does more then just gens. Helps on large maps too not every killer is a speedy one or can traverse large distances gives a chance cover distance or leadway for a longer chase. Now ive played survivor and i do enjoy it dropping pallets for stuns or getting flashlights saves are hella fun. But i never felt like I'm against the impossible, and even wrost there are some killers I'm like oh ok this will be fun. Maybe its in my head but i always felt the survivors should have a constant scare factor, like we all need to do this together to survive or at least i think thats what the thought was when making the game. And yet YouTube is full if SWF making killers rage quit or give up. Wow way longer then excepted super sorry...
TLDR : killers gets bother by buffs/nerfes because the perks help balance the 1v4 of the game play
"Most survivors are chill" *looks at the pile of NOED and toolbox change complaints* the devs have gone on record to say 3 min matches was not intended. Survivors have like 6 second chance perks yet all they seem to do on this forum is complain about killers one. Don't get me wrong killers complain a lot too. The pile of ruin complaints still annoys me. My point is both sides need to chill. Do you realize how many posts recently are about how people are quiting due to factors that are actively getting changed with the next chapter? Too many. Too many.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1123762#Comment_1123762
How is the game gradually getting better, each killer and even the mid chapter patches are bringing in new bugs
Did you even play the ptb?
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@Exerlin said:
I'd just like it if they put all their effort into existing perks and killers. There are so many perks that barely anyone uses because they are drastically out shined by the few meta ones, especially on the survivor side. A huge perk patch would be amazing for the game.
While we all wish that was possible, it's not realistic. The devs need money to keep the game running and the new chapters is a huge way that they do that. Cosmetics help but it's not enough. And of they keep the trend of mid chapter reworks then the game will gradually get better. Plus all the changes along with the new chapter is a huge step in the right direction.
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@johnmwarner said:
Me too, but they’ll keep churning out money grabbing cash grabs til the game is done
Yeah because you know. Paying your developers and maintaining servers and paying for licenced on killers is free. Maybe it is cash grabbing but it all so that they can keep the game alive to be able to fix it. No money means no servers. And no servers means no game.
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@JawsIsTheNextKiller said:
Even if they buff him:
- He will still be an unimaginative killer
- He still won't appeal to many people outside of America who aren't into cowboys
- He'll still be a lesser Huntress wannabe
- He still won't fit in the game
- He still won't be scary
- He will still be unplayable on console
- He still won't be Pinhead
-no licenced killer can be called imaginative
-he doesn't appeal because he's a cowboy but because he's fun to play
-he takes more skill than huntress
-none of the killers are scary at this point
-not his fault that BHVR has optimized
-neither are any of the other killers
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@ZaKzan said:
https://forum.deadbydaylight.com/en/discussion/comment/1109850#Comment_1109850
So you admit these perk builds are meme builds and not tailored specifically to win consistently. You also admit these perk builds are not good counters. My point is proven.
Rank is meaningless and the fact that you latch onto that so tightly in your statements just hows how little experience you have with this game.
Yes rank is meaningless. It's almost like they just changed how matchmaking works. Also your argument had nothing to do with the blood point economy. All you talked about where mechanics you know nothing about because apparently you think testing is pointless hence why your argument has no ground to stand on. The rest of us have been playing with the changes. All you did was read them without any numbers then start complaining.
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@Orionbash said:
https://forum.deadbydaylight.com/en/discussion/comment/1107769#Comment_1107769
Not bait, the proof is in the stats. He's overperforming.
If you are gonna say proof is in the stats you should actually provide stats or sources.
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@ZaKzan said:
https://forum.deadbydaylight.com/en/discussion/comment/1107777#Comment_1107777
I suppose I can repeat myself for the fourth time. The new map was designed with breakable walls in mind. The old maps were not. There are clear reasons why the old maps have long walls. To understand what I'm saying here, you need some knowledge in both killer pathing and survivor pathing to know that if breakable walls are added to some maps where they should be added, it will break the game in the killer's favor. The places in the old maps where breakable walls should be added are the places where at the moment very weak unsafe pallets are, it's going to drastically increase the map pressure of the killer. In order to add these walls, significant balance changes will need to happen. If the devs plan on reworking all the maps, then that's good, but that's going to take up a lot of time that could be spent making cosmetics that make the game money.
Addons are not needed for items, at all. Just having the bare items significantly increases your chance of survival. This is also something that comes with a deeper knowledge of the game
Tool boxes. Again, the devs intend toolboxes to be used strategically, not like they are now where a survivor spawns in the game with them and immediately works on a gen with them. The intention is to design it around the more clutch moments of the game, like getting the last gen or two done very quickly while the killer employs a 3 gen strat, which is very strong. Tool boxes are turning into mini spare parts. Sure they will have less charges over time, and that would definitely be a nerf, but the caveat is that the devs are altering how fast they repair generators, so they are mitigating the initial nerf.
I have laid out these arguments multiple times throughout this thread and instead of refuting what I'm saying, people just keep repeating the same things over and over again.
Your right the new map was made for breakable walls and the old ones aren't but they are in the process of reworking almost every map. Take lery's for example. If you look around the map you will see a lot of walls that have bricks revealed in that shape of a doorway that will likely become breakable in the future. And you say no refutes you. That's exactly what I did. And once again you have made these claims without testing th in the ptb.
I have been playing both survivor and killer just like I do out of the ptb and with the exception of the sabo where you didn't make a real point but it is still a problem the changes are looking really good for the health of the game. Sure there are some issues but that's the entire point of ptb. To find what's wrong and try to fix it before the love release. I'm sure the wall at shack will be removed. Sabo will probably get nerfed. Toolboxes will get tweaked. That's why ptb exist.
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@ZaKzan said:
So lets break this dev update down and understand how this will ultimately buff survivors and nerf killers.
First of all, breakable walls, the devs have stated that these new breakable walls will be on the new map only, and not all the other maps in the game. This means, on average, you have what about 1/25 or so chance to get this new map with these new breakable walls with no offerings burned. The devs have also gone on to say that this is a test, so we don't even know if breakable walls will make it into the game, as they don't want survivors to be too unsafe. This does signal, however, that the devs aren't ignoring all of what killers are saying, just most of it. So this is a very slight buff to killer roughly about 2% of the time and we don't know how many breakable walls there will be in a map.
Item retention. Very obvious survivor buff here, albeit very small. The intended side effect of this update is to encourage survivors to use their rarer items, which are more powerful. Maybe the devs are wanting to balance the less used but more powerful tools of the survivor kit.
Sabotaging. While killers get a buff to their efficiency 2% of the time, survivors get a buff to their efficiency 100% of the time as this will affect all maps.
Toolbox changes. This is debatable, it depends on the exact numbers. If a toolbox gives you, say 20 seconds of repair speed over its life and the new changes make it 15 seconds or even less, we must understand that the original 20 seconds is staggered and the new toolbox changes are going to be very quick. 20 seconds over 2 or 3 gens vs 10 or 15 seconds over one gen. Is this a nerf, a buff, or will it effectively leave toolboxes unchanged in their efficiency, time will tell. This is certainly not a clear nerf to toolboxes. The item retention change is going to encourage survivors to bring better toolboxes as well.
So even if breakable walls make it to all the other maps, survivors are getting huge efficiency buffs and they are also getting buffs to allow them to sabotage hooks quickly enough for the struggling survivor being carried by the killer to wiggle free while also having a greater chance of retaining the stronger, rarer items they bring into trials.
Ok let's go through this step by step and tell you why your wrong
1. Breakable walls
Yes it's a test, to see how it's used by killers and survivors not of whether or not to keep the mechanic. It's coming regardless. It might have some tweaks and changes but it's coming
2.item retention
Survivors already monitored thair charges to keep items so that hasnt changed really at all. The change was that add-ons are single use. AKA survivor nerf.
3.Sabotage
This is the one you actually have a solid point on. I guarantee the sabo will be changed before full release.
4. Tool boxes
You are underestimating the nerf. A engineer's toolbox with BNP and speed increases only does like a quarter or maybe a third of a gen.
TLDR play the ptb and know what your talking about before complaining for no reason. You literally posted this the day ptb came out.
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@MiniPixels said:
https://forum.deadbydaylight.com/en/discussion/comment/1107733#Comment_1107733
He needs a buff imo, but he's very fun.
I agree he needs a slight buff but his reload speed actually feels really nice. Not too fast not too slow. I'm looking forward to it. If only I could get into games due to the absurd wait times. Kyf he I come.
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@OmegaXII said:
I know this is a weird question, but i kind of burned out for this game. Currently my Rift is at 17, so you know how little i played since the last major update.
I want to buy new killer with shards, but i only have 5k at the moment. So.. do you have anything to help me?
All I will say is play on the ptb for a bit and give the game some more time because there are a lot of changes that are going to make the game a lot more fun coming up pretty soon.
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@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/1102799#Comment_1102799
Yeah. I hate the changes, toolboxes are more broken than ever now. Already faced 3 teams that just bullied me with just breaking hooks. Then got mad when I slugged them out.
New killer is dope though.
That is fine even if I disagree with you. All I wanted was for people to take to he time to test the new features before hating on them. The new killer is pretty dope though. Definitely my new main.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/1101756#Comment_1101756
Will there be a perk from survivor side that allows you to repair broken walls? Does new survivor have perks related to this new mechanic or are the walls broken permanently like pallets?
I highly doubt it because even from a lite standpoint being able to rebuilds wall in a realm would take a long time compared to lifting a pallet
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what would be the point other than making things harder on the devs?
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@RickJames said:
https://forum.deadbydaylight.com/en/discussion/comment/1104936#Comment_1104936
Can't you just fail a skill check and save a perk slot to do the same thing? My first thoughts on the perk anyways.
yes but doing that bring the killer to you where red herring sends them away from you.
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@24Life said:
https://forum.deadbydaylight.com/en/discussion/comment/1100574#Comment_1100574
I'm referencing what you said specifically.
The point of this thread is to bring to the attention of the devs the issues with matchmaking. I thought that was apparent, but obviously you have a difficult time comprehending.
If you actually read people's responses you would have seen where he said they are already changing it.
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@24Life said:
Bring back rank displays. I'm tired of losing rank progress to the fact that I get paired with survivors in the teens...
Lucky you. If you had waited a day or payed any attention to the devs you would know that with the next chapter matchmaking is changing. So thank you for adding yet another pointless forum post right before the ptb
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@Umbrae_pk said:
The wall breaking mechanics should not be given to all killers, how does that make sense? And how is it fair? It should just be a unique killer power.
I get that the devs are trying to nerf loops, but why don't they try to nerf tunneling and camping at base kit? Isn't looping a "legit strategy" just like tunneling and camping?
Yes looping is viable and intended. However the length of some current loops and God loops is not. Breakable walls aren't everywhere and it gives killer something only they can interact with like survivors pallets hence why perks that effect pallets effect breakable walls.
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@Exerlin said:
https://forum.deadbydaylight.com/en/discussion/comment/1104762#Comment_1104762
I probably do underestimate it. However, if it acts like every other hex perk and completely shuts off its power once cleansed, it might be the first totem to get cleansed, ruining all the synergies you could make. Plus it may be hard to utilize its oblivious effect since you never know when or where a survivor breaks a dull totem.
I disagree because of the noise alert on break and thrill of the hunt. But I still need to do more testing. Also by that logic every hex is the worst hex.
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@Skelemania said:
https://forum.deadbydaylight.com/en/discussion/comment/1104543#Comment_1104543
And like when watching Umbra play Huntress, a good killer will dominate. This new killer with a good player behind him will be scary.
So is literally every killer because surprise surprise this is a game of skill.
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@Exerlin said:
Dead Man's Switch and For The People are the only ones I think will see decent use, but the other ones aren't complete garbage either. Although, I definitely think we have a new worst hex perk in the game.
I disagree. Alone it's kinda crap but if you are running a hex build it is amazing. Plus it helps keep totems alive for NOED. Haunted grounds becomes absurd because you then have them exposed with auras. I think you underestimate it.
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@Witas said:
Killer perks:
https://us.v-cdn.net/6030815/uploads/676/AUAFSNQBEIVF.png
https://us.v-cdn.net/6030815/uploads/666/U35VC93L7LRX.png
https://us.v-cdn.net/6030815/uploads/642/Y7ICBL33RRKA.png
Survivor perks
https://us.v-cdn.net/6030815/uploads/276/GLOK0K2ZXRFQ.png
https://us.v-cdn.net/6030815/uploads/099/HCD3WT6M99K6.png
https://us.v-cdn.net/6030815/uploads/130/Z8WTAEVM980J.png
Personally, I think that all survivor perks are interesting and atleast somewhat usefull (be it in niche situations, but I don't see that as a necessarily bad thing)
I have more mixed thoughts about killer perks though, the concept seems cool on all of them, but the numbers seem realy underwhelming.
The post is short, but my main objective here is to start a discussion, keep in mind that it all just launched on PTB, so nothing is set in stone. Well, what do you guys think ?
My biggest worry us hex: retribution. People already complain a lot about NOED and having a perk that penalizes the playstyle that counters it is only going to make what is already a crutch perk much more viable. I like the idea by itself but pair with NOED it's a problem.
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im a little worried about retribution since it discourages doing totems. people already complain about NOED enough as it is
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live now
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@Saitamfed said:
Hello everybody! How are you? So... I just saw that the PTB is now live on steam it so I opened Steam and I don't see an option there. Am I the only one? I am pretty hyped for the new chapter for some reason.
starts at 11am est so like 2 mins
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1102835#Comment_1102835
Because until that comes out at some point in the future, potentially anywhere from 3 months to 2 years who knows - that makes all the problems existing with the game right now magically disappear overnight right?
Just get into game after game where people are afk or give up on 1st hook. All that goes away because new matchmaking is coming one day! Sure is going to be a fun time between now and then
Excuse you but the first sentence of your comment I quoted was "Nothing they add really matters until matchmaking is fixed." Your the one that made it sound like matchmaking was a fix all.
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@WRussoW said:
Let's be honest, there are too many cool things for the killers. Like, look at the Plague buff, it could have been added AGES ago but they decided to do it now. My theories why devs decided to add some buffs:
1) After the Ruin nerf killers had lost the opportunity to have an early game so survivors had been fixing gens hella fast and that led to insane drop in killrates.
2) Too many killers quit playing, that can be confirmed by recent matchmaking issues when red ranked survivors were playing with green-purple ranked killers.
3) Devs actually listen to the community and they decided to do something really good.
You thoughts?
I feel If this was the case then clown would have gotten a buff
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@ClickyClicky said:
Nothing they add really matters until matchmaking is fixed. I lost the will to play survivor after this rank reset. Turned it on to do challenges now and yeah unless the killer is afk there’s not a chance I’m ever going to get 5 unbroken emblems.
Just out with noobs and killers that are halfway competent. Can’t even touch a gen because you’re that busy unhooking/healing other survivors.
Then you have killers like Ghostface and Legion that are about as much fun as a bullet in the head.
It's almost like they are changing matchmaking And it totally wasn't literally the first thing in the dev update.
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@Thasard said:
Let me start by saying I will see how this plays out, but from face value this seems like a game destroying update.
Let's focus on Killers. I have started maining The Doctor because his buff is super OP, and now he's getting another buff??? I mean this will help get more rift tasks done, but it's going to such going against him.
I don't want to hear any ridiculous trapper update that doesn't begin with "the trapper starts with all his traps". But at least now his traps can't be sabo-ed which was a "big" problem and will "definitely" improve his gameplay.
And the Plague buff just goes to show that this killer was bad from original concept. Smart Survivors figured out long ago not to cleanse unless you reach endgame or you escape the tunnel long enough to do so. The killer was designed with an ability that could be robbed of them. Hi Legion!
And to end this, as I prefer to play Survivor, sabo-ing change sounds like horse crap. I'll test it, but this just sounds like it's going to make it less likely than it already is to Sabo a hook.
Toolbox change was expected, but why are we destroying all of our add-ons at the end of a round? is this going to affect the key add-ons that you don't lose unless you die or escape through the hatch? Don't even get me started on the fact that this is going to be so buggy that you're probably going to lose your item half the time anyways.
Yes QoL changes equal buff. Is losing madness regression really that important outside if making the mechanic more confusing?
You ignored the main point of trappers QoL changes which was resetting traps
I guess ever killer is bad because survivors can counterplay them.
Sabo change is fine it makes you chose between gens and hooks with your toolbox
And I'm sure all the killers would love to keep their add-ons so welcome to our world.
Saying your gonna play it out doesn't make you any better than everyone else complaining about things no one has seen. Plus if you look at people who actually play this game for a living (Paulie ester, the king, otdarva, ECT) all of them really like the idea of the new changes.
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@senki527 said:
lol they give to every killer the ability to break walls..... gg wp survivors, this will be game breaking huge change.
and further even more buffs to killers and nerfs to survivors.... this is very bad....
Or just a thought. What if before you judge mechanics that you haven't seen you could literally wait 1 day for the ptb and try it out first? Just a thought.
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@xEa said:
I am SO hyped about this! Breakable walls. finally!! Now i can get my constant 4Ks in an average of 5 minutes instead of 6! Devs, we needed that so bad, since 60-80% killrate is clearly not enough. Thank you <3
No but seriously, i dont blame you devs and i understand that you had to do something.. those killers here are just whining and beging for buffs constantly instead of steping up their poor game. I also know, it is a casual game for players who dont want to make any effort at all and the killer is the "power role". But do you really have to mess with the only defense (loops) survivors have?
I guess i will become fully killer main aswell, at least i might bump the avarage killrate on your statistics even higher, since.. you read it everywhere here... most cant get kills, hooks and are just poor victoms of ruin change (which lasted 20 seconds in the past).
Yeah just like how survivors needed ruin to be nerfed or for new killers to get nerfed to Oblivion. It's not like gen times and God loops have been a problem for a long time. Or maybe you think survivors need more second chance perks and NOED needs to be nerfed. People need to chill. Everyone is bitching before anyone can even test. Is that hard to wait 1 day before you complain and actually test the new mechanics before chatting on them?
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@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/1102197#Comment_1102197
It's the fact they are buffing any part of the survivor that blows my mind. Gen speeds are already strong enough, decreasing the amount of uses toolboxes have, sure go ahead, but don't increase their speeds - at all, because they are already too fast. As far as sabotaging goes, it's already balanced. It takes around 2 minutes to 99 all of the hooks on most maps, and their plan is to give that for free. It's broken, and will only provide solo survivors with more oppurtunity to bully the killer. Don't even get me started on the SWF's - straight up you can't even face SWF's with this kind of sabotage buff. I don't need numbers to predict that. It's a stupid move, and I don't mind being blunt calling them on it.
They tip toe when they balance survivors, they tip toe when giving killers buffs, but will give killers nerfs without a second thought. It's become very obvious what they favor in the game.
Except you have to remember that toolbox charges are getting super nerfed and sabotage is getting a cool down so it's not like everyone can sabo for free. If you use your box to sabo then you aren't doing it on gens and vice versa. I still think you are over reacting. Ptb drops Tuesday so just wait and try everything before you hate on it.
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@NullEXE said:
Toolboxes are being made faster, nerfing the uses doesn't matter when increase uses add-ons exist (It literally just makes no difference). Also you KEEP the item at the end of the trial regardless of using all of it's uses!? You might as well just GIVEN THE SURVIVORS ANOTHER PERK SLOT. They are buffing Sabotaging - game breaking SWF (You know the only ones who use it in the first place to bully killers). It's pretty obvious that they don't intend to nerf survivors out of the power role, and unless I see a big change in the near future after this update hits the PTB, then my idea that they were going to balance the game to make Killer power role again after nerfing ruin - obviously I was wrong. Like i'm still going to test on the PTB to see if my predictions are correct, but the fact that they buffed survivors in this update in anyway put a dirty taste in my mouth for giving credit that they were going to balance the game in favor of the Killer again.
The Wall thing is going to be nice to balance god loops, which fix a lot of problems, but that is going to take a lot of time to even get across all the maps that needs them - in addition to coding every killer to have a wall crash animation, and fix all the bugs that will come from it (because that's ALOT OF CODING).
I'm impressed with the buffs to fixing ridiculous loops, but i'm not impressed that they directly decided to buff bullying the killer.
You are making a lot of assumptions considering no numbers were given. They specifically made it sound like a single toolbox couldn't even do a whole gen. I would wait till after the testing things in the ptb before hating on it this hard. Plus that's the whole point of the ptb. If it's not enough they will make more changes.
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@Dead_by_David17 said:
I guarantee you thaat even with such a massive change made in favor of killers, theyll still find a way to claim the devs side with survivors 100% and wont be happy with it.
Killer mains always find something to cry about, even if it's beneficial.
You say that like survivors do t do the same thing except there's a lot more of them.
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@Quake said:
" If you escape with an item with no charges left, it will be added back to your inventory as always.
At the same time, we’ll be making it so that any add-ons you equip are consumed after the match (whether you escape with the item or not). This is inline with Killer add-ons, which are single use."
I am fine with the rest of the changes,what i'm not fine with is the loss of my batteries and low amp fillments after each time i escape with my flashlight.
At least make it appear more frequent in the bloodweb,i dont want to run plunderer's and ace in the hole frequently.
And I'm sure killers would love to keep all their add-ons too. Get over it they are actually balancing the game so that it's not 100 percent survivor biased.