MiseryandCompany
MiseryandCompany
About
- Username
- MiseryandCompany
- Joined
- Visits
- 184
- Last Active
Comments
-
I think she will feel good in her current state once that charge-up bug gets fixed that limits her range, she can curve well enough with 0.6 seconds.
Right now matches on big maps are especially tough due to the range reduction because of said bug.
Also survivor players have gotten better (the experience is kicking in) so hitting someone on a gen is the exception, not the rule (which is good, but it might require a review of her ranged threat at some point if it becomes too unreliable to generate pressure with, given she has 0 mobility as a 110).
All in all, as long as certain currently turned-off sliders do not get activated on her I am optimistic. -
I am often very critical of the devs decisions when it comes to balancing, but the perk changes are pure gold. Very well done guys.
-
@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115485#Comment_4115485
They don't get to cherry-pick the parts that they like.
Correct, only killers get to do that!
Ah yes, because clearly, killers control what perks survivors take or what loops they pick.
Oh wait, they don't, survivors dictate that.
Killers should do their best to kill survivors, and survivors should do their best trying to survive. Both sides should use all ingame-methods available to do so.
Trying to manifest "rules" into existence because one subjectively does not like a playstyle is pointless. -
@lovlor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4114873#Comment_4114873
You can not prevent the timing of changing the obsession and you got auraed instantly because of nemesis unless you have a stopwatch on your table and you look at the stopwatch constantly every 30s and you don't even know who the obsession will change into. So you are very right about the celestial witness and blindfold should be nerfed, totally agree. Too much snowball ability
obsession changes are clearly visible via the HUD, and by the person becoming the obsession getting oblivious in the nemesis celestial witness combo. it is very hard to overlook
-
It seems to reduce my fps by a bit
-
I think it is a win, IF they leave things as is. If they change anything besides bugfixes I think it will make it actively worse
-
I think the "tunneling" part is survivors "unhooking" in the face of the killer, which is a skill issue.
HOWEVER, I do think it would not hurt if the selected statues for rescue were random, and not necessarily the closest ones. -
The game is neither killer nor survivor sided, it is swf-sided. SWF rolls killer, killer rolls solo q
-
That would screw over queue times for everyone involved. And incentivize players to not actually learn to play against killers they dislike.
-
tbh i get why they are trying to balance the games audio with other mandatory audio tracks, but they are kind of underestimating how stubborn people get. some people including younger me rather risked ear damage from the music blasting your eardrums off than not hearing the footsteps
-
@Piruluk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113862#Comment_4113862
Well if devs let her be this way I just stop playing survivor and switch to this chill killer experience
Please do, you clearly lack experience from the other side of the fence
-
Didnt they say at some point they will never make a Wendigo because of cultural insensitivity or something along those lines?
-
Simple: Back when this change got tested on PTB it got reverted because it would have been too strong as back then, cages did not have unhook protections.
Now they do, and I see no reason why it should not apply Torment on ability hits. -
@Xendritch said:
Once you realize more than half of those are perks nobody runs it seems a lot less like a problem. Then once you realize different killers shut down different builds like Plague with healing and any stealth killer with aura reading this seems like a silly thing to complain about. And then after all that when you realize survivors can run perks that can shutdown certain killers (Twins facing anti slugging perks for instance) this thread just seems massively hypocritical.
Pretty much this.
Plague counters healing builds, Legion counters stealth builds, Doctor counters skillcheck builds,… a killer countering a type of build is completely normal and brings in some gameplay variety. -
People have always been quitting on killers, this is not a new phenomena.
As for her ability: It is very easy to dodge the ranged snipes. Been there done that. She only feels quite strong against people that do not pay attention -
@Rogue11 said:
Now do all the streams from the last 2 years where they said they wanted to reduce the effectiveness of tunneling and slugging
they did, what do you think the basekit elusive on unhooks is for? They tried a slugging change approach which would have been really bad for the game, so instead they settled with solving the unfun part of bleeding to death by introducing abandoning a game, which works very well.
-
Sounds like a boring version of artist with extra steps, ngl
-
@Arcturus said:
It increases the duration of the "unhook" protections you get when you exit Exile. I couldn't find how much one extends it by, but it really doesn't feel like much. Maybe half a second?
It is 0.5 seconds extra per face you collect while in exile, yes
-
@esarraf said:
I mean if you want to remove her ability to injure with the beam on first hit then sure, I guess it'd be fine to remove the warning.
Ah yes, make her a worse Artist in every way. Truly a unique and well thought out idea. /sarcasm
-
@GroovieAshes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112430#Comment_4112430
Yeah, so as Judgement you don't bring hook Perks.
But Survivor doesn't know who they are up against and half your build is ruined by the Killer you get.
It is not really different from how Plague counters healing builds, Legion counters stealth builds, Pyramidhead counters hook builds, Ghostface, Myers and Animatronic counter terrorradius builds, Doctor counters skillcheck builds, ….
Killers countering one aspect of perk-building is really not something new. -
I think it was already rather obvious from the start that a very hard, very rewarding killer where you need a lot of time investment will satisfy a subgroup of the playerbase, not everyone. But that is okay, it is another niche that is being satiated. Nothing wrong with 1-2 killers like Blight and Judgement existing that have a very high skill floor and ceiling.
-
I do not think griefing and refusing to learn a killers counterplay is the way to go pal.
-
@Thirteen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112174#Comment_4112174
Shadowstep is indeed decent, I see lots of Nurses Calling on Judgement, perhaps Id pair it w CoH and smth like Flowstate to quickly move the boon around when necessary.
A place for us is the bane of Judgements existence, if you want a heal build that counters her
-
@deception said:
So far I've had some issues going against the judgment where they'd just sit in the middle of the map and not even chase. Yes those beams are very avoidable but they use revealing perks and snipe us from the middle of the map without even giving chase and it's in avoidable other than moving out of its way.
What do you mean by "unavoidable other than moving away"? You just described how to counter that. Just take 2 steps to the left or right and keep your camera focused on her.
The only viable gen slowdown build on her is the Thrill of the Hunt + Ruin build, but that is
a) mostly an issue with Thrill making Totems very safe and
b) extremely punishable, given if she does not chase she only has a shot every 6-7 seconds. Judgements can not really run most perks, as chase perks are not viable on her and any perk that requires hooks can not be taken without making your beam worse.Found this neat list on X and I agree mostly with it. In reality, Judgement has a very limited set of perks that are actually synergizing with her kit AND aura sniping is extremely fun, so naturally people gravitate towards that. Judgement has essentially no gen regression and relies on pressure to stop survivors from doing all gens in 5 minutes.
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112168#Comment_4112168
For context, load up a game and stand in a spot you can mark or something. do a lunge, as soon as the lunge ends, do another lunge. That is 12.42 meters. 10 meters is very short range.
Alternatively, run as a survivor for 2.5 seconds. That is exactly 10 meters
-
I think her strength depends heavily on the survivors skill level. If survivors do look out for beams, she is much weaker than if they dont.
-
@Mandy said:
I think calling out one side over the other is hardly conducive to a good discussion, so your title is pretty imflammatory.
We have said many times with the Judgement that they are a hard killer to play correctly (with the pay off that they're also one of the strongest) - very very few people are even close to mastering them yet so we're being very careful on any changes that we think we need to make at this stage whilst we see how things play out.
Maybe 2 different feedback areas would be a way to reduce noise, one for survivors and one for killers.
There would still be spillage and of course people playing both roles cross-commenting but it might reduce bad habit of asymmetric game feedback where the role with more players dictates the discussion simply by outnumbering the other side. -
@cogsturning said:
It has to be three crouches in quick duration, if I recall from the ptb. They can just do two or space them out, or emote cancel spam, and it won't trigger.
flashlight clicking also does not trigger it afaik
-
Imo the 2 temples should just be spread over the map. I like Judgement a lot, but it does feel weird that the statues spawn nearby.
-
@DodoSwarm said:
More people need to be aware of how oppressive The Judgements "Hex: Under Your Thumb" Perk is too, nerfing vigil and then adding a hex that causes haste to be limited to 115% is an insane move.
the perks is weak enough that people dont run it, wdym. Why would anyone waste a perk slot on a destroyable hex that reduces 4 perks in the game, when instead they can just run a perk that causes exhaustion?
-
@Royval said:
I’m a killer main myself thousands of hours and it sucks seeing them blatantly lie and say that she isn’t strong or oppressive with aura reading. When I play survivor most of the time it’s Judgement players spamming the power on a series of gens holding 3 or 4 gens. She’s super strong on any indoor map with aura reading. Straight up remove aura reading on the charge of the beam and she’ll be fine.
Man, this is probably one of the worst suggestions I have read so far.
-
@Mandy said:
We tried to be very clear around the PTB time that this Killer is going to take some learning - its not a Killer that you're just going to pick up and play well instantly, it is very high skilled, probably one of the highest (if not the highest) in the game so far.
I know that's not for everyone, not everyone wants to put the time into learning how to play a killer - or has the time even with how busy life can get (yes that's me!), but we fully expect those who are putting the time in and can pick up this killer to be absolutely beasts with it. We also need to see how survivors are able to adapt to the power, its part of why we were looking at the vignette and what would be required there. Its going to take some time before things start to become apparent here.
My biggest fear is that the classic " insert new killer IS OP" posts after a new killer release will cause her to get nerfed, when in reality she rewards high skill gameplay with her high skill ceiling.
-
Honestly, while being a nice slice of life, its probably not worth the ressources
-
@CrypticGirl said:
I had a match against The Judgment this morning. I was seeing their aura a lot, mainly when they were readying their divine light. I'm not sure if that's an add-on or a basekit thing. But they also ran Deerstalker. So any time they readied their power, they'd reveal their aura and thus would see any Survivors they were aiming at. That seems a little oppressive to me.
Keep in mind because Aurora is new as well, many people run her perks, one of which reveals the killers to all survivors when the survivor with Auroras perk is in chase, which in turn with deerstalker reveals all of you for a bit.
This is not oppressive per se and just an unfortunate interaction of people running the new perk for testing+adept. It is like running no mither against an Oni or Dredge -
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111644#Comment_4111644
I mean, this is only my subjective opinion anyway. Different people dislike different Killers, e.g. I have seen people on the Forum claiming that BIlly is their least favourite Killer to go against, despite him being a generally liked Killer to play against. And I dont really care about losing to Blights or Nurses, even if they are really good. But Judgment has to be the most unenjoyable experience for me so far.
And as I said, I escaped most of my games against her. Granted, not sure if this would be the same case in two weeks or so, because she has a steep learning curve and I guess she will be one of the more rare Killers to go against in the future.
But my gripe with her is simply that she is not fun to verse at all. And it will probably be worse over time, since she will become more rare, but better players will be playing her. For example, I really dislike the Exile. It is not fun at all to be there, even if you have more to do than just hanging on the Hook. And that it disables a bunch of Survivor Perks is also not great. Mainly Deliverance, DS, Resurgence, We Will Make It and Shoulder the Burden, which are some of the good ones. But since Survivors dont have many good Perks, it is a big chunk of them. Sure, Judgement can also not use some Perks, but Killers have a bigger variety and in general, since not all Killers are the same, some are better on some while others are worse. And, the big thing is: A Killer always knows which Character they will play, the Survivors dont know that.
And unlike PH (the closest to compare in that regard), you end up in the Exile far more often than in a Cage. In all the games I played, I have only seen one regular Hook done by The Judgment.
Personally, the Chapter is a big miss for me. I dont like any aspect on it, I dont like the Killer and I dont like the Survivor and her Perks. And I will certainly not bother playing the Killer, simply because I dont really play Killers anymore which I dont enjoy. If I want a Killer to win most of the time, I will just play Nurse. And so I will just take a few days break and hope that less people play her by then. Because Survivor is not enjoyable and I wont play Killer with those queuetimes either.
But again, this is only my personal and highly subjective opinion. I am happy for every player who likes the new Chapter and has fun with or against The Judgment.
I think that might just be a purely subjective misalignment, yeah. I am having a blast versing her and playing her, although I think it is a tad too easy even, if I keep track of where the last beam came from I know the rough angles the next beam could come from and dodging it is rather easy if you know that.
That some perks dont work is I think cool, it introduces build challenges for both her and survivors. Judgements play almost like full aura reading huntresses because they can not rely on a lot of the strongest perks, as Pain Resonance, Grim Embrace, BBQ, Friends till the End,…. are all bound to hooking people. Anticamp and anti tunnel perks are really not needed against her because of her innate design that I can get someone out at different statues that the killer doesnt have aura on and I have a mini borrowed time from the minigame of collecting faces in the exile instead of having to wait for an unhook. It keeps my tiktok brain busy.
So all in all, we have very much diametrically opposed opinions on this. I think she will fade into obscurity soonish because of the changes from PTB to live , but I don't think she is boring per se to play against or play as. -
Chest spawn logic. So if you are a young god you can predict it, I however dont know where what chest can spawn on each map
-
Artist and Judgement are complete opposites in my opinion. Artist excels at shutting down loops, while Judgement excels at it.
Judgement excels at sniping people mid-range, while Artist struggles with having the birds connect regularly.
I dont think they are that similar in purpose, honestly. -
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111598#Comment_4111598
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111637#Comment_4111637
The new system already collected data. So it is highly unlikely that they are really baby Survivors.
@Topic:
Based on that clip I would rather blame it as inexperience against The Judgment. Because they apparently did not realize that trying to pick the Survivors on the ground up will not really work out. (Or they have given up at this point)
But personally, I can see the Killer being very oppressive when Killer players learned her. And to be honest, yesterday I ended playing DBD rather quickly, because going against Judgment has to be one of my least enjoyable experiences ever in this game. I dont think I ever had less fun playing DBD and this includes things like OG Legion. I am dreading the day Killer players become really good with her, but I also hope that many just give up. That a bunch of Survivor Perks dont work against her (especially those of the few good ones) does not make it better.
And it was not really on results, I escaped most of the games, but the experience was just miserable.
I think mastery should be rewarded, which inevitably is "oppressive". See really good Blights or Nurses that roll you.
My assumption is though that she will be much more rare and weaker honestly, because her main selling point right now is survivors not paying attention. I have both played as and against her, and I think her long range potential against people that actually pay attention*ahemm* is pretty neutered since the global vision changes. I had no trouble knowing where she is and where the beam will come from.
I have seen plenty of people not react at all though, I think many really dont pay attention (yet) -
@Arcturus said:
I played a few games on the PTB, but I usually like to otherwise wait for the killer to come to live to play as / against them. After playing against the (slightly changed from PTB) Judgement in the live release, here are my thoughts so far:
Positives
I've seen mixed opinions on this, but personally I love the Judgement's power design overall, and I think he is incredibly fun to play against as well, even when the killer seems to know a lot better what they're doing. The Exile is so cool, it kind of makes me wish we had more killer-unique realms in the game. I think this killer also has incredible limits where a really good Judgement main could make people think he is one of the strongest killers in the game, but he requires so much skill to play I honestly don't mind. In addition, the music from this chapter may be some of my favorite in the game. Overall a really cool and unique killer and an excellent addition to the cast!
Concerns
- PTB to Live changes: honestly I think the basekit changes to the Judgement from the PTB to Live were unecessary. The killer is already difficult as it is, and I think nerfing the killer would have to wait until we actually see in a couple months (when some people have begun to fully master him) whether it is deserved. I also think that maintaining Zealous should be rewarded, and a measly 0.3s of control over the beam of light is not much (yes I know there are other buffs, but I think this may be considered the main one). If you're going to keep that as is though, at least update the in-game information and the wiki that both say 0.5s still.
- 3 gen defending: One concern has already been brought up on this forum and that's three gen defending. The Judgement doesn't really have to commit to many chases in this situation when he can spam orbital lasers at the gens, because eventually something will hit. In addition, most killers when downing a survivor in a 3 gen scenario might not feel able to take the time to pick up, carry, and hook a survivor for risk of losing a generator, while the Judgement simply goes into an animation on the spot only a couple seconds long. I'd like to see if there's some solution to this to require the Judgement to commit to more chases in this scenario.
- Camping: This issue is two-fold. In the rare instance that a survivor is manually hooked, while the anti-tunnel system they have in place for the Judgements beams is good, it does not linger after unhooking at all, so the killer can just wait until the unhook and then instantly injure/down the unhooker and get rid of the unhooked survivor's endurance.
When using Exile, I've already had several players simply stick around where they have sent me to Exile and guard the shrines. Even if they don't know the exact ones, they can often either figure it out by seeing how close they are to where the survivor was exiled, or see which shrines survivors are trying to head to. As there's no anti-camp for the shrines, they are able to stick around them and use beams of light on any survivors coming near as much as they want. In only maybe 3-4 hours of playing (in which half my games weren't even the new killer) I have already had 2 killers do this so successfully that, even with my duo trying to save me, I have gone from second hook to death without being saved.
I would like to see the anti-camp on regular hooks linger for a few seconds, and for the number of shrines a survivor can be saved at to be increased from 2 to 3. - The number of things this killer counters (and their functions): Here is a list of things Exile entirely makes useless (please let me know if some of these still function, I tried to not include ones such as Self-Preservation that I thought might still function): Babysitter, Bloodrush, Boil Over, BT, Breakdown, Camaraderie, Come And Get Me!, Dead Hard, DS, Deli, Fast Track, Kindred, OTR, Reassurance, Resurgence, Saboteur, Second Wind, Self-Preservation, Shoulder the Burden, Slippery Meat, Up the Ante, We'll Make It, Wicked, Flip Flop, Power Struggle, and Breakout. That's 26 / ~170 survivor perks and I'm probably missing some.
That doesn't even include things that are at least partially countered or made almost useless, such as flashlights, Alex's toolbox, Background Player, Flow State, No One Left Behind, Desperate Measures, Unbreakable, Exponential, Tenacity, WGLF (the anti-slug perks because there is no way for a teammate to pressure for a save to buy time, and there are very few times a Judgement will take such a long time committing to another chase when they could "hook" you in 3 seconds). To recap, that is essentially 34 perks, an entire category of items (of which there are only 7, and flashlights are one of the 3 most popular), and several playstyles/build archetypes (sabo, saves, anti-slug, unhook speed, self unhooks, anti tunnel/anti-camp) that are all at least partially countered or completely made useless by just this one mechanic, and many of these are incredibly popular / strong perks and builds, so it is more than likely that when the Judgement becomes less popular and people stop running builds expecting to run into him that half the playerbase's builds will be effected.
Plague does something similar with healing, but even only she counters builds centered around healing others and healing yourself and one item, ever other build or perk is still completely viable. The Judgement makes so many builds, perks, and playstyles useless and the survivors have no way of knowing before already being in the game. The Judgement has the downside of not being able to effectively use perks that activate off of hooks, unhooks, or picking up / carrying survivors, but the killer is obviously aware of this before going into the game and is able to guarantee that all of their perks will see value. In addition, in relation to Pain Res, they basically made an addon equivalent. The most concerning part of this by far though is: - Tunneling: Because this killer completely counters all anti-tunneling perks, it makes it incredibly easy to tunnel on this killer. Like I said in the camping section, camping is still very possible, and if you know for a fact that the "unhooked" survivor doesn't have DS, Babysitter, or anything else, what exactly is there to stop you from tunneling? This might have been fine if there was some kind of anti-tunnel system in place, but there isn't. This is something that, if it isn't addressed, could lead to a good Judgement player trying to win at any costs being even worse than a good Nurse player trying to win at any costs.
- Addons: It may be more of a personal thing, but a couple of the addons really need to be looked at. Almost every Judgement player has had either Aurora's Telereceptor or Blindfold of the Devoted or both. And it's no mystery why, these are probably the best addons this killer has, as every Judgement player is also running Lethal Pursuer. I had a Judgement player running all 3 of these along with 3 more aura reading perks, and at the time I was running We See You. We See You was actively getting tokens way more often than not. I had to play the entire game assuming I was constantly seen through every wall, but in mid range it was almost impossible to dodge when he could see every direction change I did. It made me realize how useless the "+2 seconds of survivor aura reading on the killer" drawback they added to Aurora's Telereceptor is, as 1. most survivors won't be running killer aura reading in the first place and 2. even if they are, the Judgement is not a killer that is useful to have aura reading on because she snipes you through walls and if they're decent they won't be going for m1s. Realizing this and how oppressive these addons are, I
- "Toxicity" system: the general idea behind this system is novel, but it just doesn't work. If survivors want to be toxic but are told "you can't crouch 3 times" they will crouch 2 times. As it is, this system will just end up misfiring on normal players because when trying to be toxic, a survivor will just do less than the limit every time, resulting in clips like this:
https://medal.tv/games/dead-by-daylight/clips/noE75kuHZPHaN9Sce?invite=cr-MSxZMnksMjMwNDEzMzY
If the Judgement had gone for the m1 instead of the beam, I would have gotten hit there. Because I was "toxic" enough to crouch behind a bush after realizing I might be able to take advantage of Shadowstep to lose the killer.
Anyway sorry for the super long post, I genuinely love the design of this killer, it's just there are a lot of things that can definitely be improved on that sometimes ruin it for me and the people I play with. I know not everyone will agree with all of these concerns, but I hope you relate to at least a couple.
To respond to your points @Archangel20 :
1. On that I agree. the 0.3 seconds makes it nigh useless trying to curve while zealous.
2. I actually disagree here. Judgements entire playstyle is feast or famine. She is only really able to assert pressure when she actually hits her shots, as people seem to be sidestepping the beams on gens just fine, IF they actually sidestep. that is the big disparity I see right now: The survivors that dont react at all get hit, the ones that pay attention dodge it fairly well. Her only being able to run the hex totem build for gen regression (which is another can of worms, nerf Thrill of the Hunt further imo) is reducing regression to a minimum as she relies heavily on aura perks to function. She NEEDS to pressure gens by trying to disrupt people repairing them, thats a good thing.
3. I think this is only partly true. People being chased right after being freed from exile is usually because people use shrines very carelessly right now, plus Judgements see the "unhooker" with a higher probability because people are exiled with aura reading like Celestial Witness, so they are more likely to go where the unhook happened. That is just natural, its not tunneling per se.
4. This is the BIGGEST disagreement I have with your point here. It is true that being exiled disables persk that are activated when being hooked or unhooked, but it is also true that exiling disables KILLER perks that trigger on hooking or unhooking. Meaning the stringest perks in the game like BBQ, Friends Till the End, Pain Resonance, Pop goes the Weasel…. all ALSO dont work. It is just a tradeoff, not a design issue.
5. Survivors get basekit extended unhook protections from collecting faces in the exile, plus see point 4.
6. Judgements entire design is built around her using aura perks. She is akin to 4 aura perk Huntress, you just have to go in with the expectation that she likely sees you. Plus her aura perks have conditions you can know as to if she sees you or not.- Gearhead only reveals you when you did a good skillcheck on a generator
- Celestial Witness tells you that she sees you by making you the obsession
- Deerstalker only triggers if you had the least chase time
etc etc. These are things you can play around with. You can also use her aura reading against her, perks like Object of Obsession absolutely destroy her as you know when she sees you from you seeing her aura.
7. That is true. I had 1 group emote spamming with emote cancelling so they dont get the heresy debuff. Also had one swf that had 1 tbagger at the exit gate where the rest just heal teched the 2 hits before the 8 seconds ran out. 12 seconds would be better if its actually supposed to stop BM at the exit gates imo. - PTB to Live changes: honestly I think the basekit changes to the Judgement from the PTB to Live were unecessary. The killer is already difficult as it is, and I think nerfing the killer would have to wait until we actually see in a couple months (when some people have begun to fully master him) whether it is deserved. I also think that maintaining Zealous should be rewarded, and a measly 0.3s of control over the beam of light is not much (yes I know there are other buffs, but I think this may be considered the main one). If you're going to keep that as is though, at least update the in-game information and the wiki that both say 0.5s still.
-
I think the MMR reset is the only reason why I am currently performing decently on Judgement, ngl. Whenever I get someone that starts actually reacting I am having a rough time
-
@Yamalive said:
It was super hilarious to see people fall for an obvious joke. Just shows what this community is all about.
Most people did not fall for the joke as you describe it, most people got upset about the underlying
"not paying attention to the game is okay and we design/nerf characters around that" stance.
That is what did grind some gears. -
@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110931#Comment_4110931
This is an adjustable number, so it is something we can edit - its not set in stone
Thanks for the quick response, I appreciate it!
Are there any plans to adjust some of her kit to become better at shooting in loops, like a minimal reduction in the beam immunity timer or a short ability recovery reduction so she can fake beam attempts for M1s, or will this stay as is?
(I would not mind it staying as is, but I figured if she is getting nerfed in the long range department, maybe a small readjustment would help for more casual players)
I personally would prefer her beam-mechanics going back to the PTB-values as I thought they were perfect, but I understand if you want to redesign her a little. -
Glad to see that the vignette is gone, but I think the 0.3 second redirection timer is too short. She was already hard in loops, this makes it even harder.
-
@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110902#Comment_4110902
People complained about her being too hard to play yet in casual play she shoul not be hard to play against either. I truly don't want another three gen meta killer. After Merchant, Singu and Knight I think everyone is fed up.
3-genning is dead. The ghost of Chess Merchants past should rest by now. We have gotten anti-3gen mechanics basekit, anti 3-gen perks and also vast nerfs to gen slowdown perks. It is not happening anymore, with MAYBE the one exception being Thrill of the Hunt+ Ruin but as I previously stated, thats a Hex Totem problem, not a killer or gen slowdown problem
-
@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110880#Comment_4110880
Gameplay of you getting randomly hit through walls isn't truly a fun one is it? It's like omegaVecna who's already considered very uninteractive. I mean as killer I would love that but as survivor that will be insanely unfun to verse.
Its not random at all, ive been playing as and against her a lot on PTB. Theres
- the visual cue of the aim-beam before the real beam gets fired
- the big beam, being visible through all terrain
- the charge up audio cue
- the directional audio and
- the rhythm. Judgements fire approx every 8 seconds and you know where it will come from because you know her relative position from the previous shot.
It has plenty of indicators, I learned after 1-2 days how to dodge it regularly. -
@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110846#Comment_4110846
If you can snipe cross map with multiple hexes, it might be a bit tricky to fight against.
Then the issue there is HexTotems, or specifically, Thrill of the Hunt, not Judgement herself and thus should not pay for a perks sins.
-
@Wiccamanplays said:
I fear she's going to be as bad as Krasue in terms of becoming so niche as to be unused. Krasue was busted at launch because the PTB she was on was also full of other bugs and the antitunnel stuff that collectively made her incredibly weak, so the devs overcompensated. Then they nerfed her, but in the wrong places, so she's not weak, but is hard to play, has essentially no skill expression beyond a basic formula and is countered very hard by SWFs or any kind of teamwork, so nobody plays her anymore. And then Stranger Things 2 and Jason came out and everyone forgot about Krasue, despite all the effort that had been put into the chapter's aesthetics and lore. Since the Terrifier chapter is coming out next (assuming the lawsuits don't get in the way), Judgment's probably going to be completely abandoned by the end of the year if they don't work really hard to make the Killer more appealing and memorable.
It's a real shame that the Grimoire Project has turned into something so divisive and frankly unrepresentative of what most DBD players actually like about the game. None of my picks were successful ones, so at least it wasn't my personal idea for a Killer that got so screwed up, but it still stings.
I fear the same to be honest. By giving a snipe-oriented killer too much built-in counterinformation, once the initial learning period is over it will be a nightmare to actually hit shots. It is already very difficult to hit them in loops, but there it is because it requires personal skill which feels rewarding, while for ranged shots it will be mainly out of your control if they hit or not, which will lead to very frustrating play patterns.
I do hope they revert the vignette and increased beam visibility. From what I have seen on PTB, people found her fun to go against and fun to play, even if she scales very unforgivingly with the operators skill level. -
@Elan said:
I feel like this is also to prevent her from holding three gen. I'd make it that heretics gain bonus speed to cleansing hex totem to make hex builds on her slightly weaker. But if thrill gets nerfed it won't be an issue.
3 genning has been pretty much neutered since the regression limit plus gen regression nerfs. There is only gen slowdown now, you can no longer feasibly make chess merchant-ish nonsense happen.
-
A) The last thing the game needs is autorepairing generators
B) Turning Judgement into a m1 killer as a solution is lazy design and would not be fun whatsoever
C) If HexTotems are truly the problem, why not just make it that survivors cleansing active hexes dont get damaged by the beam?
D) Thrill of the Hunt gets nerfed soon anyway and later on reworked, so that issue will hopefully fix itself
E) The reasoning mentioned from the Devs was that inattentive players should not be punishable. You are trying to fix an issue that does not exist. -
I think the killer instinct on a near miss should go through, but the other changes make her actively worse. That seems to be the common consensus.
The killer instinct on a ranged down is somewhat whatever, given you know anyway where your beam went and when it hit, so you know where people went down.
