Spectro
Spectro
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- Spectro
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At this point in time killer is indeed way too easy. All thanks to the astonishingly bad matchmaking for survivors.
The game is a 1v1 at this point. The other 3 survivors are just there for show. They don't do gens, they don't save and they go down instantly. All you have to do as killer to win is tunnel the 1 good survivor in the team and nothing will get done. The game is in really bad shape right now.
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OoO is completely fine. Except for the stealth killers. They need to have a minimum distance requirement instead of the current terror radius requirement.
This would help a lot against killers like ghostface, pig and wraith.
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Can we please just change the rarity of the dream pallet addon. Why the hell is an addon as powerful as this common???
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Almost all killers are viable at < rank 10. Since only 10% of steam players ever makes it past rank 10, this is fine.
The only 3 possible scenarios here are:
1: Keep everything the way it is currently and please the 90%
2: Cater towards the 10% and ruin game play for the other 90%
3: Give killers and perks certain buffs at high ranks and possibly please both
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Why balance around high ranks when only 10% of players ever makes it past rank 10? Sorry to say it but no sane person would ruin the experience for 90% of the players just so the other 10% can have fun.
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@LCGaster said:
Devs need to start balancing the game around high ranks, if they balance the game around low ranks we'll never get a good killer again
That's the problem though. As per the Steam achievement stats, only 10% of survivors have ever gone past rank 10. And only 5% of all killers have.
I'm sorry to say this but red ranks account for maybe 1-2% of all players and making a killer good at red ranks will make the experience worse for the other 98-99% which makes no sense at all.
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The problem with the current one is that it's so damn impossible to reveal him in a chase. If you're off by 0.0000000001mm it doesn't work and EZ exposed. You can literally have him dead center on your screen and it still won't work sometimes.
I'm glad they're at least making it a little easier.
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@Trotfoxx said:
https://forum.deadbydaylight.com/en/discussion/comment/511681#Comment_511681
It will be used on synergized SWF, it's dead for solo survs (on high ranks).
Protection hits should be "random", not a thing you force -talking in terms of efficiency in-game-. If you try to force them, you're more than likely losing time you could use to do gens, and i'm not even talking about the time you have to waste to heal after those free protection hits.
This so much... Perk will be much much weaker for solos. SWF on the other hand: hey, I'm about to go down near the killer shack, come get your MOM stacks. The perk will be just as strong as it is now but only for SWF groups.
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This forum is just people complaining about pretty much everything. There, fixed it for ya.
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This is very true. Something has to be done... The hostility towards new players will make sure the game gets very little new players and the DC's and other BS will eventually cause the current playerbase to quit.
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Spirit. I hate that killer so much... Everything from the sounds she makes to the power. On top of that, the players that play spirit aren't usually very nice either.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/479136#Comment_479136
Anyone is able to run empathy and run in to take a hit when someone is injured or being carried to a hook. Alternatively, you could also take a hit for someone after unhooking them and it will also count as a protection hit. Basically it uses the same conditions as We're Gonna Live Forever's protection hits and that perk works for everyone, not just SWF.
https://forum.deadbydaylight.com/en/discussion/comment/479138#Comment_479138
There should be a link to the Dev Update at the top of the page.
As a solo survivor I usually take 1 hit for someone per game. But 3? You’d have to run a different build with perks like empathy just to be able to use the perk to it’s full potential. On top of that you’d have to follow injured players which means another player isn’t helping with the objective.
Meanwhile in a SWF group, all you’d have to do is communicate: “hey the killer is about to down me near the killer shack, come here if you want a MoM stack”. No perks needed and almost no wasted time. This is about as easy as it gets.
Don’t get me wrong, I like that you’re listening to feedback and making MoM more fair for killers but it needs to be tuned. Making it harder for solo but not for SWF is not really a good idea as it will continue to promote a toxic playstyle among SWF groups.
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Nah they pretty much removed the use for solo survivors and made it a very useful perk for SWF groups.
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Would only work well on nurse or huntress. Make them drop the pallet, fake break the pallet, the survivor runs and insta blink or throw a hatchet for ez downs.
Every other killer would still have to go around giving the survivor enough time to move to the next looping spot or turn back to the pallet.
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If you find the hatch first (which is already very likely) just close it and that last survivor is dead 100%. If the survivor finds the hatch first then tough luck.
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Cleansing totems works well only if you have teammates with the same mindset. If you're the only one that has to cleanse all totems then your team is pretty much a 3 man. Then even if you escape you'll just depip.
Again if every survivor would cleanse it's no biggie but doing it solo is just stupid. Can't do gens, get chases, save people and cleanse totems at the same time.
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What's gen rush? Never heard of it before. I'm a rank 8 solo survivor and most of my games go like this:
Me: runs killer around for minutes
Team: Does absolutely nothing or a random ahole pulls everyone off the hook right in front of the killer
End game result: everyone dead with 5 gens left
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@se05239 said:
The end-game is basically a more comsetically pleasing solution to survivors refusing to run out the door. I'd consider it an overall buff for SURVIVORS since they're no longer stuck in a game with the killer in case their team cannot fix 2 generators before they're all out, thanks to the hatch now spawning no matter how many generators were fixed.
I wouldn't consider the new hatch mechanic a buff to survivors. It's definitely killer sided as it should be. It'll have plenty of counter play.
If the killer finds the hatch first, they can close it to start the end game or camp it until they see the survivor to then close it and start the chase. If you close it you only have to patrol between the 2 gates and you'll have a very decent chance of killing that last survivor.
If the survivor finds the hatch first, they jump in and escape.
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I'm not really a fan of artificially ending chases just because the killer is supposed to be stronger. If the survivor is just simply better than the killer and does not fall for their mind games then that survivor should not be punished by the game. Imagine the game forcing you to go down just because the killer is an idiot and keeps chasing you for minutes and doesn't try to do any mind games. It's up to the killer to be smart enough to abandon chases if they become too long and go after an easier target.
Had a wraith once that kept running around a pallet and refused to do any mind games whatsoever. Then he DC'd and probably thought survivors were supposed to run in a straight line. Like seriously, what do you expect?
The only thing that does have to change though is some "infinites" on maps that don't offer much mind game potential for the killer. And the coldwind see-through tiles need to be changed as well.
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@TWiXT said:
*Thinks about how almost every match for the past 2 months have had at least 1 petty DC'er ruining the game for everyone*
*crosses fingers and whispers to self*
"Please be a Ban-wave, Please be a Ban-wave, Please be a Ban-wave..."
BHVR: bans DC'ers
Player Count: gets cut in half
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They are supposed to ban you but I don't think they are right now. Since you no longer lose pips when you DC I think they might have disabled it because of the ridiculous amount of crashes and random errors everyone is getting. A lot of people are simply not loading into a game or just straight up crash.
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@Ihatelife said:
Yas! Now we only need a buffs for killers to handle toxic SWF 😍
Or... you know, just remove SWF? I'd rather have this than buffing killers to be able to stomp SWF and screw over solo survivors in the process.
I'm a survivor main and I hate SWF groups so much. IMO they can just get rid of it and I honestly wouldn't care.
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Don't get too excited yet. Perks like Blood Warden will probably be changed.
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People are overreacting as always. They complain even though they've never tried the new changes.
Even then, if the changes suck they aren't final. A PTB is coming very soon and a lot of things can still be changed before it hits the public build.
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You simply can't balance killers/survivors across all ranks with a single change. Making a killer viable at rank 1 will completely destroy lower rank play. It's like ruin means nothing at rank 1 but can be a complete game changer at rank 15.
Or even worse, a good nurse vs a good rank 1 swf = somewhat balanced. A good nurse vs lower rank survivors = complete destruction and matches that end within a single minute.
Don't get me wrong some killers DO need buffs but you can't just buff them and hope that it works for both low and high ranks.
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A lot of people DC because the round is just extremely unfun for them and they would rather move on to the next one.
I don't expect people to say in a round where the killer is rank 1 and their teammates are all rank 20.
It also doesn't help that there are pretty much no more consequences to DC'ing. You lose 2 pips but they come back after you restart the game. You lose BP but that's not a big deal either. You might get banned but you'll have to DC an enormous amount of times before that happens.
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I love that they changed it back. I'm finally getting fair games again, just had a lobby where everyone was the same rank. I actually had fun. I'd rather have longer wait times than having to play against a sweaty rank 1 nurse and having rank 20 teammates making the game last about 1 minute. I still don't get why people would rather have messed up ranks than longer wait times.
I guess some people enjoyed the new system because they got easy games against rank 20's.
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@AshleyWB said:
Leatherface billy and trapper (caught in trap and hit down) have an instadown ability but they don't also give the survivor a fountain to heal up.
I’m not saying shes OP or anything but tunneling the guy you just vomitted on is the most effective way to get kills as her right now.
They should have done something more interesting with her power. Maybe no instant heal from fountains and longer cleansing time but also no injuring from the vomit. Then just apply debuffs for action speed or movement speed over time.
This is just an idea but this would make the power at least a bit more interesting.
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She basically has an insta down ability. Just charge the vomit then use 115% movement speed to get really close to someone and 1 vomit will put them into the injured state and apply the unbroken effect pretty much immediately. AND it won’t give the survivor a speed boost. This gives you pretty much an insta down. At that point it’s not even worth going for the corrupted purge since hitting them with that does give them a speed boost.
It’s like getting right up to someone with the chainsaw. Only difference being that it’s almost impossible to miss with the vomit.
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I heard them say she will be slower when charging her power but moves at full speed again and can hold the power after it's charged. Not sure how I feel about this, could potentially be game breaking.
Imagine a 115% iri head huntress that can stay right on your ass with a hatchet. Pretty much a guaranteed hit.
We'll have to wait and see I guess.
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Since the survivors vomit maybe they did something similar to the Resident Evil 2 remake. If you get poisoned in RE2 you will cough and lose maybe 50% movement speed and you won't be able to interact with anything for a few seconds. The sicker you get the more often it happens.
I hope it's not this though. I hope it's actually fun to play against as well and not just something super annoying like doc's madness.
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I'm hoping at least some killer nerfs are coming and they're not just nerfing ds (even though I don't use it). These OP killer addons and NOED have almost no counter when you are playing solo. Cleanse totems? Impossible solo without giving the killer an easier win. Sure, I could go and cleanse all totems solo and hope there is still a gen to work on so I still have a chance to rank up.