Voyager
Voyager
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- Voyager
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Comments
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Trapper still starts with 1 trap.
That's all you need to know - Behavior doesn't care.
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@Buckoben said:
https://forum.deadbydaylight.com/en/discussion/comment/2062098#Comment_2062098
Just give him the bag BHVR.
The trapper needs some TLC.
It literally makes no sense that they don't do this as part of his base kit, 2 traps on start & can always carry two.
A minor buff technically, but would make Trapper dramatically more playable without needing to farm the web every damn game. Quality of life, barely a buff.
Hell they could give Trapper 4 traps at start with green dye and he'd still just be a mid-tier killer. Overshadowed still, easily, by spirit and nurse.
Why are Behavior so damn slow for obvious changes?
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@TheeclumsyNinja said:
The forums are laughable right now, 9/10 post are people talking about how frustrating and useless the new killer is. Its almost like i heard this already from anyone who had 2 brain cells to rub together BEFORE the PTB even.
He's slow, his knives are useless and his power makes him almost more useless.... he has recoil for some reason.
I fail to believe that all 300 people at BHVR.... even half were like "Ce tueur est vraiment fort"
Cause he is not strong unless he's against brand new players with less then 10 games played. Players with 5k hours struggle with him... how do you think players with 1000 hrs or less are gonna fair?
This killer sums up BHVR, completely disconnected from the community. Its well known that most of the devs at BHVR either dont play the game or dont play it at high ranks.
SO HERES AN IDEA
Use your "fog whispers"! Use the people you trust with 5k hours, if EVERYONE says a killer is weak... but BHVR says " we reject your reality and substitute my own" and clearly think a killer is strong then who are you trying to convince?
You have a TON of smart and talented people on youtube/twitch who give very valid opinions and ways to make an aspect of the game better.
Tru3, Otz, Monto, Scott Jund, etc...
You have an amazing reddit community with creative outfits, perk, and killer ideas....
You have a PTB.... USE IT. lol test perk changes, make a killer slightly op to assess better what could be changed vs putting them on there weak and broken and trying to see what could be down. Stop wasting time changing Useless perks to make them Very Weak instead... Ive never seen a big studio, do so little and be so disconnected from their game and community.
He's weaker than the Trapper and Legion. Huntress is superior in 99% of cases.
Behavior must be trolling us at this point.
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@bm33 said:
I think lobby lock for survivors would be fair, especially since Survivors on PC have ability to see who the killer is before the match.
Wait, what? They do?
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@Johnny_XMan said:
But killer’s are doing fine against SWF now?
I don’t get why there needs to be a “solution”.
No, they are not. A good killer playing anything besides nurse / spirit (maybe Freddy) will almost never win against a good SWF team. You'll get an odd game here and there where the SWF team makes a blunder, but that's it really. Killers are at the mercy of the team they face making mistakes. They cannot themselves consistently force mistakes (unless again they're playing nurse / spirit or Freddy).
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Camping was an extremely ineffective strategy, so who cares? If a killer camps, he's guaranteed one kill but everyone else leaves, still depips. Not a winning strategy.
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Survivors are at a massive advantage in this game. I will do anything and everything to try to negate that advantage. It's my job as a killer to kill as many survivors as possible. I don't care how I do it. I won't play by the rulebook of survivors, I'm a killer. I'm supposed to be evil.
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@Mew said:
https://forum.deadbydaylight.com/en/discussion/comment/1404974#Comment_1404974
DS doesnt proc when getting pulled from a cage. so no, you dont have any counter to pyramid head if he wants to tunnel you from a cage
btw, that post was solely about pyramid head and his cages
So the obvious solution is making DS proc from a cage pull.
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@Mew said:
https://forum.deadbydaylight.com/en/discussion/comment/1404381#Comment_1404381
while yes, thats true, but this is a videogame. getting camped and tunneled to death as survivor with no counter to it really isnt a pleasant experience
The counter is DS. That's what it's designed for and it's extremely powerful. People act like they have no tools against being tunneled when they have the most powerful perk in the game, on both sides, by far.
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This isn't about tunneling. The nerf is lack of info, since you don't know where the cage is, when he's saved, you don't know where the saving player was.
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@FranzDerPalme said:
https://forum.deadbydaylight.com/en/discussion/comment/1404882#Comment_1404882
I still disagree, even if we grouped up in red ranks, and tried hard, we got beaten by killers like scream, huntress, doctor or hilli billy. It is harder for sure, but it is also harder for every survivor to play if the killer runs ruin or pop or bbq etc.
It's simply impossible to lose as a coordinated 4-man SWF group. You obtain so much information, it's a neural net distribution network. You know where the killer is, where your friends are, you know who goes to rescue on the hook if anyone is ever even hooked at all. Even what pallets have been broken. To have all that knowledge at all times delivered to everyone, imagine a perk giving that to solo queue players. It would be the most OP perk in the game by a country mile.
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@Mozzie said:
https://forum.deadbydaylight.com/en/discussion/comment/1403996#Comment_1403996
https://www.youtube.com/watch?v=arNCwL0bc0s
Okay, explain this. I'll wait. Thank deepwound for pointing this out.
This is disgusting. And it's only gotten worse, not better.
The game is simply not balanced with four-man SWF. You get a neural network distribution of information that solo queue players don't get. It's a gargantuan advantage and simply unfair for killers.
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@FranzDerPalme said:
https://forum.deadbydaylight.com/en/discussion/comment/1403554#Comment_1403554
I can't speak for all SWF, but pretty often if I play in a SWF group, we still get killed, even from other killers, than you've mentioned. For example Hilly billy is a really strong killer if you can play him. Or actually pretty much every killer can get a 4k even against a swf, if he just knows what to do and or runs the right add ons or perks.
And btw. not every SWF is a group of people talking to each other etc. I sometimes play swf with people I don't really know, because there are pretty much survivors out there, that don't want to help at all. I had rounds, where I got chaised by the killer for 2-3 gens, got hooked for the first time and died on this hook, without the killer camping, becuase my mates didn't wanted to help me.
But sometimes there are rdm. survivors that play like they were in a SWF with you. That liturally try everything to get you off from the hook, to get the killer away from you, so don't blame everything on the SWF.
When I reference a SWF group, I don't mean random people grouping up for fun, or even friends on discord just having fun without a serious need to win. Against groups like that, winning for a killer is still possible. Harder than it should be just from simple problems like coordinated knowledge of who needs to go rescue the guy on the hook, or one spine chill equating to 4 because that knowledge is insta-shared.
Even without trying hard, the game was not remotely designed with balance in mind if you include SWF.
And against SWF groups actually trying hard, which most are at red ranks, no killer can win outside of top tier. Nurse & Spirit, because they can apply so much pressure and down so quickly. If you aren't getting multiple downs and hooks per minute, against a good SWF group you will lose.
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Yep. And even if you read them perfectly, predict the dead hard an end the first chance real fast, 2 gens pop instead of 1. Yeah... it's still GG in another 4 minutes, if that.
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As usual, it's just dependent on SWF.
A full group of solo survivors? I'd say most matchups, it's balanced between killer and survivor.
A full group of SWF friends trying hard? Killer has effectively 0 chance, unless he's an extremely good Nurse / Spirit / Hag.
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@EverflowingRiver said:
https://forum.deadbydaylight.com/en/discussion/comment/1403317#Comment_1403317
No, they nerfed ruin to help new players so they should have no problem there.
(Sarcasm btw)
Well, that's a valid point. New players probably do stick around, on survivor. Not killer.
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A few ideas I've had.
- Trapper now starts with a max trap capacity of 2. Still only starts with 1 trap. This opens up using different add-ons besides bags.
- A survivor caught in a trap from the injured state, if freeing themselves, will enter the dying state.
- A survivor caught in a trap from the healthy state, if freeing themselves, will be injured. As it currently works.
- Freeing yourself should take significantly longer, but have a higher chance of success. Instead of a couple seconds, it should take 7.5 seconds, but with a 50% chance. No penalty for failure beyond resetting the attempt. Helping a survivor escape decreases the escape time to 5 seconds, same 50% chance of failure.
I think these would be a great start. Not sure this would make him A tier, but definitely bump him up from D tier to C.
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This makes no sense. Why doesn't matchmaking take the average of the group's ranking, instead of just the highest rank in the group?
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@Almo said:
Ruin lasts until the end of a match somewhere around 50% of the time, last I checked. So no, it's not instantly cleansed every game. :)
We were testing one of the upcoming Killers, who was prototyped on an old build. Ruin was chosen, and it was the old one. Oh man I'm so glad we fixed this thing. It's way better now.
This data isn't granulated. Show me how often it lasts in a SWF group of red rank survivors. I doubt it'd be more than 10% of the time, if that.
Great for stomping new players or arguably decent for facing full solo groups, but you can't queue just against players the game was designed for killers to face, so that's useless.
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@MadLordJack said:
I love the concept and hate the execution. It's a Hex perk, that immediately invalidates it for almost every single killer simply because totems are easy to find in all but a small handful of maps. That means you have to defend it. And only a small handful of killers can defend it enough to get value.
Conversely, when I play survivor I hate it because the rest of my team is allergic to doing hex totems and I have no idea why. I would love this explained. (It has nothing to do with a certain new perk, this has been going on for months)
Because when you play survivor, you're playing solo queue, matched with other solo players.
When you play killer, you're mostly getting coordinated SWF groups who cleanse totems for breakfast.
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If hexes were redesigned to at least offer guaranteed value early on, it'd be good. But now, it could be randomly cleansed in a minute, and then you're a 3 perk killer the rest of the game. It isn't even close to powerful enough to justify the chance of being expunged so quickly.
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@nursewannabe said:
There's no such thing as "genrush", if you can't down a survivor in a reasonable amount of time you can only blame yourselves for being B A D, not survivors for doing the only thing they can do while the killer is not around.
Against solos, agreed.
Against a coordinated 4-man efficient perk team? Hell no. Even the best killers will rarely be able to do anything against that kind of group.
It really is two difference games. How it was intended, against solos, and how it's utterly imbalanced, against tryhard SWF groups.
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The game was fundamentally designed, both for killers and survivors, for everyone to be playing solo without any sort of coms or knowledge of the game state in real-time, outside of perks balanced for that kind of intel.
SWF is fun to goof off in, but to play it seriously? Hilariously unfair for the killer and frankly just boring. No sense of ambiance, no nerves, it's just a game to farm. No immersion.
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@Schinsly said:
The game is honestly really balanced. The ONLY time the game is unbalanced is with a coordinated 4 man SWF. And thats like every 1/20 games for me as killer. Maybe buff some lower tier killers but the game isn't in a bad state rn.
How do I get your queue? Almost every other game I play against are coordinated groups, 2 working gens all the time, one ready to flashlight save, one to loop / infinite me. Even if I shift and try to gen pressure, the roles are just switched in their group. Games barely last more than 7 minutes on average because it's always coordinated groups. 1/2 games, not 1 / 20. That would be heavenly if true.
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@NightWolfsFury said:
The thing about killer is people put way too much weight into "I need to 4k to win" mentality, which isn't true at all.
0 kills means you got stomped. 1 kill means you lost. 2 kills mean you went even, both sides played well overall. 3 kills means you won. 4 kills means your stomped them.
This game overall is fairly balanced for the most part. A statistic was released that the killer with the lowest win rate on their worst map still had a 52% kill rate, which is VERY balanced when you think about it. Their worst map, they still kill at least 2 survivors on average.
People just need to get out of this mind set of where they must 4k to win. It isn't true. You will WANT to 4k, but you don't need to for it to be considered a tie or win.
The problem with those statistics is they undoubtedly include solo queues and no-color ranks.
If we're talking about SWF red ranks? Or even red rank solo survivors? If you exclude the stats for killers facing those survivors, they'll be extraordinarily different, tilted in favor of survivors.
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Doctor in C?
Trapper in his current state can't be in B. Too easy to counter.