YukariTheAlpaca
YukariTheAlpaca
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- YukariTheAlpaca
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Comments
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The Demainfested and Manifested invisibility durations are fine in their current state. They work like they are supposed to. A lot of these changes are pretty unnecessary.
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They hated me because I told the truth.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000128#Comment_4000128
I didnt say you did create the balance ideas around cheaters, I'm saying its the logical outcome of your bracket suggestion.
Because they usually use a fresh new account for cheating.The logical solution to the cheating issue is to create a better anti-cheat system and or enforce more server-side authority for player actions. In any game you play with any kind of MMR or ranking system, ofc cheaters will likely be found at the lowest bracket (because of what you just stated), that doesn't make it a bad system; it just means BHVR needs to have a better system of detecting and banning cheaters.
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@Emeal said:
By that logic, All hackers would end up terrorizing the newest players. That doesnt seem smart.
Why would I create balance ideas around cheaters? Shouldn't that be something that BHVR tries to deal with on a technical level? This comment makes no sense.
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@AngelOfHope2017 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3994046#Comment_3994046
Well may your queue times be exponentially long because hard tunnelling off the hook is BHVR catering to unskilled killers. It makes the game miserable to the survivors. I have friends I tried to get into the game. Their first few games, they are hard tunnelled and they uninstalled the game. This is not okay. I have spent well over 6000 dollars on this game (for myself and many of the players in my discord server). I deserve to enjoy a game I have put that much money into. BHVR needs to listen to ALL of their customers, not just the killer mains.
Too bad they didn't listen to killers at all with this patch. BHVR has a tendency of trying to fix a problem without looking at why it is happening first.
Killers tunnel to get pressure. Meaningful pressure that will actually have an impact on the outcome of the match.
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@YamamuraVideoRentals said:
Well guess what… tunneling and slugging are no longer "efficient strategies"!
Time to "learn and adapt".
I would agree with you if it wasn't mathematically impossible to win as a killer below B tier against decent survivors without tunneling. I'd love a more fun and efficient way to play and win be possible; but it isn't. Efficient survivor gameplay in the current state of DBD literally just boils down to each survivor spreading out and completing different generators, running away if the terror radius gets even remotely closer to them, avoiding healing to maximize gen time, and only looping when it is absolutely necessary.
Most killers do not have the tools to deal with survivors who maximize their running distance from the killer and then start looping only when necessary. Getting a single down as an M1 killer can take upwards of 60-70 seconds alone if the survivor just runs in a straight line from the killer at a distance of about 30 meters away. There is a reason that the top killers are where they are. The top killers right now:
- Have a consistent chase tool that can be used almost anywhere.
- Have a consistent mobility tool that can be used almost anywhere.
- Are consistent across all maps if the player is good enough.
Not to mention that over the course of this game's lifespan, basically EVERY OTHER KILLER STRATEGY has been either nerf'd into oblivion or is just not good enough to compete with competent survivors.
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<deleted>
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@AcesSpeedo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3994046#Comment_3994046
yall say this but then slug and bleed people out when they do play the way they want, bring anti tunnel? tunnelled. sabo? bled. stealthy? rats. bled out. likeeee
What is your point? Play how you want to. Nothing is off limits except holding the game hostage and cheating. Your opponent in a PVP game does not have to play how you want them to and YOU do not have to play how they want you to.
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@RafterMaster said:
The best thing is, it's happening. ALL you whingers need to get over it HAHAHAHA
Enjoy your survivor queue times :^)
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@HoS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3994046#Comment_3994046
Again, you said it, it's a PvP game. Tunneling revolves around eliminating someone out of the game (5 players ⇒ 4 players). It's incredibly unfun for the player who's out and it leads to 3v1 scenarios that are incredibly more one-sided. The dynamic is drastically different. It's super hard for survivors to win once one teammate is out too early. It's not fun in a group of players to have to spectate others. Yes, teams can take hits but like… competitively tunneling was very good so let's not expect pubs to counter tunneling efficiently because it's very strong and some killers are very good at it. And also… who likes to be sent back to the lobby three minutes after getting a match?
Don't you think it would be healthier to have buffed gen regression and killer chase power but everyone gets to stay in the game
a bit longer? We saw with the stats tracker that players spend like 30% or 40% of their play time in the lobby. Who enjoys that?
Efficient strategies for killers shouldn't revolve around tunneling, it's not fun for anyone. It could be other things that don't need to get rid of a player. You're playing against other actual people, everyone wants to play the game.The fun of a PVP game is winning. I am not going to stop doing the most efficient strategy so my opponent can have fun.
Unless BHVR decides to make it so ALL of the remaining gens lose around 30% of their OVERALL repair progress after hooking different survivors, nothing will be more efficient than eliminating a survivor as quickly as possible no matter how many times they try to gut the strategy. BHVR wants to remove the most efficient killer strategy without offering an effective alternative; this is why killer players are upset. The ideal goal would be to offer something just as effective as tunneling but still allow players to feel like there is a proper "back and forth" so to speak.
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I love that the idea of trying to win as killer using efficient strategies is considered toxic in this game. You guys realize it is a PVP game, right? The goal is to win? That is like saying that survivors doing generators too fast is toxic; which it isn't.
The goal of a PVP game is to win, guys. How you do it, as long as you are not using cheats, should be up to you as the player. The reason killers camp is the same reason survivors split off onto different generators as quickly as possible: Pressure the enemy team.
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They didn't give us any numbers for nearly any of the proposed changes and even if they did, increasing regression on a single generator per hook state is pointless since most survivors split onto different generators anyway. They gutted the only two powerful strategies on killer and gave killers basically nothing in return. Prepare to lose against anyone that knows how to hold M1 on a generator.
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No way you guys actually nerfed Clown. Ain't no way.
The purple bottles aren't "good", they are just less mediocre than the yellow ones.
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The goal of this rework is to "modernize" how Trapper works. BHVR seems to like to make strong basekits now with gimmicky addons, which is great in my opinion. This is my take on that.
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The goal of this rework is to "modernize" how MM works. BHVR seems to like to make strong basekits now with gimmicky addons, which is great in my opinion. This is my take on that.
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@Pukenplag said:
I actually haven't played actively in around 2-3 years, just every now and then, because I just haven't found anything exciting about recent updates.
It seems like half the new killers are the same formula: m2 for a chase dash/projectile, space/lctrl for a teleport to whatever they used as a portal for the said killer. The other half is still chase power or mobility, but IG like with Kaneki, sometimes innovative.
But I'm really disappointed with what they did with FNAF. I was just as disappointed with Sadako, because I really hoped they would go a very different route, with a power that's really unique and brings new mechanics (like with Myers in a sort of sense, a simple power but one that has the most fun variety of addons that makes it in turn so interesting and fun to verse and play as). But an axe throw? Is that really that innovative? It just screams "we had to add some chase power so we went with a projectile throw, for the 637th time".
Because killers need to be basically everywhere and quickly need to end chases to keep up with the pace of the game against decent survivors or better. With how quickly gens can fly, killers cannot afford to waste time with traversing the map or getting ran for too long in a chase, as a single mistake can literally cost the killer the entire match… The same happens to survivors if the killer plays efficiently (tunneling, camping, slugging; all the strategies that survivors hate to play against and are getting gutted soon.)
DBD is entirely about how the killer can impact the macro of the game. It is why most of the older killers suffer in the current meta. Even though people like to play Huntress, my main since her release, good survivors can run her for a long time if they play safe and avoid LOS while being chased; luckily, most of the survivor playerbase is well… Not great at the game (no offense to the survivor playerbase). Huntress also has practically no mobility and has been power-crept by newer killers who basically can do what she does AND they are 4.6 m/s and usually also have a mobility tool attached to them.
I have noticed that most survivors in my games don't even complain about camping/slugging/tunneling anymore as it is kinda just expected at this point. I don't blame killers or survivors for how they play, as both sides need to apply pressure, whether it be through kills as the killer, or by reducing the killer's time as a survivor. If you hadn't noticed, both sides benefit from the opposite things, with survivors as a team benefitting from efficient micro while killer heavily benefits from effective macro play.
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I have the same issue. High fps but the game “feels” slightly choppy, then it becomes smooth, then slightly choppy again. Seems like an issue with the frame pacing.
it is definitely playable, though, just really obnoxious. It only started happening to me after the latest hotfix. -
@MechWarrior3 said:
I agree with you on the first part. However, the second part respectfully I dont agree with. Her condemn is what makes her unique. Its one of the biggest parts of her lore too. I would hate to see that the "weakest" part of her kit and right now it only performs well on noobs. Swfs just eat you alive. At least on Sadako 2.0 the balance was even.
Her phasing could be stronger, I agree too, however at least the addons for it make it really good so they probably wont touch it. Specifically talking about Newspaper and Mirror. Reikos watch for demanifest is so bad and so its clump of hair.
Reiko's Watch is really good when there is no grass. Grass literally prevents her phasing from being a mindgame since survivors can just tell which way she is moving at tiles.
Also the phasing is the fun part of her kit. Condemned is not fun to face or play around imo. It is the definition of bad game design.
"Do this or you instantly die lmao." The Condemned is the strongest part about her but it just isn't fun for either side to play around and is useless UNLESS you build around it. I wish Condemned just did something a tad weaker like Exposed/Broken rather than just instant death; and that BHVR made Condemned something that compliments her kit rather than basically define it.
I feel the same way about Cenobite. The chain is a fun tool to play around with, but the box is the strongest part about them and so most players build around spawning in and getting the box as quickly as possible rather than engage in chases (which are the fun part of the game).
I also feel the same way with Unknown. You have a fun tool like UVX, which needs to be mediocre because of how good the teleport is. I'd rather not have the teleport and just have a stronger UVX because there are fun things you can do with it if it wasn't so reactable. At least make a common addon that buffs those weaker parts of these kits at the cost of removing the stronger part.
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My only huge problem with her right now is that grass makes her phasing mindgames unusable; which is present on most of the maps in the game.
Condemned Sadako is an extremely boring mechanic and I wished they focused more on the phasing part of her power, but that is just me. BHVR really seems to like making killers with interesting and fun powers be weak in favor of a more boring part of their kit.
Cenobite, Unknown, Onryo…
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Tunneling/Slugging/Camping is usually the most effective strategy to get a win as killer. People like to win in PVP games. If you are against a squad of survivors that likes to play efficiently, you need to tunnel/slug/camp to meet that efficiency as killer. The problem is that DBD is a game about pressure, so if you want to win, you need to enter the match already playing efficiently or risk falling behind; In a situation where both sides want to win, you cannot swap to efficient strategies halfway through the game as you have already fallen behind and will likely lose. 12-hook strategies do not work against competent survivors and I do not need to conform to made up rules by my opponents to win. I am not responsible for the survivors to have fun, just as they are not responsible for me to have fun.
Despite what people on DBD (and the forums) may try to convince themselves, DBD's win conditions are (which have been basically set by BHVR):
Killer: 2 kills for tie, 3 kills for win.
Survivor: 2 escapes for tie, 3 escapes for win.
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I, Tunnelito C. Slugger, will not abide by these made up rules.
(The "C" stands for "Camper")
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@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635215#Comment_3635215
If tunneling is the way to play, which considering its the most effective tactic, it is, then they're not "past their skill level" they're at their skill level. Unless survivors slamming gens also puts them "past their skill level" and they come crying for nerfs.
Also I really don't think we should talk about difficulty to counter vs preform when the main way survivors win is essentially "hold M1 on gen, hold W across map, run in a loop, drop pallet".
Survivor is inherently easier to learn than killer because it is a more basic role with less mechanics. "Each killer has their own and unique power" as the loading tip says.
There really are not many ways to make killers feel strong without them just completely invalidating some of the game mechanics. A lot of survivors hate the more modern anti-loop killer designs because they have little counterplay against competent killer players who know the ins-and-outs of the them.
Look at Xenomorph for instance; you can just invalidate looping due to the ability to just tail whip survivors on reaction. Even with the ability to shut down loops, survivors can just hold W away from Xeno for a long time (and use turrets), resulting in a lot of time still wasted for the killer in chases.
Chucky basically gets a confirmed hit every 20 seconds with nearly no counterplay on the survivor's end. The problem is that it is 1 hit every 20 seconds and you are a 110% killer with no power until then (which can also result in a HUGE time waste if Chucky misses an attack).
The reason Blight and Nurse are strong is they have tools to invalidate game mechanics and mindgame potential in chases, strong mobility for both catching up to survivors and patrolling, and have little downsides for actually messing up when using their power.
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633362#Comment_3633362
The game will never be balanced in general with the sheer amount of killers
If the devs don't try to balance the game, eventually they will have no killers. The killer roster in general, unless they are the top two (Nurse and Blight), do not have the tools to quickly end chases and start new chases quickly enough against competent survivors that know the matchups. Most of the roster is just not able to compete against 4 survivors who make sure to do gens before anything else. Heck, most survivors I face don't even bother healing. Just pound gens out and escape, as there is no real penalty for doing gens while injured and the killer just won't have enough time to sacrifice you before the gates are open UNLESS they are tunneling.
12 hooks vs 5 gens: in a game where the average time between hits is about 30-40 seconds against a good survivor. It isn't rocket science that the killer needs to tunnel if they want to slow the game down consistently.
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@UndeddJester said:
The Addict... Bit of art imitating life there eh? 😏 J/K 🙃
Sounds a bit like its somewhere between Blight, Legion, and the Clown.
I'm not against the idea of a killer having dynamic "modes" they can switch into at will. Most killers currently have 1 powered up mode they are forced into and/or out of, or can only use once conditions are met (like Xeno, Plague, Oni etc). It'd be cool to have one with upsides and downsides to various "modes" that they switch between based on the situation... as long as both (/all) modes were equally viable... we'd likely see perk builds that go hard on one mode 🤔
I think you'd need to wrap some strong lore on this to get traction on it, preferably without stepping on the toes of the Clown or the Blight. How does the Addict have this power? Is this their own design? Something they stole? Are these injections making them effectively a super soldier?
Lore is coming soon. I usually go about designing the power first and write the lore around it.
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@Devil_hit11 said:
oh yes... legion old feral frenzy. a timeless post.
How so? It is a 5% increase to movement speed and a window vault but for pallets. The idea is to utilize different stimulants depending on the tile you are playing. This doesn't give you a free hit as the survivor can just... Well... Keep looping. It just opens a mindgame.
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To put the slowdown into perspective, Clown bottles slow by 0.6 m/s (15%)
This is kinda just a worse Clown.
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3474300#Comment_3474300
Stop. DBD is not balanced around high MMR. I cannot stress this enough. If you are playing at high MMR and find yourself complaining about efficient survivors, here's a hint: Humble yourself, give people hatch, be satisfied with a 2k instead of pushing yourself to get the 4k. If you get none, so be it.
Dead by Daylight is not an esport. E-sports are boring. They cater not to the average player, but to the high skill player who plays like they're trying out for Nationals. Now, I'm sure you think that that's what you want, and that's how the game should be, but you are not the majority. The majority is the average player.
In average-skilled matches where the killer and the survivor are closely matched in terms of skill, MFT makes minimal difference. This applies to Huntress, Slinger, Wraith, Dredge, Sadako, Pyramid Head, Pinhead, Doctor, Knight, Singularity, Skull Merchant, Clown, Freddy, Spirit, Blight, Nurse.
I am, by no means, a god-looper but I do have some knowledge on how to effectively loop and chain tiles together. But I have seen people run MFT and get downed 15 seconds into chase. I personally run MFT and have found that it mainly helps me in making that ever so tiny distance needed to make the pallet. The perk is very map dependent, and heavily relies on the killer not looping efficiently.
This kind of balancing mentality is what makes the game awful to play right now.
Just because a game isn't "E-Sports" or "highly competitive" doesn't mean you shouldn't try to balance the game to the best of your ability.
What makes games fun for most people is fairness and expressing skill. The idea that the game needs to be competitive or "E-Sports ready" is a terrible reason not have good balance in Dead By Daylight. Imagine playing any video game and feeling like you don't have a chance to win, or that chance is extremely unlikely for you, but easy for your opponent. I hate to break it to you, but having fun for most people is WINNING. Most people don't care about farming, giving hatch, being nice, and having "funny moments" unless they are brand new to the game or don't even really have their brains turned on while playing.
Regardless of player skill, DBD's entire chase gameplay loop revolves around movement speed. I personally don't think perks should ever effect movement speed because of how important the speeds of both survivor and killer are by default. With MFT equipped, you can stop potential mindgames from working at tiles due to your increased speed as survivor and completely negate what would have been a successful hit for the killer, even if just barely. Not to mention activating it's effects award the survivor for FAILURE by requiring they be injured in the first place. There is no time a survivor SHOULD EVER WANT TO BE INJURED PERIOD. From the beginning, survivors have always had perks designed around the idea of failure, while killer perks are usually designed around winning harder. The design philosophy of survivor perks is way stronger than killer perk designs because they stop potential snowballs and award survivors for making mistakes. Mistakes are needed for the killer to start pressure, so these perk designs directly counter the way for a killer to start pressure, while the killer's own perks award them for a match they were most likely going to win anyways. By the way, perks like "No One Escapes Death" and "Rancor" shouldn't exist either. Terrible designs that award failure.
How is a movement speed boost while injured "map-dependant"? So because survivors are playing poorly it is okay that MFT is one of the best survivor perks in the game right now? The problem is that even if the killer does loop efficiently, they still get nothing out of it, even if the survivor is not as efficient at looping due to the increased movement speed.
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The killer even with his power just feels... Lackluster. The bonus of faster vaulting and breaking speeds doesn't feel good enough with how much counterplay the killer has.
Survivors can still easily just run from pallet to pallet and or loop you safely without pre-dropping pallets, so you have no real anti-loop or catch-up potential until basically half the map's pallets are gone.
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This is one of the worst chapter ideas I have seen in a while. I am sorry. Everything about this is just... wrong.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434096#Comment_3434096
he can still traverse maps better any other killer in the game. his mobility still exceed blight because it has no real internal cooldown. From point A to point B, Its straight up the best mobility in the game. the big nerf to billy are his chase potencial because of removal of charge-time add-ons. they reduced his chase potencial to basic m1 killer gameplay vs competent survivors. Only time will tell if billy ever get buffed properly but given that fact that they wanted to nerf doom engraving and yellow engraving in the PTB. Likely no real buffs will show up. Till then I'll just be playing chase bubba in memory of billy.
I would say the problem with Billy is the lack of consistency. Most maps are cluttered with debris that makes his ability to get from point A to B take a longer amount of time, even without a cooldown on the ability. His ability is outdated compared to the newer mobility-based abilities brought on by newer killers.
Either way, this is kind of "off-topic" compared to the core of the discussion.
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@Shroompy said:
What you described is assuming the killer is mindlessly following the first Survivor until they get downed which will only work against your average pub Survivors (which tbf is like over 95% of games)
To actually gain pressure you need to play the 4v1, not hope that you can end the 1v1 fast enough to manage a 3v1 afterwards. You wanna slowly widdle Survivors of their resources so that towards the end they are left with practically nothing. Not only is this a more effective way of playing, but its also WAY more fun for both sides since you are constantly jumping from Survivor to Survivor.
This new mechanic to counter facecamping is just that. Optimal ways of playing will not be affected whatsoever since there are things in place to prevent Survivors from abusing it. Overall this is a great change
What I am describing is the way survivors currently play efficiently. If you leave the chase with the survivor who is literally just running away in a straight line to buy time for other survivors... What happens if you swap targets? Oh yeah, they do the same thing as the guy you were just chasing, and the guy you were just chasing goes back to repairing the gens. Most survivors in this game don't even heal anymore, just because there is no need to before all the gens pop.
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@robrob909 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431973#Comment_3431973
Really bad takes all around. You really misunderstand the game.
I have to agree.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431992#Comment_3431992
Want to borrow my Xbox and give killer a go?
You don't really need those 60 frames do you? 😜
Trust me, I played it lol.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431953#Comment_3431953
Sadly that's not really a viable option for us consolers. We can get ok-ish with Blight, however the camera is slower, the sticks have dead zones and input lag, and flicks unheard of.
But Nurse on a controller with unstable frames? Nightmare fuel.
Unfortunate :(
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@Ghoste said:
Git gud.
Classic response. No contribution to the thread at all. I rate 10/10.
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@Marc_go_solo said:
My belief is that face-camping promotes laziness and those killers who do often struggle as they climb up the strange MMR ladder we have because they are just not good enough. It's rarer than not to have 2-3 gens go before the first down. That's often because of either a) a series of mistakes and bad judgements by the killer or b) the killer has been placed against survivors who are vastly better than they are.
Camping close to the hook is used in competitions, which is one of the main reasons why watching those matches are so bloody boring. The tournaments are snoozefests, but I do feel that changes to the rules and removing conditions of winning from kills to hooks would vastly improve both skill and watchability. This change may make those games more enjoyable.
Also, whilst maths is interesting to look at, using maths to assume how trials go does not taken into account the rng, luck, skills, mistakes or anything else that happens in a trial, so whilst there is a formula that could be used in theory, it is far rarer for this to be what actually happens because of the randomness. Too many variables for any form of mathematics to accurately predict what will happen.
What I fear will happen is that, rather than those killer plauers learnibg and enjoying to improve their skill, they may then go to the next lazy tactic: slugging . Again, in some situations where survivors are too altruistic, slugging is fine because the opportunity is there to punish exceptionally dumb plays. However, I can see the lazier killers just knock all survivors down and bleed out in "protest". This will absolutely lead to Unbreakable basekit.
Basically, if players start playing with empathy in mind that their opponents are human, then it's far less likely changes like these are needed. However, this change really won't affect my killer plaus, since camping bores the ######### out of me and I like a challenge.
So what you are saying is that 2-3 gens popping early into the match is because the survivors have more skill? How? It is literally just holding the interact buttton. There isn't any skill required. Also, slugging is a dead strategy already, unless your killer has the mobility to utilize it. Using the math I presented is how most matches go for killer players. You should watch some killer player streams to really see it. DBD is an incredibly basic game to play, with not many variables to it, so saying that this wont be how every match goes is only because the survivors you are facing are not prioritizing their main objective.
Another thing, the math presented clearly does not require any RNG, mistakes, or luck... Just running away in a straight line when you hear the TR.
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@JPLongstreet said:
They do not balance the game around the most efficient gameplay on either side. They focus on the middling group with a thoughtful glance at the newbies. Whether that is the correct approach or not is another thread entirely. The most effective strats are also the most "boring" and "unfun" out there, and the most complained about too.
I'm glad I'm just an ok surv and a terrible killer so I don't get the sweats too often, mostly just when backfilling occurs. Wishing the mass lobby dodging didn't happen so much though.
I know that. I was just hoping that BHVR would care about the veterans of the community that actually stuck with the game for such a long time. Getting better at it and such.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431948#Comment_3431948
Not true at all.
If killers underperform, they will get buffs too. Like how they got before.
Face-camping was very boring and unhealthy game design for years. It needed to go. Tunnelling should be next. And toolboxes & gen progression perks also needs to be gutted.
Unhealthy mechanics should not exist in DbD anymore.
As much as I agree with this, nerfing these mechanics without any compensation to allow for new strategies isn't the way to do it. Killers use these strategies for a reason. If you want to say that "players at the top level are bad for using them", well, that is just wrong. Not saying you did say this, but this is the response a lot of people give when they do not play both sides.
Again, the issue isn't with the speed of downs, it is with the short game length itself. There is no way to gain enough pressure to reliably slow the game down before the killer can get a kill. If the killer could actually slow the game down by playing well in their chases, this wouldn't be an issue.
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@Coffeecrashing said:
There was absolutely NOTHING mentioned for killer gameplay or accessibility improvements!
Let’s review the scoreboard:
Survivor gameplay and accessibility improvements:
1) Survivor HUD
2) Visual Terror Radius
3) Anti-facecamping
4) DC Survivor bots
Killer gameplay and accessibility improvements:
0) Absolutely nothing!!!!!!!
These are good changes but I understand where you are coming from. Nothing in this patch addresses issues faced by killer players, and just destroys some strategies used by killers to gain pressure.
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@NoHookDC said:
Survivors won't be happy until the Killer is forced to 12 hook every match, no matter what.
And when Killers point out the gen speeds literally don't allow a 12 hook game, the answer will be 'Skill issue'.
Then survivors need to be prepared to face Nurse and Blight (using every tech in the book) every game. Two killers I personally hate facing and playing due to their ability to just safely ignore tiles. Killer players who don't play Nurse/Blight will either leave the game, switch sides, or just learn Nurse/Blight.
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Passive Ability Opinion: So close to being a cool power, but that 4.4 m/s kills it. Inverted strafing controls are decent but once survivors adapt it will be easy to deal with, however, I do think a 4.4 m/s killer like this could work but with some changes. This killer also has way too much going on and may be too hard to balance with all of these tools, so I am going to write a change for this.
Passive Ability Rewrite: Able to mask her presence from her prey, The Solitary begins the trial with the Undetectable status effect and loses it whenever they perform a Basic Attack. Damaging survivors by any means will cause them to scream in pain so loudly, that it can tear a hole through the realm itself.
Whenever a Survivor takes damage, a Beacon of Malice is left behind for the next 60 seconds. Whenever a Beacon Of Malice is created, any other Beacons Of Malice within a 16 meter range are destroyed. Survivors can manually destroy a Beacon Of Malice by performing a channeled action (requires a total of 15 seconds uninterrupted) while standing next to it, but at the cost of giving The Solitary the Undetectable status effect until The Solitary performs a Basic Attack. Upon destroying a Beacon Of Malice, nearby survivors (within 4 meters of the Beacon Of Malice at the time of destruction) are revealed via Killer Instinct for 5 seconds. Survivors within a 16 meter range of a Beacon Of Malice can hear the cries of victims long past, causing them to lose focus and suffer a 30% penalty to Repairing and Healing speeds. The penalty from this ability cannot stack multiple times on the same survivor.
Malicious Presence Opinion: This ability has the potential to give the killer some strength in chases, but first it needs to be changed in some way. If the killer is going to maintain pressure in chases, they need a way to catch up to fleeing victims.
Malicious Presence Rewrite: Fueled by the agony of others, The Solitary can inflict mental trauma so strong it can physically debilitate those affected by her. Hold the Ability Button to activate (activation is 1.25 seconds long) a channeled beam of Malicious Energy (18 meter range) that reduces the movement speed of survivors it is touching by 25% (-1.0 m/s) and has lingering effects for 1.5 seconds after not being touched by it. While activating the beam, The Solitary's movement speed is reduced by 50% (-2.0 m/s), and while continuing to channel the beam, The Solitary suffers from a movement speed penalty of 10% (-0.4 m/s) until the beam is deactivated (deactivation is performed by releasing the Ability Button and requires a cooldown time of 2 seconds before The Solitary's movement speed returns to normal).
Malicious Rage Opinion: The teleport is cool but is too oppressive if the killer already has stall in their kit, so the teleport was removed.
Malicious Rage Rewrite: Removed.
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Great idea! But there needs to be a way to get tiers of investigation back. Losing parts of your power permanently is a recipe for disaster.
Also, the addon format is incorrect. The correct format is:
4 Common
5 Uncommon
5 Rare
4 Very Rare
2 Ultra Rare
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I tunnel because it is almost always effective. I do not need to play how others want and I could care less if a survivor criticizes me for how I killed them in a PVP video game.
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@kaskader said:
@Viamont 1.How much often do you save 2 teammates in a row? nearly never so adding a cooldown to it would make no sense.
2.Remember that this perk is nothing else but a purple toolbox for exchange of being exhausted. Also if this perk would become meta or really problematic you can run fearmonger to completely counter it giving you as a killer tool to fight it.
3.I'm gonna think a little bit more about the boon and how to balance it.
And you are pretty good with your feedbacks so if you want you can check out my killer perks ideas and give some feedback on them :)
Ah yes, the good old "Just run X perk to counter X perk. That idea is terrible. All of these perks are extremely overpowered.
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@KateMain86 said:
Tunneling ruins this game for survivors. This is a problem and I don't know why after all this time it is not a reportable offense. When a killer blatantly comes right back to you straight off the hook and tunnels you down until your death hook the game is no longer fun at that point. Its just not worth playing. There is little to nothing survivors can do to counter this unless you have some kinda insanely coordinated SWF group to deal with toxic killers that do this. Tunneling playstyles have to be discouraged and the perks we have for it aren't enough. The action altogether needs to be discouraged and until there is some kind of punishment for doing it then it will never stop. Tunneling survivors down makes for a miserable experience and there is absolutely nothing at all fun about it. If you play killer and you do this please know you're ruining this game for survivors. You may think its fun but for me it really makes me not want to press that ready button again.
"You may think its fun"
I do. The survivors I play against are toxic little t-bagging losers, I am happy to make your experience as unfun as possible.
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I main Huntress and it is nothing but sweat squads at my MMR. I uninstalled after just 5 matches in a row of that. This game is not balanced enough to deserve SBMM because it is literally just a party game.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2469153#Comment_2469153
So you are saying that you should get rewarded by being able to 4k brown rank survivors over and over again. You do realize those 4 other brown rank survivors you are decimating want to have fun playing the game also and not be Survivor piñatas for every red rank killer.
What I am saying is that a party game should not have SBMM at all.
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Amoog us
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Ah yes, SBMM in a party game balanced like a party game. What a great idea.
For reference, in tournaments, the only killers who won any matches consistently were Nurse and Spirit. Not to mention the fact that survivors can complete their objective in under 6 minutes regardless of if the killer plays well or not.
I am sure good players are going to LOVE playing with SBMM. I get punished for playing well as killer because I will only get genrush sweat squads. I get punished for winning as survivor by being forced to play against Spirit every match.
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Wow...
You do realize that the killer is the same speed as the survivor, right? Meaning I never even have to look at them and I can just hold W to get away at all times. The killer cannot even attempt to cut me off due to the fact we are the same speed. Unless the killer is in front of the survivor already AND that survivor is unaware of their presence, there is no possible way to catch someone as this killer. Literally just do not look at the killer and hold W. Never attempt to loop.