YukiShiori21
YukiShiori21
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- YukiShiori21
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Comments
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Nerfing Eruption is definetly OK, but how they nerf it is just ridiculas. Make things worse is that killers don't have too many option to choose from. Old meta perks are all dead, the new ones except for Eruption are not good outside the last 3 gen situation. slow down perks are just not that strong and survivors keep getting speed up perks. solo gen times are increased to 90 sec and the time it takes to power the gate seems increased that much. Weak slow down, speed up still strong, those are the problems need to face against.
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dealing with a Thanatophobia and you chose to keep doing gen and not trying to reduce the debuff, way to go survuvior. Harsh truth for you . perhaps you will get a little bit better with lots of buffes because you are just not good enough.
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@BrightWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/3186429#Comment_3186429
I can see this being the best option, but it would have to completely depend on the killer level so you don't just have access to the best perks if you just happen to have enough BP saved up.
I wouldn't see that as a problem. It takes too long for a new release killer to be built up to fun state, wether perk side or add-on side. Even you got all the other killers at P1, you still need to spend lots of time and BP to make your build viable, lv.1 or 2 perks are just useless in most of the time. If most of the player don't even upgrade certain perks, it 's a sign that they're just too weak or boring, and that provide balance information for the dev.
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the blood web should really be totally reworked into something like a store or shop. there are simply one or two add-on that I want to use, but there's a chance I can't get it usually enough to keep using it, and that is really annoying, not to mention the offerings.
Just let us buy the add-on or offering as our wishes, if you worry about some really strong add-on being abused , just limit the max number you can get in a fix period, like three or five per day.
Grinding is not fun in the state of the game, even you reduced the BP cost , raise the BP cap and change how perstige and the teachable perks work, I want to spent more time in the trials, not clicking the node and watch the entity eat the perks or add-ons I like and see them never apear again.
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There are too few colors for the aura reading, especially when two or more perks use the same color. There are seven colors in a single rainbow, and only like three or four in a trial? Get it together, entity.
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T-bag itself is not a problem, at least not a problem can be solved easily, but take a position in a right time should be a "skill", like when to walk. run or crouch. Survivor can easily crouch the stand up easily like nothing happen, at the meanwhile, only ghost face and ping can do the same thing but with an animation time. Don't tell me Nemisis have week knees.
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IW should work less to 75%, top I think. Or just maybe change it into time or charge-based perk like Lucky break, since the perk icon is biting a stick in the mouth and you might break it if being too hurt.
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@dictep said:
No. This forum is full of killers mains and devs hear their cries. Syringes were killed, same as toolboxes and keys. MoM was killed, same as bl and boil over and ds. And next would be dh and COH. Probably in the future pt, sb and spine chill.. you can’t have anything good as surv
I didn't experienced the old MoM and DS but the decriotion of them were disgusting. As for DH and CoH, well I have lots to say. Put it shortly in case your bean head can't reas long response. DH correct dumb mistake survivors make, whether you ran into a wall or corner or anywhere you shouldn't go in, DH and you'll be fine, or you can run a little bit further to get into a loop, drop a pallet and you have another 10~30 sec. Did killer make any mistake? No, he might even won the mind game, but you can get out of it anyway because you are a survivor and you should beat the killer, right? CoH is another topic. You survivors always hate face camp and tunneling, but if you can get out of sight and heal yourself and be healthy as hell once again, why killer will spare you and chase someone else? Just think a little bit and the answer is clear, but I know you don't have the ability or bold to do it. You just cry about perks being "killed", you survivors are doing fine and maybe too well. Lots of you are weak without the T1 perks, OK? Is my response too long for you already? DEAL WITH IT! Just like killers deal with our own #########.
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saying need a nerf without a reason.
Joke or bait, pick one, plz.
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Add-on defines how killers apply their ability, that's why it's a ######### system. For example, shape can have such a variety play style with different add-on combination, but the add-on are one time use so after a couple of games they will eventually run out. And by that time i have to beg the blood web to not screw me up by RNG. Don't tell me killers earn lots of BP so the grind won't be that hard. Every killer we play consumes lots of BP and won't necessarily gives me what we need, also there are rarity among the add-ons so wish me luck. I just really hate i have to change my playstyle ever now and then just because i'm leveling up another killer to get those teachable perks.
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As your MMR get close to how good you actually play, 2k2e wil be too common so you can't constant pip, especailly in red rank, grade reflects play time goal is a joke for killers. You kill too fast, no red enblem, sorry. You hook someone and his teamate just hide in lockers and don't try to un hook, no red enblem, sorry. So basically killers get punished for playing too good or surviviors be coward jerks?
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Just simply add a minium cost for each click like 0.25 or 0.5 cost per click, BMer can still BM but for a must shorter time, and those who try to use them properly can still use it as usual since you won't click it 25 times in a second just to save someone.
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DH provides distance and invinsible and mistake correction, and that's a huge problem on the risk/ reward aspect. No other exsaution perks can do this much. SB and Lithe can mostly provides distance, but DH is way too powerful to do more. The most efficent way to use this is hold it after a few loop and rotate, use it right before being close to another pallet and activate it to avoid damage and get some distance and drop the pallet and maybe stun the killer. One perk can do these much is defintely broken. And all the above already happened before the validation, so the problems go big.
My suggestion: get rid of either the invinciblity or the distance. Remove the perk seems a little aggressive, but some tunes are really needed.
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either cancel the bp limit or just stop make us grind for those add-on or perks
it's not fun when i unlock more teachables i have to pay more times to get new characters the perks i want to use on them.
1 million bp is not even enough to just make a single character to reach lv50 though i tried to avoid any add-on and whatsoever is above green rarity.
it's an outdated system to prevent players from reaching the end of the character training process
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Killers don't tunnel random survivors, we tunnel the weak ones so we have better chance to win.
Two words. GET GOOD.
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Can be reveal while dying or on hook is ridiculous. When being in these two phases, you should obviously do nothing for your team without perks, not only when facing GF but all the other killers as well. So I don't see why GF should get this "privilege."
GF should and probably designed to against those who don't watch there own back, which is quite easy since survivors can do whatever they're doing and find GF at the meantime.
GF need a decent buff with his power, he's just too easy to be found and there's no big advantage to stare someone. Just being undetected to hit someone is a better way to use his power right now, only rookies use it to expose survivors, which is hilarious.
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Afraid locking perks make all four survivors the same one?
Easy, just make a character number limitation (1, obviously) and problem solved.
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@TheDuhJ said:
Healing takes 8 seconds, but slapping someones back takes 1. Your move
slapping someone takes 1?
Are you seriously stand still and get hit without some or a little chase to try saving your ass?
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@Tr1nity said:
Dragons grip.
Please don't mention this ridiculous perk with a 80 second cd
Too situational to be a valid perk.
Other gens related perks as well, too little affect or too long cd. Except for pop, it works just fine.
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I think DH is a problem because it does multiple things
- get more distance
- immune
All the other exhaustion perks mainly have one purpose, get more distance, but only with different activate condition
DH validation is not a buff, seriously. But what the fix brings is the problem here
First of all, even before the fix, it's always a meta perk because it's an easy second chance.
It can also be hidden, you can hold this perk when you see the long attack then use it, even upon see the knifes waved down if your ping is very low, which force the killers taking more time to get very close to you maybe even do some mind-game when toe to back. And yet perhaps you don't even have the perk but killers still assume you have it or it will be a major mistakes then you can safely get to another loop. The existing of DH is a mind-game to killers.
Further more, it affects some of killers ability now. Nemesis for example, his tentacles hit the survivor behind a pallet. Before recent patch just simple hit or miss by DH then break the pallet, but with the validation working, the hit got rejected by the server, but local end thought the survivor was hit so the pallet remains the same, the list is long but the idea remains the same.
Again, the validation is aimed to make this perk works which is a right thins to do, but it mechanically gives disadvantages That means a nerf by how it looks like and it needs to be fixed.
Back to the function it has.
Distance or defense. I think the perk needs to be tuned into either one or get a full rework.
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@WARW0LF said:
######### is a reword
sorry for my poor spelling
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@Pulsar said:
Vigil just isn't that good.
OK, I guess? At least from a rework aspect, I think it's quite decent
Though compared with the old meta (DH BT DS etc.). It's not that strong I agree.
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Nerf a S-Tier killer but no survivor tuned down?
I don't think so.
If all killers are nerfed down to hard to kill, high elo will only play against nice nurse then not fun to play.
That's a lose to everybody.
If you survivors insist that, you need a decent nerf as well.
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I think it's a nice way to remake Hex: Undying, I don't like the idea of die first.
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@Sweet_Potato said:
https://forum.deadbydaylight.com/en/discussion/comment/2605771#Comment_2605771
Selective memory. I'm not talking about things which were years ago like infinites (removed in may 2020) or the introduction of entity blockers (2017?)
I suppose you forgot about the consistent recent survivor nerfs like removed window in Myer's house in Haddonfield or removed car pallet on badham. Also reduced distance between window and fence in Badham so you can get hit there now everytime trying to vault this window. These changes werent even mentioned in any patchnotes.
Huge dead zones and stupid RCPD where you can't get from one side of the map to another without crossing the central room with two narrow ways 20 feet away from each other are also in this game for a long time.
All 3 maps you mentioned are still basically survivor-sided, even after the "nerf"
Haddonfield has too much window and long fences. Badham with the same issue but more strong structure. RCPD is basically dark and too much corner. Again, still survivor-sided.
Also survivor's advantage is not only about map design. perks and item, add-on combinations and the notorious SWF equals infinite aura perks but only stronger.
I agree killers have strong perks and add-ons, too. But all of them are higher rarity or rely on totem. On the contrary, human items can be used for a long time if you survive or with the right perks or add-on, also the new boon just enlarge the hex perks' disadvantage. one time only and rely on RNG, at the same time boons are reusable, selected and allow multiple function and numbers of them.
Survivors' advantage is getting larger. Killers do get some buff, but the nerfs of them just too heavy and without proper compensate, Deathslinger for example.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2605421#Comment_2605421
Was getting Exhausted on the ground fair?
NO, so it got fixed but leads to another issue
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2605740#Comment_2605740
the thing is a lot of survivors think they're entitled to a 4 man escape. It's just funny when they try to save and it all goes south for them.
That's the problem here, when killers try to get 4k to achieve a "win", people say "don't be so sweaty".
But on the contrary they try so hard to get a 4 escape so we killers can't tunnel or camp(facecamp or even patrolling)
2S2E are recognized as a draw to the trials, but survivors win when they get out.
Killers? devs say any sacrifice is considered a win. Sadly that's not how players feel.
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First of all, facecamp is lame even for a killer main like me. I only do that when things went too wrong(1hook with 3 gens done) or got BMed
But when will you survivors understand that facecamp is a waste of time, just do gens and get out.
Your goal is to get out, not to get out together. If you get out then you win.
DBD is a 1v1v1v1v1 game, the dev makes it very clear, you're just four guys trying to escape happen to do it at the same time.
I understand four is better than three, but since the facecamp is the situation, you'll need two to safe the on hook more safely.
That means there are only one or none doing the gens.
If the killer facecamp since the very beginning, you should have enough time do all or most of the gens.
After the gate is electrified, you have three guys to save the poor guy.
Don't try to be a hero, understand the situation and leave the trials if you can't handle it.
I've done too much trials when I only get 1or 2 hook till the end game, but the survivors tried to hard to save the in hook then end up give me 3 or 4 kills.
Facecamp is only about secure a kill. That's a bad news for the one, but somewhat a better news for the other three.
Also when you know NOED is on, you shouldn't try to be a hero anymore, find the hex then try or just get out.
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When you know the Bubba is camping, why don't you just do gens?
The guy on the hook was basically dead at that time.
Do your job and don't try to be a hero, OK?
A camping Bubba can hardly get another kill when you just do gens and get out.
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The answer is easy. Tunneling is basically the best strategy in the environment now.
If killers don't take out one survivors quickly enough, they will hear ding ding ding, so why wouldn't they.
Also Mikaela is the one brings boon totem more frequently since they're her teachable perks.
Boon totems are pain to deal with, so take out those who probably equip it is a legit action.
NOED is not that strong btw, it's a totem perk requires end game and at least one "dull" totem to work.
Do bones or make sure boons are activated on all remaining totems then you will be save from it.
And don't assume NOED is not there, when the generators are done, just open the gate and leave.
Why risk yourself on a surprise to find out NOED is on and probably with Blood Warden?
Don't get cocky. If you are close to win, just get out. Other survivors' survival is not your responsibility at that phase in trials.
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@Clevite said:
SWF is not going anywhere. If you have a problem with it , find a different game.
NOT to mention, without SWF, what do you think would happen to kill rates?
That's right, they would rise, and actually lead to killer nerfs.
No, let the swfs play and raise their MMR and play the sweaty ass killers.
Problem with the SWF and the MMR is that high MMR killers are less than survivors, so the system will find them a not that good killer.
Also, with high and low MMR survivors in the same group means the average MMR will be less, so the system will also give them a not that good killer. In this scenario, killer has to deals with them weaker one(s) to get a not bad experience. The result is clear to be camping or tunneling. I don't think that is a good ideal but sadly that is the current state of the game.
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I think the biggest issue is that the scream and blood may actually make killers think the get the hit or down, then change the pace especially to pick up survivors. And a few seconds later, they found nothing and the survivors already get away. That's really frustrating imo.
The whole system design is in good purpose, but I think there should be more room for both pallet and the hit success at the same time.
Also the pallet hit box is way too huge. Please fix that.
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hearing survivors' scream and you think you finally down one after a nice, long chase. when you're looking for them but only find out the server says no is really frustrating. I HEARD THEM SCREAMED AND SAW THE SPLASH OF BLOOD!