1ettuce
1ettuce
About
- Username
- 1ettuce
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@meromero said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402581#Comment_3402581
Punishing killer for playing smart is illogical and unjustified.
But punishing survivors for playing smart is logical and justified?
-
@Chocolate_Cosmos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401635#Comment_3401635
"because the survivor looped him long..." lets be real here, this doesn't happen in most matches.
why the Killer shouldn't be able to go for the same Survivor when all the objective is done? What the killer is supposed to do? Use the most effective strategy (that Survivors hate) so you can prevent all gens being done? Let all Survivors unhook each other for free, trade hooks until everyone is out?
There's a massive difference between player responsibility and dev responsibility, just bc there's nothing else for the killer to do doesn't mean that doing it should be as effective as it is
-
@IWasLrft2Die said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402269#Comment_3402269
Go play killer for a while and see how this works for you (and assume DS would trigger like you want). That will show you why it doesn't work.
I have lol, as it is now I can get 1 kill or sometimes even more with basically no effort, and when I would get dsd and 4 outted it's bc I deserve it. Unless we wanna start spawning hatch at the last survivor's feet there's no reason for 4 outs to be as unrealistic as they currently are
-
@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401964#Comment_3401964
Not really well designed when it tells the survivor it's about to happen, makes end fury way way better.
I actually like that part of the perk a lot from both ends, it creates interesting situations where the survivor has to try and run out the clock but is still good when vaulting a pallet is the only option
-
@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401967#Comment_3401967
The killer has succeeded in their objective by downing a survivor, but now it becomes impossible to hook them.
That's like a survivor succeeding in repairing a generator, but now that generator explodes and doesn't count and that repair was wasted.
Maybe try going after someone who didn't just get unhooked? Why should getting as little as one hook guarantee they die as long as it's endgame? The survivors succeeded in their objective by completing all gens but as long as the killer gets a single hook boom kill like no that's ridiculous
-
@Seraphor said:
Because Decisive Strike during EGC makes survivors invulnerable if they go down anywhere near the exit gate.
Can't pick them up, can't leave them on the ground, they escape either way.
Counterpoint; why should you deserve a free second chance when you've already 'won' by repairing all the gens? You still have basekit BT to protect you from tunneling, so you have every opportunity to not go down immediately after getting unhooked.
"free" even tho it required getting all the gens done. also, theres no equivalent to this survivors once the killer has killed 3 ppl, the closest is hatch which isnt guaranteed and if the killer slugs for the 4k it just doesnt happen. if anything, the lack of this supposed "free second chance" is the killer getting what is ACTUALLY a free second chance as a reward for losing all the gens. winners deserve to win, shouldnt be a shocker
-
ill never understand this talk about "free escapes" when free kills are still a thing, not to mention the survivors did all the gens? why should they be punished? it really just doesnt make sense. the counterplay to it is not losing all the gens
-
@Deathslinger1of2 said:
I agree that DS should not be deactivated in EGC. As someone who mains survivor and plays regularly but is not that good, it’s frustrating to almost never live to see the 5th gen pop and EGC. I love survivor, but I am absolutely terrible at looping/escaping chase. Being chased after unhook, I often go down very quickly. I think this perk should be altered to appeal to survivors who struggle with chase. If they severely decrease the amount of activation time of the perk, I think it could work very well. If you’re a seasoned survivor who can loop easily, why would you run DS? There is no benefit for seasoned survivors to run DS if they severely shorten DS’s activation time. What benefit would they have if they can loop and escape successfully? Could they even abuse it, being able to escape easily on their own and with such a shortened activation time? It would just waste a perk slot for them. Survivors who rarely make it to EGC and aren’t good loopers, like me, could use the perk to actually be able to escape once in a while when they actually survive till EGC. Then, if they improve their looping, they will no longer need to run DS. I think this change could largely benefit newer players and regulars like me who are still not good at looping. Thoughts?
it and otr should be active in endgame imo, i dont like that the killer gets rewarded in what is literally such a dirty way for losing hte gens. but killer should be buffed in someway not even just because of this but bc of a lot of things, like base slowdown should be better, exit gates could maybe take longer or regress, whatever. but just the idea of ds/otr deactivating in endgame is just stupid to me, and as long as bt, deliverance, bubba, oni, trickster, stbfl, iri head, and pinky finger exist theres no reason to go on about this "free escape" stuff, stop the gens and gates from getting done
-
@Star99er said:
Give some ideas on what perks you would want buffed and how he would go about buffing them.
Iron Will:
Now works if you’re exhausted.
Stake Out:
reduced the amount of time required to stay hidden within the killer’s terror radius to gain a token from 15 to 13 seconds.
**Territoral Imperative:
No Longer has a cooldown and the survivor’s aura remains active while in the basement.
Gain the undetected status effect for 5/7/9 seconds when a Survivor enters the basement.
I think dissolution is p underrated and actually well designed, I just want it to not have a cooldown (it's duration is its cooldown) and for the TR condition to be replaced w something else, just qol stuff
-
@DrFrozen said:
I can't believe that upcoming patch is going to nerf killers so hard. I mean many survivors can say that "HEY, THEY NERFED MED KITS AND COH AND EVEN DH!" but look... DH can be used also by person who saved certain survivor... It just doesn't work for only 1st chase. CoH is actually buffed... placing 2 boons grants you large area with insane healing speed boost.
CoH was trashy on PTB because of more time required to heal. With only 16 seconds 50% of extra speed is seems decent and that isn't too opressive for killer.
And so... they nerfed probably every single regression perk in the game. CoB or OC weren't too strong, they were chosen frequently because killers have no other perks but dead lock or Pain Resonace which was nerfed as well...
Probably every singe not too bad SWF will benefit from this patch and killers like the Trapper or Trickster are going to be even worse...
If you think COH is getting overall buffed idk what to say to u lmao, pain res is also still going to be good but of course coh only got buffed and pain res only got nerfed makes a lot of sense
-
@ProfessorDunwich said:
They will just be nerfed into the ground and added to the endless trash heap of worthless perks.
Pain res, corrupt, jolt, deadlock, blocking isnt regressing but it doesnt matter slowdown is slowdown
-
@Ivanynakov said:
Shorter and clearer perk description..... I know that veterans remember all perks including their names but PLEASE ... not every player has 1k hours in it.
https://us.v-cdn.net/6030815/uploads/NYW1LF8ZY0MY/dbd-perks-description-03.png
https://us.v-cdn.net/6030815/uploads/7ZJU7WT1CXJ4/dbd-perks-description-02.png
https://us.v-cdn.net/6030815/uploads/BXQW4FEKA7RS/dbd-perks-description.png
These kinda go hard damn
-
@Deathstroke said:
I think 70% kill rate would be balanced. As now killer can get 2K with just few hooks because of tunneling in a match so is that kind of game balanced? I don't think so that's why I think game should not be balanced around 50% kill rate. Even with 70% kill rate I think the game would remain survivor/swf sided.
Am I missing something? Are you saying a killer should be able to get a 3k with just a few hooks because of tunneling instead of a 2k...?
-
@KayTwoAyy said:
I don't believe anyone has ever considered Blindness to be particularly oppressive, but of the features that disproportionately hurt Solo Queue more than SWF, Blindness is right there at the top.
Therefore, in an effort to bridge that gap, should Blindness be reworked?
Absolutely and I completely agree w the top comment from the demodog. There's no reason for it to work in a way that affects solos so much and swfs so little
-
@Crowman said:
Dead Hard is barely getting touched.
The reason why camping and tunneling are still in the game, is because the ultimate goal for the killer is to kill survivors. Survivors cannot be allowed to have invincibility states as the killer should always have the threat of killing a survivor. Not to mention any sort of invincibility is going to end up being abused. The only way camping/tunneling would be removed would is to completely rework the game which there is really no need to do, because DBD is doing just fine as it is.
This continues to be the worst argument I see. This "killer has to kill" stuff. You do realize you can kill survivors without tunneling right? No doubt it's less effective but in a perfect world it would be most effective. Can killers not have weapons because survivors need to have the threat of surviving? There's literally never been any drop of reasoning to this "killer has to kill" point when used to defend tunneling as a game mechanic. It's a result of bad game design and needs to be changed, because dbd is NOT doing just fine as it is. Except maybe for some of you lazy killers that don't want the game to improve and just want to get easy kills
-
@Dbdfan398 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396790#Comment_3396790
You're right actually. Thats why I see it so much, and it ######### so many of my chases
Glad you agree since that isn't a point lmao
-
@m4x1m_000 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396842#Comment_3396842
99 SB is about timing, because you need to 99 it first and then walk a bit. M1 chase is about bloodlusting and mindgames. What timings you mean? When I gonna swing? It’s not about timing, I can wait for hours or I can not. Keep in mind that Killer is experienced and he suppose you have DH. I would say that DH against Huntress can be about timing if you know the timing when she can throw a hatchet. But once she waits your DH it’s 50/50 or waiting for hours.
its timing/predicting your dh to when the killer m1s
-
@Wexton said:
Honestly I just think we'd be better off if the perk was just deleted, it's bad game design and doesn't really belong in the game like dead by daylight.
i never understood the reasoning behind this. i think the intended concept behind dh is actually very interesting 🤷♀️ the only problem i see w it is when theres no way to avoid it
-
@m4x1m_000 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396790#Comment_3396790
In the open I can swing with my camera up so you will DH for nothing. DH is never about timing, it’s always a reaction, 50/50 or just spammed E when you realise that you did a mistake or you are in a good position for DH (corners against Huntress, for example).
to say dh is never ever about timing is just wrong. if the killer is m1 range it absolutely is about timing is it not?
-
@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396815#Comment_3396815
IT's not about balance or anything to do with the rest of the game though. Playing around it every single time is just beyond boring for me at this point. I get hit by it very rarely as well, but it still doesn't matter. If I had to play against knight 2/3rd of my games for 2 years I would drop survivor too.
How is it that much more boring than doing gens?
-
@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396657#Comment_3396657
Maybe because waiting it out is boring, every single chase. Tedious is monotonous with a slight hint of skill is all dh is now.
Even if it's every chase it's just not enough time to be so insanely boring as to alone warrant changing the perk, remember that gens take 90 seconds
-
@Dbdfan398 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396787#Comment_3396787
DH is easy as ######### to time.
wrong
except against ranged killers, but in the open nah its not lol
-
@Dbdfan398 said:
Its completely broken at a design level. You can spend ages trying to outplay a survivor, finally do, and they get a free mistake forgiver.
Its bad design.
Like otz said, the reason its so powerful is you need to play around it even when someone doesnt have it. The only killer perk that is like that is old noed.
dh has never been "free" lol i dont understand why ppl just ignore needing to time it right. also dont forget pain res, no way out, hexes bc of haunted ground's existence. passive deterrence is allowed to exist. the real thing making dh strongest is when its actually uncounterable
-
@Veinslay said:
Who cares if the perk was nerfed, the perk sucked, never gave any value anyways, and was super easy to counter
not always, at pallets its hard to counter and against powers like huntress or demo or whatnot its straight up impossible to counter bc it can just be reacted to. even besides that it doesnt "suck," its very inconsistent sure, but the ability to mess with the killers head and even just have a chance to extend the chase by a LOT is still pretty strong
-
@Canas said:
This perk needs to be either deleted or outright gutted to be as "viable" as Mettle of Man before debates about it will finally stop.
True sadly, DH could become a B tier perk and that wouldn't be good enough for so many people for no good reason
-
@Iron_Cutlass said:
I feel like people will never not complain about DH because there are many elements just around the perk that make it frustrating for at least someone out there.
❎ You do not know who has it, and who does not have it, until their Exhaustion perk is revealed. Which just leads to this "just wait it out" even if it isnt there mindset.
❎ It has the ability to deny a down that you otherwise would have gotten, and unlike other Exhaustion perks, DH will always feel "cheap" to certain players.
❎ It does not matter how much you nerf the amount of times it can be used, people will still complain because the perk is "useable".
❎ It can create unfair situations. And even when the situation is fair, you will still have people throwing a hissy-fit over how the perk is unfair regardless of the situation.
I personally think the community is really overreacting to the DH changes, because it is either "over-nerfed" or "under-nerfed" depending on who you asked. You cannot please everyone, and this community is one tough crowd to please.
The last point is so true lol. People complain about the fair dh situations for no reason. I see people complain about the "waiting out" aspect as if it takes up sooo much time (even though other exhaustion perks would buy the survivor more time) or that it's sooo boring (even though it takes 10 seconds at the very very maximum, 1/9th of the time it takes to do a gen). DH could be made into a fair perk but as long as people vocally complain about the fair parts of it and ask for it to be nerfed to an F tier perk we'll just never get there
-
@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395921#Comment_3395921
That's literally just a problem of fundamental game design and nothing needs to be balanced around camping.
Either camping needs to be fixed in a way that makes camping w stbfl not a problem or stbfl needs to be fixed in a way that has the same effect
-
@SixShotOcelot said:
I sincerely appreciate the level of detail, time and energy the OP (and everyone discussing) put into this discussion. And while I generally disagree with OP, I did find it an interesting discussion. I just wanted to throw my two cents in.
OP states on various occasions that STBFL is viewed as "healthy", "balanced", but is problematic.
1st - there a variety of gameplay-aspects/perks/killer powers/etc. that most in the community find UNhealthy, NOT balanced, AND problematic. So, I think BHVR should tackle those before even glancing at STBFL.
2nd - "works on a variety of killers" - Is there not a plethora of more controversial perks that do as well? Any and all gen regression/slow down? Aura revealing? NOED? Why is this only a STBFL issue?
3rd - Good on strong killers (despite good for weak killer argument) - Aren't most things strong on strong killers? Multiple perks are strong on weak/bottom tier killers and strong killers. Like any gen regression/slow down. Some killer's kits have more synergy with these perks but that's more based on the nuance of their power and the perk. Additionally, isn't half the fun the unique interactions between killer perks and powers. We know what not unique perk+power interactions look like. (Old Ex: Ruin, Undying, Corrupt, NOED; New Ex: Overcharge, CoB, Corrupt, Scourge PR literally on every killer)
4th - completely stomps solo players - this is literally just a blanket issue with the game. Why address it only with this perk? I feel it is rather common knowledge that soloq is the weakest role. This should be addressed outside of perks (as they did with HUD).
5th - makes camping and tunneling completely free - As many pointed out, this is not true. However, even if it were, the issue is camping and tunneling not the perk. Similar to soloq, camping and tunneling should be addressed directly, outside of perks changes.
I only have constructive criticism of the arguments provided. I have no constructive feedback on how STBFL should be changed because in my opinion, it shouldn't be.
I think anyone can take an aspect of something that can be improved and call it problematic, regardless of that thing being in a good place or not. Everything can be improved. However, I feel in the context of the game in present day, calling STBFL problematic is quite the exaggeration. That being said, if OP feels it is, they are valid in their feelings.
My concluding question is:
Why is OP choosing STBFL address issues they have with the game when these issues are not isolated to only STBFL?
Thanks again for the STBFL talk!!!
First of all I appreciate you being constructive, it's been hard to come across that sorta thing as you might've been able to tell... Let me just explain, I know as well as anyone that there are things more problematic than STBFL. I chose to make a post about it however because I feel the issues with it (or with the game that it adds to) are often overlooked. Since other problematic things are already talked about quite a bit, enough for BHVR to recognize them for example, I don't want to see STBFL get completely ignored. I agree with the 4th and 5th points, but I don't see many options for making this perk easier for solos to deal with besides adding voice chat or giving the obsession a notification of the perk. Basically what I'm saying is, if you ignore the problems this perk has with camping/tunneling/solos and instead change those things separately, that's fine, but it must be made sure that the way those things are changed also makes those problems with STBFL less problematic. Does that make any sense? I feel like I'm not wording this perfectly but basically I generally agree with you, just didn't want to see this perk continue to get such a massive pass from what I've seen.
-
@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395557#Comment_3395557
That's not a problem, there is a way to camp lot better but that hasn't been considered a problem.
Both are a problem
-
@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395213#Comment_3395213
Works good on a variety of killers
The fact you list this as a problem is hilarious. As if a killer perk being universally appealing is somehow a bad thing. It's not.
Killers with special attack flexibility deny the obsession of the intended counterplay
Killers having to use their powers to work around a downside is not a bad thing either. It demands more skill of the killer player and they're rewarded for it. No, the Obsession is not supposed to throw themselves onto the killer's weapon to deny the perk's power, that's stupid to even imply that any survivor is obligated to get themselves killed.
Completely stomps solo players
Completely irrelevant to anything at all. It works just as fine on SWFs as it does on SoloQ players. And again, no, the Obsession is not supposed to get themselves killed just to deny the perk.
Makes camping and tunneling extremely free
The usual non-argument made about literally anything a killer does to make you lose the game. Bringing this up is how I know you're just really sour about losing to a killer running this perk.
- I didn't last that as a problem, I just mentioned it because people claim it "only works on the weaker killers" despite that being untrue
- Actually yeah, they are. It's the entire point of the token loss part of the perk lol.
- More source trust me bro despite it being objectively better against solos than swfs
- Still not a non-argument, still is a problem. I can tell you just think anyone who thinks anything on the killer side is problematic is just salty lol
-
@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3391110#Comment_3391110
He probably means killer is proxy camping leaves hooks to get hits and then comes back to camp the hook.
Pretty much, or if you even completely leave the hook but then immediately come back once they get unhooked, and have an easier time tunneling them even if they get healed the more stbfl stacks you got
-
@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395205#Comment_3395205
Your points are just nitpicking and whining about a perk that makes it a little easier for the killer to hit you, using a bunch of nonsense excuses to make it look like valid criticism.
It is a perk that does something useful that people enjoy and you're upset about it.
You're just saying my points are "nonsense excuses" without explaining what's wrong with them. You're just saying "everything your saying is nonsense and this perk is fine" without backing yourself up in the slightest. Leave, read the post, come up wtih counterpoints and then come back. Also, hmm, what other perk does something useful that's enjoyed by the side it's on? Oh yeah, dead hard, but in what universe are you gonna defend a perk like that lol. Everything you're saying has literally no substance I'm sorry to break it to you. I'm gonna stop responding to you now until you say something actually meaningful.
-
@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395202#Comment_3395202
Until the devs rework the game in a way where these strategies are non-functional, you would have a point about nerfing STBFL.
STBFL is one of many things that make it significantly more functional, either tunneling needs to be nerfed in a way that makes even tunneling w stbfl ineffective, or both need to be nerfed (or changed in the case of stbfl) in a way that has the same effect.
-
@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395193#Comment_3395193
OP is complaining that killers have a perk that does something effective. Can't have that in DbD! Every killer perk must be completely nonfunctional, or else someone might actually be affected by it.
and now with 3 tokens as killer you don't give the survivor time to gain enough space to position well in the loops and gain space after the hit, something that before would only start to be felt with 5 tokens
Their injured speed boost is plenty to get them somewhere, if they know where to run. If they can't position themselves somewhere to loop, it's because they put themselves in a terrible location to start with, which is their own fault. Or should 100% of the map be loops, now?
And now you have the nerf in the average healing time, with the people living injured for middle to end-game (when there's no more med-kits), which will make it possible to tunnel easily, and just because other high-tier killers can do this without needing the perk doesn't mean they don't need tweaking
You know survivors can heal each other, right? The altruism healing nerf was reverted, there's nothing stopping them. And once again complaining that killers being able to hit survivors encourages tunneling. More non-arguments!
I'm complaining that it specifically is problematic. Do you think I complain about no way out because it's effective? No, believe it or not I actually praise the perk because it's the opposite of problematic. Come back after reading my points instead of just saying "so you want killer perks to do nothing?" mindlessly.
-
@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395199#Comment_3395199
Tunneling and camping have been in the game from the start. They are valid strategies that survivors need to get over. Killers are under no expectation to spread out hooks and not take advantage of any situation where they can get an early kill.
Asking for STBFL to be nerfed, because they can help aid tunneling and camping is a bad reason to nerf the perk.
Just because the killer play is allowed to do something doesn't mean it should be encouraged by the devs. Also, I provided many other reasons which you continue to blatantly ignore XD
-
@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395194#Comment_3395194
Except tunneling and camping are not problems and are in fact rewarded by the current balance of dbd.
Uh, yeah, they are problems actually, don't really know where you got that from. Them being rewarded by the current balance of dbd is in fact like the entire problem. I don't get what you're saying here unless you think tunneling and camping really should stay meta strategies in which case I have no reason to listen to any of your points
-
@ShroudedGhostFace said:
I’m definitely not playing DBD anymore if they nerf STBFL. If I’m broken out of stealth as Ghostface, perks like STBFL and PWYF basically give me a second power when Night Shroud fails me. It’s also just a really fun perk to use.
And that's why you buff ghost face, shocker I know
-
@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395191#Comment_3395191
Except all your points against STBFL can literally be done without it. There is nothing wrong with the perk, because as far as the current game balance of DBD goes, it's not doing anything you can't already do.
You can't do it on Freddy without STBFL. I'm not saying STBFL is the entirety of the problem but it very much does add to it. You could say the same about Bubba like "you don't need Bubba to tunnel or camp, you could just use STBFL" and all of a sudden Bubba is completely fine
-
@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395174#Comment_3395174
So it's not problematic for Leatherface to be able to facecamp any survivor on hook at ease due to his power.
But it is problematic that an M1 killer like Freddy has a slightly better chance to down a survivor going for the rescue with STBFL after having built up stacks in the beginning of the game.
Again, I never said that. Obviously it is problematic for bubba to be able to do that, but this post is about STBFL. I'm allowed to explain my problem with one thing without bringing up every other problematic thing believe it or not
-
@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395168#Comment_3395168
In my short time on this forum I've noticed that nearly everything killers do is complained about with "it makes tunneling/camping worse!" I've heard it said about so many things that I've started automatically dismissing any argument that uses it.
Anything that makes it easier for a killer to down a survivor can, theoretically, make it easier to tunnel or camp. It's a non-argument, it only exists to pretend it's a valid criticism of anything a player wants to gripe about. They won't be happy until it's literally impossible for a killer to hit someone.
except this is beyond just theoretically, this is quite obvious and direct. it's not a non argument, it's something that is very very real, beyond any complaints about enduring or something that you've probably heard. not to mention you completely ignore every other point i made about the perk so..yeah
-
@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395166#Comment_3395166
You're points are that it makes tunneling and camping easier ignoring that plenty of killers already do so without the perk and that you still have to stack up STBFL, because you spawn with 0 tokens.
But did I say those other killers aren't problematic? No, I didn't. And the time it takes to build up stbfl still doesn't warrant a guaranteed kill in the slightest
-
@Caiman said:
Killers really aren't allowed to have anything, huh?
Ah you caught me, I think zanshin tactics needs to be nerfed and sprint burst needs to be buffed...totally, but yeah make sure to completely ignore anything I said with a non point lol
-
@Crowman said:
I like how anything you personally don't like is now considered "problematic" even though people have already explained how the perk is perfectly fine.
I like how my points for the perk being problematic don't matter just because you think it's fine and refuse to think otherwise no matter what lol
-
@fulltonon said:
Honestly I agree, even though I believe it doesn't really deserves a nerf from power perspective, it IS a problematic design that shouldn't really be a perk.
thats what im sayinnnn
-
@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394289#Comment_3394289
First of all, thanks so much for being so polite! It's very nice to know that putting effort into making a thought out post wasn't for no reason :). I actually agree with most of your points, but something is still off to me about being able to use special attacks to avoid token loss. I absolutely agree that incentivizing chase is a good thing, and that it is very boring when the killer just ignores the obsession all game. However, considering that it's kinda the whole theme of the perk I still find it a bit of an odd inconsistency. Does it matter if a small handful of killers turn a perk's theme completely upside down? Should the theme of the perk be changed entirely as to not encourage ignoring the obsession? Idrk honestly, perhaps it could just stay the same. Speaking of which the theme of the perk is the reason my idea still includes the ignoring obsession part, not because I think it's fun bc I don't rly lol. So I don't really know what could be done about that. As for the solo stuff, killer balancing and camping/tunneling issues I pretty much agree. I definitely think that the killers who somewhat rely on this perk currently should be buffed, and then perhaps it wouldn't need much changes at all, considering that it's already a decent but not insanely preferable on spirit for example. It's hard to say but I think buffing the killers alone like you said could probably work out well. Again, thanks for being so civil! Not easy to come across nowadays...
Now that I think about it, perhaps the only thing it would need to keep the theme would be something related to hooking or killing the obsession? Idk, I just wish the perk was more consistent in having that theme if u catch my drift, where as now it often feels like a good idea to tunnel the obsession out with special attacks once u reached 6-8 stacks
-
@ehe said:
I'd like to preface this with a thank you; there are too many entitled rageposts on the forums, and its nice to see a developed argument for once.
I disagree. STBFL is a balanced perk, rewarding good gameplay (landing hits) with faster chases. I believe that killers being able to use their powers to avoid token loss is good, as most killer powers are very punishing on a failed use and have a fair amount of counterplay. You can bait a wesker, dodge a demopuppy shred etc. And, if you have the skill to pull it off, you are rewarded with crazy distance. Most powers are designed around that.
I do understand your point though, that powers are a easy workaround to the negative of this perk. However, I'd actually like to argue thats a good thing. Think of it this way; STBFL already incentivizes ignoring the obsession. But, with certain killer powers, the obsession can actually get chased.
SoloQ Issues- While this is just a SoloQ issue, I love your suggestion. too many times has some bad teammate not understood SBTFL counterplay- should just say to everyone its active after the first injury, like when you get off a gen with ruin.
About the thing of it only working on weaker killers, Its not that its only for them, its that the higher tiers dont need it. I agree this is a bandaid fix, and is an unhealthy way of balancing, I think that's more a killer balance issue than a STBFL issue. If these killers were stronger, they wouldn't need to use STBFL as often. This is seen in many examples; weskers dont use it because they dont need faster chases, same with spirit etc. While it does currently serve as more of a bandaid fix, I think that if we just buff these killers the issue would be resolved. Its not like a wesker or spirit using STBFL breaks the game, so cleary its a killer balance issue and not a perk issue.
The camping and tunneling. Yeah, thats an issue with this perk. My suggestion to fix the camping one is that hitting a survivor while their unhooking doesnt provide the cooldown bonus (keeps tokens; there are non camp situations where this happens). For tunneling, maybe it doesnt provide the bonus on basekit BT hits? Just off the top of my head.
Your proposed changes.
1. Doesnt activate until x tokens; this is kind of built in, with the earlier tokens not providing that much benefit anyways.
2. I dont really have an opinon on this, seems ok.
3. As previously mentioned, I think the special attack woraround makes more interesting gameplay and more fun for the obsession. People hate being tunneled because they can't play the game, people hate being ignored for the same reason. Chase is the only fun part of DBD other than strategizing, and I think that punishing just chasing the obsession would incentivise playing like theirs only 3 survivors.
4. I said earlier that everyone should be notified its there once the first token is gained. while its a different suggestion, it has the same idea at its core. I agree.
5. I think the point of this in your proposed rework is to incentivise chasing the obsession early. But i think this would encourage tunneling. if x tokens is... lets say four, then you can get the obsession to deathook, ignore them entirely for the rest of the game, and then kill them later without losing any value.
Very well made post, I'm happy to share my opinion.
First of all, thanks so much for being so polite! It's very nice to know that putting effort into making a thought out post wasn't for no reason :). I actually agree with most of your points, but something is still off to me about being able to use special attacks to avoid token loss. I absolutely agree that incentivizing chase is a good thing, and that it is very boring when the killer just ignores the obsession all game. However, considering that it's kinda the whole theme of the perk I still find it a bit of an odd inconsistency. Does it matter if a small handful of killers turn a perk's theme completely upside down? Should the theme of the perk be changed entirely as to not encourage ignoring the obsession? Idrk honestly, perhaps it could just stay the same. Speaking of which the theme of the perk is the reason my idea still includes the ignoring obsession part, not because I think it's fun bc I don't rly lol. So I don't really know what could be done about that. As for the solo stuff, killer balancing and camping/tunneling issues I pretty much agree. I definitely think that the killers who somewhat rely on this perk currently should be buffed, and then perhaps it wouldn't need much changes at all, considering that it's already a decent but not insanely preferable on spirit for example. It's hard to say but I think buffing the killers alone like you said could probably work out well. Again, thanks for being so civil! Not easy to come across nowadays...
-
seriously... what are you talking about? my stance is quite literally explained in the post?
-
@randonly said:
it started to be a problem after the last mid-chapter update on last year, as the killers got a StBFL mini base-kit cutting 10% of the animation after hitting a survivor (3 for 2.7 seconds), it's basically 2 free stacks, not counting the sprint cut in 10% of the survivors (2 to 1.8s), and others like the base-kit mini BS (brutal strength), etc
Returning to the subject, I believe that StBfL starts to be problematic with 3 tokens, when the perk would only start to be reasonable with 5, and finally, there was never a nerf in the perk to compensate for the buffs in the killers' base-kit, and I believe that yes, the perk must be touched to reduce it's power in the amount of stacks or reverse the 10% cut from the cd of the hit in killers and sprint of the survivors, is the reason for the explosion of use on this perk
That's definitely interesting to think about, considering stbfl is primarily good on m1 killers and the update buffed them in ways even beyond just the base 2 stacks. I don't have a memory good enough to say if the problems I mentioned existed much before the update, but I would assume that it used to be at least slightly less problematic, albeit probably more bandaidy
-
@TigerSnake said:
Probably an unpopular opinion, but I genuinely think STBFL is a trash perk for the most part, with Deathslinger being the only killer I actually like using it on.
unpopular opinion indeed, but i will respect it
-
@Chordyceps said:
I've always though that huntress iri addon that isn't her iri head should make it so that you regain hatchets you get successful hits with. I think the 16 meter thing for the heads is good. Basekit instadowns is a very powerful thing to have, so some skill should definitely be required to get them.
Def agreed, and I have seen that idea for iri head float around but something about it always felt somewhat unnatural to me, given how natural Huntresses power itself is. Then again the ideas for the Haft addons are also kinda unnatural so ¯\_(ツ)_/¯