AGM
AGM
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Definitely not buffed nearly enough to compensate for her lack of downing power. But who knows? Maybe as a 115% killer with a 24m terror radius she'll have some potential. I'm probably not going to buy her at first, and wait to see what they do with her to make her not suck.
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Having to pay with money? Weak/boring killer? No unique, strong, or fun perks on either side? A license I am ambivalent towards? I... think I might skip this chapter. Maybe I'll get the survivor... But until they fix the grind, my blood webs are already filled up with enough crappy perks, thank you very much.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2835102#Comment_2835102
You can not wait out, or bait out, Dead Hard used to ensure distance.
You're right, but that's not what we were really talking about...
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2835039#Comment_2835039
A perk that only takes 25% of a Survivor's load out should not be able to negate a Killer power simply by pressing E.
Completely agree. It's not the end of the world, because a lot of the time you can still wait to bait out dead hard then attack when the i-frames end, but the old, pre-validation behavior was definitely more fair.
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Did any teammates have Breakout?
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2834264#Comment_2834264
They should be able to.
Now the validation basically messes with their powers in such a way where before, their attacks would keep going and then connect when i-frames end, but now they stop short because the killer's game thinks it was a successful hit (which triggers missed attack cooldowns, fatigue, etc.) but then validation says no.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2824712#Comment_2824712
Yes. Because stuff like this will always cause problems. Even if someone is good at the game this does not mean that they will be good at balancing the game. Some ideas I have seen from Content Creators are just terrible. (e.g. the frequent idea of one Content Creator to put a Debuff on SWFs)
And while I think I have some decent knowledge of the game, I know that others would find some of my ideas terrible (and some will probably be terrible, because I am not really able to see the whole picture of the game aside from my own matches as Killer or Survivor).
And then, if you have Content Creators with those good players, you will have the problem with their communities. Why is Content Creator A in the position to balance the game but Content Creator B is not?
https://forum.deadbydaylight.com/en/discussion/comment/2824852#Comment_2824852
And you think, for being able to balance a game it is enough to just play it a lot and get good at it? This is really wrong.
Personally I think that the Devs have way more knowledge in game design and game balance than every Forum Warrior (myself included).
I mean, it sounds a whole like you're saying that since some people in the community put forth bad ideas that all ideas from the community should be ignored. Why can't we just, y'know, not generalize, and evaluate each suggestion on a case by case basis? Good ideas are good ideas, and bad ones are bad, no matter who puts them forth.
On another note, while I respect the training and experience of game designers, this game is so big and so bloated with mechanics, and has so many people working on it, that they need to have a greater than average understanding of the vast majority of the working parts of the game in order to make meaningful improvements. And that is not the impression I get from the devs. While they do make many good changes, they also either: make good changes at such a glacially slow place that makes people frustrated with how long they took (ex: keys, hatch, moris); bury their heads in the sand about obvious problems (ex: Almo saying on stream he liked to kill people who used old Object of Obsession then defending the perk's design on a Q&A by saying that the stats show people who used old Object didn't necessarily escape more.) (Granted they did change it, eventually, but anyone with half a brain could see how problematic that perk was in a game where you can play with your friends and use external coms.); or just make plain bad changes (ex: adding old Mettle of Man, which was obviously stupidly overpowered to everyone, then later soon nerfing it to the ground, making it seem like a shady bait-and-switch cash grab); or make statements that show how disconnected they are from what the game is actually like despite having all the data and technical knowledge of how to make a game.
I could go on, but really it boils down to this: their good changes take too long, and meanwhile they either don't address longstanding issues, make bad changes, or put theirs foots in their mouths when they say something stupid (and then take away cosmetics from people who call them out on it). While I sympathize with their situation, there's a reason that a lot of people think that the devs are incompetent, and it has nothing to do with bad ideas that community members put forth (though I do commend the devs for not implementing those bad ideas).
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Scourge Hooks are great, but Pain Resonance could use a slight nerf (to make it 12 or 13% regression), and the other perks could use a slight buff.
Boons are great, but CoH could still use another nerf (to make it 66% increased heal speed). Shadow Step is fine, Exponential needs a buff or tertiary effect, and Dark Theory is still a question mark (but I'm leaning towards underpowered).
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@FriendlyBubba said:
https://forum.deadbydaylight.com/en/discussion/comment/2807877#Comment_2807877
I use NOED on Bubba so I'm gonna use NOED on Oni.
It's just redundant on some killers with insta-downs, which makes it a sub-optimal perk in terms of perk optimization. But you play however you want. You do you!
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@Brightened said:
https://forum.deadbydaylight.com/en/discussion/comment/2805653#Comment_2805653
I play almost only survivor. I've probably played less than 5 hours total on killer games. So unless it's considering my survivor MMR in a killer game, which seems pretty messed up, I don't see YOUR point.
See, now THAT'S useful info. If you had said that in your first post, everyone would have agreed that you got a crappy matchup instead of correcting the misunderstanding that grades have anything to do with MMR. It's possible that since you've played such little killer the system doesn't know exactly where to place you yet, so you got a "placement match" of sorts that put you up against survivors of higher skill just to see how you'd do. Hope your future experiences with MMR are more fair to you, but just keep in mind for the future, the MMR system considers 2 kills and 2 escapes to be "balanced," regardless of how scummy you play or how much you struggle to get them. Good luck.
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@Trex_Crazy said:
I like FP but it's more of a meme perk I think an interesting Idea since being broken for 80 seconds is a mild inconvenience rather than "harsh judgment". Instead, I think, a good Idea would be to make it killer MoM like after two or three protection hits taken by survivors the next protection hit is an insta down.
Not sure if this is the direction I'd take with the perk, but it definitely needs some help. Some kind of buff that isn't just "longer brokenness" would be appreciated.
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Sure, 30 seconds sounds pretty fair, not OP. I think 20 seconds is too short though.
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Imo, Grim Pantry is usually worse for killers and Pale Rose is usually worse for survivors, at least compared to Grim Pantry. But there are extenuating factors, like who the killer is, or map RNG. Sometimes 4 pallet loops spawn in the middle, that Artist can poop on but Billy struggles with, but sometimes 0-1 loops spawn. Sometime the Pale Rose spawns a pog log right outside the boat, sometimes not. Sometimes the tiles that spawn underneath the pier are really strong or really weak.
So, it really all depends.
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What exactly is this screenshot supposed to prove? That you lost against people who have played more dbd than you this month?
You even got a kill and who knows how many more hooks. It's not the end of the world to have a game where you don't 4k.
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@Bardon said:
What nerf?
Seriously, a whopping just under 2 seconds longer to heal in the current ultra-fast healing rate of COH (not counting medkits or other perks that stack) doesn't count as a nerf.
Yea, the CoH "nerf" is purely cosmetic. The actual completed heal time difference is almost nothing. I feel like they just wanted to reduce the numbers to say "look guys we're listening, why don't you love us". Meanwhile they take away cosmetics from content creators who provide legitimate criticism to out of touch devs. God, this situation is so frustrating.
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My personal opinion: refocus his kit on snares, give him an add-on pass with add-ons that actually affect his power, and move the fake pallet mechanic to a new original killer's kit so that Freddy's kit isn't torn in two directions making all add-ons have to be compatible with both "versions."
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@Zolfo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/2749207#Comment_2749207
Your comment is horrible.
Noone asked to change something in the core of the game, literally nothing will change in the torch usage, people only asked for a very minor adjustment to help sensitive people TO NOT DIE!
And you call them SF. Probably only because you like to harrass macro clicking, there is no other explanation.
I have no words.
The ability to correct a mistimed flashlight save with a short click would be impacted, making flashlight saves even harder than they already are. Don't get me wrong, the person you responded to is repulsive, but let's not act like a flashlight click delay is even a remotely good idea from a gameplay perspective, in a game where responsive controls are a must. The only solution I can think of that would actually protect epileptic players without disrupting gameplay is a setting that makes flashlight beams anywhere from 0%-75% more transparent, on a slider. And that would be a client-sided setting that hackers wouldn't be quite so able to find a way around, unlike a delay on when you can reclick your flashlight.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2740211#Comment_2740211
Literally... not the point... I was making... You're very good at not making an argument or staying on point. Not trying to be mean but how many times now have I said something and you said something completely off point to what I said. The point I was making was that in my experience (which is worth considering as well as others) I have not even seen this happen. in fact I had never even heard of it happening until I heard that they were being removed. I've been playing online games for over 20 years. I have seen more racist things happen in them than you can imagine but never have I seen such an overreaction to it than I have seen in recent time. People are way too sensitive these days.
You can have your opinion, but even if it's "in his lore" or w/e, but a white man changing their face, whether it's through makeup, excessive tanning, or skinning a black person and putting a black person's skin on his face makes him appear to be wearing blackface. You claim to not be racist but the fervor with which you are defending the inclusion of what any average person would look at and call blackface leads me to believe otherwise. I hope you'll reexamine your beliefs to reconsider why defending blackface might make you look racist. Have a nice day. Feel free to respond, but I won't be reading it or this thread anymore.
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I believe physical releases that include ST content still do, but I'm not 100% sure.
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E.M.M.I from metroid dread. Survivor could be Zero Suit Samus.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/2735761#Comment_2735761
I'll try to keep this shorter than my last post, but to touch upon a few of the points you've brought up:
1: On the subject of The Nurse, using pick rates as a determining factor is very shaky territory. First, you've gotta consider the fact that part of the reason she's picked less often is due in part to the bugs with her power. Even if someone likes The Nurse and is doing moderately well with her, it's totally within the realm of possibility that the bugs were too frustrating for them to continue playing. Secondly, pick rate is not a universal thing. While it stands it reason that she may not be picked at lower skill levels (owing to her higher learning curve), she becomes far more popular at higher skill levels. I won't speak for everyone, but I'm assuming at least some people would like to see more Killers pop up regularly in the higher skill levels.
But beyond this, The Nurse's bug fixes is also a prime example of something that has come up a lot over the years. Often times we're asked to focus on things like game health rather than content / balance, and The Nurse and her various bugs was often tied directly to that as a poster child of sorts. Fixing these issues did require a complete redo of her coding, but it's a prime example of us doing exactly that: Putting content / balance to the side to focus on fixing things. I totally understand if you're not pumped for this next Mid-Chapter, but it's a pretty shocking reaction to something that was asked of us very often (focusing on fixes/game health over content).
2: To think point of Circle of Healing, I just want to say that this is absolutely not something we're ignoring. We make a point out of letting things settle before making rash decisions these days. Between PTBs & live these days, the changes we make are almost always fairly minor. We've been burned in the past by making rash decisions when the initial feedback was rough. Nowadays, we try to let everything have some time to settle before we start thinking about how it should change. This gives us a better idea of where it actually sits rather than making a knee jerk reaction and hoping it works out. Circle of Healing is an even trickier scenario since it came bundled with an entirely new mechanic (boons), so it's very important that we see how things work before diving head first into changes.
That said, though, I can't reveal if/what will happen to Circle of Healing right here, just please keep in mind that there's always a cycle that looks like this:
- Something releases
- Wait for it to settle
- Determine if changes are needed
- Create changes
3: On the subject of Freddy, I feel like this something that often gets misconstrued as well. In reality, kill rates only play a small role. You compared him to The Nurse, and I'm really glad you did because she's the perfect example of why that's not the case. The Nurse overall has a fairly low kill rate (well below the rest of Killers), but that doesn't mean she's weak. She's tough to play, and in the right hands, she can be hands down the best. But that also isn't necessarily a problem because there's a ton of skill that goes into playing her extraordinarily well, and there's also a lot of skill that goes into playing against her well.
In the case of Freddy, on the other hand, you had a Killer that was very strong without needing much thought or skill. Dropping a couple traps at a loop would yield very strong results with very little risk or strategy. His slight tweaks aimed to make the strategy of spamming traps constantly while in a chase less viable.
On the point of lack of skill, I won't delve too far into this, but that is a very loaded point to make. Many developers play the game daily (typically not with BHVR tags in their name, they don't want to be recognized). I myself used to stream this game three times per week, and I was playing at the higher ranks just fine. Sure, not every game developer's going to be ready to jump on an eSports team, but expecting everyone working on a game to be able to play it at a competitive level is a frankly unrealistic standard, even if some of them are pretty good.
Miss your streams man. Now that you don't stream and McLean isn't a dev I feel like we don't have a place to have productive discussions with devs on things like game balance and bugs that didn't devolve into the garbage that the forums are known for like "devs are trash, devs are x sided, personal attacks against the devs, etc." In the interest of transparency, it might be worth hiring someone to stream who can clarify the devs' positions, and priorities and explain processes to people who might not know them, and get direct feedback on balance ideas and bugs that the team may not know about. I'm not sure that the forums are really all that productive anymore...
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I'd say no. He's mid-strong, but the weird controls while using his power are hard to get used to and don't translate well to other killers. That, and, it takes some game sense to predict what survivors will do so that you can hit ranged shots through walls, which can be mitigated with certain perks, but then you're not using stronger perks.
I'd recommend Wraith, Pig, and Leatherface to newer players.
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I don't think Freddy needs a strict buff per se, but I do think he needs an add-on pass, as the vast majority are useless. That being said, I'd also like them to remove dream pallet Freddy and give that power to a new killer (with other secondary powers that suit the playstyle more), so that they aren't as constrained when making his add-ons.
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He's mostly fine as is, but I'd definitely appreciate some kind of anti hook camping mechanic, like 50% slower chainsaw charge time when 16m or closer to a hooked survivor, or something like that. Other than that he's a pretty fun killer for both sides.
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Kinda bad, in a gameplay sense, and a game design sense. Compare it to No Way Out. They have nearly the same activation requirements (hooking all 4 survs once), but No Way Out not only lasts longer, it has to be triggered by a survivor trying to open a gate before it starts, giving some info in the process. Meanwhile, Grim Embrace begins as soon as you get that 4th stack, when there are realistically only 2 people working on gens (as one surv is hooked, and at least 1 other surv is generally heading for the save), and if the last stack you got was from the obsession, the info you get from the perk activating (the obsession aura reading) is completely useless.
With this in mind, in theory the 80 seconds worth of no gen progression (2 survivors for 40 seconds) sounds just as good as 4 PGTWs, but the time is only worth anything if you can keep finding survivors to chase and down. The best way to start chases is patrol gens, but if they're all blocked, survivors are now much harder to find, which then means that as the killer the most useful way to spend the 40 seconds is... camping that survivor you just hooked.
Now, how to fix this perk. My suggestion: make it start when the final stack-granting survivor is unhooked. That way it affects more survivors' ability to progress gens, and, if the last survivor needed to activate the perk is the obsession, the aura reading on them isn't completely useless. It also provides an incentive for the killer to leave the hook.
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@ThatOneDemoPlayer said:
3 Tokens would be enough imo
Idk, I feel like even 3 would be extremely oppressive. I feel like 2 would be the sweet spot of rewarding good hits but not making the survivors feel like they have no options.
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Not bored. Tired. I'm tired of inaction on the hacker situation. Tired of the glacial pace of rebalancing.
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I mean, I feel like it needs to be a more simple. When a player's boon is snuffed, that player can't bless another totem for 60s.
Killers breaking totems is unfair to killers running Plaything and NOED; Pentimento just needs functionality where a blessed totem can be overwritten (once) as if it were a destroyed totem.
Blessing totems doesn't inherently move the game forward (where as cleansing a hex totem does), so I don't think that it's appropriate for it to remove DS.
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I appreciate how the hatch works now, but I feel like they need to find a new use for keys. Their add-ons can still be useful, but the stars have to align in order for the base item itself to be of any use.
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A badass old lady. Someone who isn't afraid to get her hands dirty to get the job done, but has the appearance of a sweet old grandma.
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@[Deleted User] said:
don't flashbangs do the same thing?
Yea, but not everyone has/can buy Leon. It'd be cool if they were in bloodwebs as a regular item.
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I agree with you that Myers could use an update, but I feel like he needs a more quick and reliable way out of Tier 1. I like the idea that landing a hit in Tier 1 sets his stalk meter to 99%.
I also think he needs his stalk limit abolished.
I definitely agree that his add-ons need some updates.
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@TheDappaScrappa said:
About a week ago I logged on and had like 900,000,000 blood points? I haven't spent them out of fear of it being a glitch or steam thinking it was hacking so I kind of have been waiting for them to fix itself out but it hasn't. I really don't know what to do but am still afraid to play because I feel like I'm going to get banned for something?
It's not like a bank giving you money by mistake; bp aren't worth money. If I were you I'd just enjoy the windfall. No real need to contact support over this imo.
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Try to ignore it. You can't make everyone happy. Sometimes people are mean, nothing you can do about it but move on.
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It really is such a shame. Nerfed into the ground. I refuse to play him in his current state. Playing him only frustrates me now. It's sad, really.
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There are two parts to unhooking. The first part is when the bar appears on the survivor's POV. This is the only time when the unhook can be interrupted, and the rescuing survivor can be grabbed. After the bar fills, the unhook is considered successful, and the rescuing survivor can only be injured; the survivor being unhooked has invincibility frames during this stage.
Even if you can't interrupt the unhook, hitting the rescuing survivor during the second part of unhooking will eat up part of their speed burst, making them quite easy to down.
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I just got six 4-man SWFs in a row. I know because I checked their profiles. One game I couldn't even get a hook. Most games were over in 5 mins. At the end of the game I usually just ended up having to facecamp the unlucky survivor on the hook, waiting for my suffering to end, because after the gens are all done in record time as if they're speedrunning, what else is there to do?
Playing B tier killers at high MMR is making me sad... Maybe I should take a break from DBD...
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I'm curious about this too. For cracked turtle egg, if it's 35%, then the trap should last for 6.75s. If it's 60%, the trap would last for 8s.
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They really need to make a statement on this, because it's gotten out of hand and at the very least we should get a "We're working on it" from the devs.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2605811#Comment_2605811
What killer were you?
They should never let you down anyone. Work on gen -> start running asap -> killer hit you once -> heal -> repeat. So you either have endless loop till you finish gen, or killer has to commit and he will lose a gen for it.
I mean, CoH definitely helped avoid PyHead snowballing, but he was in a pretty dire situation period. 1 gen left, no hooks, last gen almost done, and not to be rude but the killer wasn't very good, as he kept missing a lot of shots.
That shows that CoH is a good perk, but OP? I'm not so sure.
If it were me as the killer in that situation I'd pretty much accept my loss and just commit to a survivor for my 1 kill, or maybe 2 if I'm lucky. It's hard to judge how much boons affected the killer's performance without seeing the whole game though.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/291699/boon-totems-aren-t-op
Yes and no.
They aren't quite as broken as people say.
However, they do have a few problems.
- As it stands, it's not worth trying to snuff. Unless you know exactly where it is, and that position can actually be snuffed, you'll waste more time snuffing it than survivors will need to set up a new one.
- It's much harder to find totems as a killer than as a survivor. Either the visual needs to be more distinct, or we should see an aura if we are close.
- The 'snuff' box needs to be bigger. There are still too many spots where you can't access them, or have to position yourself weirdly to snuff.
- They probably should have a duration attached to them - say 120 seconds. Either that, or snuffing one should prevent another being summoned for a similar timeframe. The problem isn't their power - it's that snuffing is potentially a big time loss for the killer, while cleansing a totem is a much smaller loss, on top of being permanent.
- The aura should not project through floors in indoor maps. This makes it impossible to find and cleanse in a timely way.
I'm definitely in favor of survivors' boons going on cooldown after they get snuffed. I wouldn't make it 120 seconds though; more like 60, because time spent blessing isn't time spent on gens. Snuffling a boon totem should definitely be more rewarding for the killer, but I wouldn't want to make the cooldown so long that survivors are encouraged to gen rush instead.
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I don't find the perks to be all that oppressive to go against. The only nerf I'd get behind is 30-45 second cooldown after the killer snuffs a boon totem, where the survivor cannot bless a totem again until the cooldown ends.
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I had no idea that this happened. This is important info that the team should see. Sorry in advance, I know I'm not really supposed to do this, but could you take a look at this and pass it on to the right people @MandyTalk ? Thanks.
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I play a lot of killer and I'm not really finding boons to be OP in my games. Same with my survivor games; they are useful perks but not game-breakingly strong. Is it just me...?
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It's a bug. They are aware.
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I feel like if they reduced the self-heal bonus to 33%, but kept the 100% heal speed bonus for healing others it would be perfect. 24 second self-heals, 8 second heals with a teammate.
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@stvnhthr said:
How come the cheater I reported two days ago is still playing with the same cheats? Shouldn't they get banned or something?
Reporting on its own doesn't do anything. In addition to the in-game report, you also have to submit a ticket to support with video evidence and the cheater's steam ID.
It's a ridiculous, tedious system. Obviously BHVR doesn't give a damn about the cheater epidemic, otherwise they'd at least comment that they are aware of the problem and are working on a (not tedious) solution.
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For anyone who has played TF2, there is a weapon called the Vaccinator, where you can switch to different damage resistances for you and your heal patient, depending on who you're up against. I'd love a mechanic like that, where each member of the Legion has a particular ability, and you can switch between them depending on what the situation calls for. But not like Twins, with 4 Legions on the map. More like Clown, where he presses CTRL to switch between bottle types. For Legion, pressing CTRL would bring up a small radial menu, and then you select the member of the Legion you need, and summon them to switch places with whoever you currently are.
As for the specific abilities... I'm not quite sure. But really, the sky is the limit!
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Yes. For some reason brown medkits start with only 99% of their charges. Not sure about the other kinds of medkits, but it's definitely happened to me with brown ones.
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I haven't versed it yet as killer, but as survivor I find it super fun. Finding totems is fun to me, and giving the rest of my team a "safe zone" feels really rewarding.