AJStyIez
AJStyIez
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@AbsolutGrndZer0 said:
https://forum.deadbydaylight.com/en/discussion/comment/3260008#Comment_3260008
A "ranked mode" would just split the playerbase, plus whats to keep the competitive minded who can't cut it in ranked from slumming it in casual? Nothing.
A lot of games now are getting rid of ranked most entirely and just setting up a rewards system for fair play.
'Splitting the player-base' is a surface level gate-keeping response that isn't even accurate because the player-base is already split BECAUSE there's only one playlist. Do you not realize thousands of players admittedly/publicly confirmed their departure from the game during last years' struggle period? MMR and the butterfly effect its caused is one of if not THE main reasons why people were stepping away in masses, specifically Killers
It would provide a way for BHVR to be more flexible with tuning and QoL because they can use a casual playlist as a controlled environment for tweaks instead of making much-slower paced blanket changes that have to be filtered onto the PTB, plus they almost always instantly compromise one end of the spectrum because its not broken down by subsections of the community. Casuals and tournament sweats all get treated equally in this game and it has caused more people to quit, take a break, or not pursue buying the game after trying it than having multiple playlists would
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Desperate Measures & Forced Penance
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Wait, you don’t wanna play against a red -bar lagging Ghostface that can hit you 5 feet away and not get revealed before you’re 99 stalked because they’re “from” Asia??
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@Emeal said:
https://forum.deadbydaylight.com/en/discussion/comment/3261331#Comment_3261331
I spend a lot of time on this forum,
I swear I have never seen a specific example of someone going through a loop or map with detailed descriptions of problems with arguments.
But since they are so prevalent, surely you can link me to 5 right now? :)
https://youtu.be/s3Lt2Ku2h2w Garden of Joy explained in a nutshell
https://youtu.be/cH3662RKVbk One of the many overviews of DBD map design
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3261475#Comment_3261475
New Dead Hard is way stronger when used with skill than the last one, being meta doesn't help either. That's my point.
It's full spammed at the high levels, every single game. Not complaining but it's frustrating and tiring for people who try their best to get outplayed by the same every game. The way you can use it at pallets it's boiling in frustration
I do appreciate Dead Hard in a way and I can say hate it the same in other ways. IMO it's the most frustrating perk in the entire game but that's my view.
Yeah I agree with you but that's my point! Its stronger now but also more skillful, it has a way higher skill cap than the other easy exhaustion perks that have simple conditions to activate. People will always find new meta plays, so even though yes the pallet Dead Hard can be unwinnable at times and its lost me chases/kills/matches I've coped with it because I've also been granted a lot of extra downs/kills/matches because a lot of people aren't patient enough to use the reworked DH correctly and instead play too aggressive with it
I'm subscribed to you and I know you deal with the same thing that I do all the time. I've seen you patiently wait out the DH because you're expecting it and get easy downs and I've also seen you hit Survivors that DH at a pallet and you catch them after anyway even though it extends the chase for a bit. It sucks when the whole team is good and has DH but there's literally no other way to balance that perk without it being overpowered or too weak. They already made it 0.5 seconds which can easily be messed up if the Survivor or Killer is laggy and in deadzones its very easy to make somebody use it early by missing a swing on purpose, flicking your mouse so your characters' head looks upwards or just waiting behind them until they panic
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3260765#Comment_3260765
"The reworked DH is now by far the highest skill-cap exhaustion perk"
- run to a pallet injured (not dropped)
- have the killer in your back
Killer lunges: Press Dead Hard to pallet, get hit and stun the killer -> free escape
Killer doesn't lunge: Drop the pallet, still have dead hard -> free escape
It happens in almost every game now as survivors understood how to "abuse" it in the best ways possible to get the most use.
What is your point Seth? What exhaustion perk is currently harder to use than Dead Hard? I didn't say it was the hardest thing in the world to do, just the highest skill-cap exhaustion perk since it got reworked. When you play against a Survivor and you already saw them use Sprint Burst before what happens the next time you see them at a gen? You wait to swing and hold W during the haste. Does Sprint Burst get any more difficult to use once you've used it the first time? No, not really because its literally 5 seconds of free haste that you can use when healthy
Pulling off multiple Dead Hards successfully after a good Killer has seen you use it the first time is way harder than running to a vault and getting Lithe, way harder than a pallet stun with Smash Hit, way harder than holding W with Overcome and harder than holding W with Sprint Burst. Even with 99ing a Sprint Burst there's way less risk and RNG involved. I already said the best way to use DH is to cross over a pallet and use it instead of pre-dropping which can still be countered if you time your swing correctly
You started making content on Twitch and YouTube right? Then you should already know going against the same level Survivors that I go against that you can easily hit a Survivor that has Dead Hard if you're anywhere except a pallet (RNG doesn't always favor Survivors anyway) and the majority of people panic and use their DH prematurely if you lust up to them or win a mindgame. Even at those pallets its still possible (not 100% guaranteed but still possible) to M1 between the 1 second window where they're Dead Harding and can't drop the pallet
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/3260589#Comment_3260589
Yeah, the frequency of getting spun is inversely correlated to play time, but no one is so good they never have it happen. I have like 1.5K hours in killer (and consider myself pretty good), and I have games where I get absolutely clowned.
But the idea that you have to adopt new tactics to counter your opponent's evolving tactics is hardly revolutionary. That's pretty much implied in every PvP game ever. If it was a case if the basic tactics always remaining the same, then you'd see things like fighting game tournaments just being a collection of players spamming low kick like a 5 year old whose big brother just handed them the controller for the first time.
And slowing down and tracking a spinning surv is hardly gaming calculus here. Not reinventing killer play or anything, and not a huge adjustment, just part of the killer learning curve. And it's not as if all spinning is equal; not everyone trying to 360 someone is Ayrun; there's a spectrum from "ankle breaking" to "lmao, what are you even doing".
Killers always (justifiably) tell survs they need to adapt, or that "it's in the game, it's a valid tactic" (which is true), but that knife cuts both ways.
I agree with everything about adapting and holding everybody to the same standard but since I play on both Xbox & PC I feel slightly different about spins, but only because of aim-dressing console moments. Of course over my years playing DBD I've whiffed randomly or got unexpectedly juked fair and square, but the vast majority of the time what's happened to me is the aim-dressing alters a swing and drags the camera away from where I was actually aiming and it leads to embarrassing whiffs that aren't even my fault. Its happened on and off stream and is kind of cringe to watch because you don't feel a skill difference, you just stand there for a split second like a goober feeling bad for something that's supposed to 'help' you rob you instead
You can aim directly at a Survivor unhooking somebody and it'll snap your hit onto the I-Framed Survivor that's being pulled instead giving them both a free save and so much more obnoxious scenarios that have costed me. I don't mind giving props at all during the rare times I fall for something because I appreciate it when I'm the Survivor that's juking and the Killer shows respect, but I get salty tbh when the game does me dirty and I have to deal with the result anyway
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It would be unfortunate if they can't get music for the last few licensed characters without it because it should really be Trapper only. I said a long time ago and still say that Trapper should keep the default music and Wraith, Nurse, Bubba, Pig, Plague and Freddy should all have their own soundtrack
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Soon
Just kidding, we're never getting that on Console lmfao. I would love cross-progression, MKB support and the ability to toggle FOV/aim-dressing on Console though. I'm kinda tired of artificially extending chases and sometimes even losing out on downs/hooks/kills because the aim-dressing drags my camera away from where I was aiming and ends my lunge animation early despite still holding the button down. Like... I definitely wasn't aiming at the second-chanceless Survivor directly in front of my face, I was 100% aiming at the fire barrel and the rock right next to them...
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@DBD78 said:
If your friend gets good at this game, get to high MMR he will lose the respect for Wraith. This killer is only feared by new players and low MMR players. Good survivors fear Nurse, Blight and Spirit.
I agree but honestly I respect Spirit way less than 2019, she's still strong but she can be beaten way more consistently than Nurse and Blight. Nurse and Blight without addons are a threat, without Blossom or MDR I don't really feel that same level of threat with Spirit anymore after the rework
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3260636#Comment_3260636
My main issue with it is that you have to wait to hit the survivor when you're in range. Third health state as it is, my problem is what it prevents the killer from doing without punishment: attacking. Which you have to do to down them.
It sounds way worse on paper than what the reality actually is. On paper it sounds unfair but the reality is you're often gonna see people forced to pop DH at a moment they don't necessarily want to because lust exists and deadzones exist. If they're confident enough to run DH in the first place they're more than likely gonna greed windows and pallets since they know its in their back pocket if anything goes wrong.
Don't get me wrong you will see people pre-drop too, but a lot of the people who run DH will greed as many times as possible. DH at a pallet is the only foolproof scenario to guarantee value and that's entirely dependent on RNG. Window DH is easy to deal with, a Survivor turning or spinning to FoV bait you into swinging during DH is easy to deal with
Its a third health state because its literally the only exhaustion perk besides Overcome that requires you to sacrifice your first one and time it correctly while accounting for your own latency, the Killer's latency AND knowing when they're going to swing which is hard to consistently do against a veteran once you're in a deadzone or you've used it successfully the first time
It is annoying to deal with though in the sense that 1-2 on an average player is fine, but when you constantly encounter 3-4 + the players are strong + pallet RNG is optimal it can be a buzzkill since it pretty much forces you to disrespect everything and break them all unless you're a mobile ranged Killer or Nurse
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@CookieBaws said:
This perk breaks basic gameplay loop, along with Tombstones.
I understand and respect other Exhaustion perks because you have to be in ideal condtion to get value form them, but Dead Hard is not the one. It's simply luck and jail-free card if you mess up the loop.
Why Bhvr just don't scrap it. I don't get it.
Luck??? LMAO! Luck works AGAINST DH, not in its favor. If the Killer OR you have high ping at any point of the match your Dead Hard will more than likely leave you exhausted on the ground or you'll be hit before the game even registers your input despite you spamming the button at the appropriate moment. Even without bad ping, the 0.5 second window is still extremely punishing and will result in easy downs if misused.
The reworked DH is now by far the highest skill-cap exhaustion perk (yes, including 99ing Sprint Burst) now that it doesn't grant you free distance, can be effected by external factors like latency and it can easily be countered after using it successfully the 1st time. You can still make plays with Sprint Burst even if a veteran Killer knows you have it, its very hard to successfully DH multiple times against that same veteran Killer after they realize you have it. The strongest DH play currently available (using it while crossing a pallet instead of dropping it) is a finite tactic because there's not unlimited pallets and sometimes you're not even near any regardless
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@H2H said:
The fact that the most common answer for how to have fun as killer is “just meme around and don’t try to win” should be setting off massive alarms at BHVR. It won’t, but it should.
I mean just look at the community. It’s widely accepted that bodyblocking, efficient gen splits and pushing for a 3/4 man out whenever possible is just part of the game. There’s a few sour grape Killers but most people understand this as common sense and have no issues
Then take a look at how many people in the DBD community shame experienced Killers for even attempting to 4K most matches or playing to win which is what a lot of people find fun
For example, notice how most of the DBD community claims genrushing doesn’t exist (Lol, easy way to filter out people who don’t know their history) but players on both sides universally agree to label basic Killer interactions as Camping/Tunneling (They exist but are not always meant to be nasty, it’s also natural parts of gameplay that the player can choose to apply even when not necessary. Same thing Survivors can do)
Regardless of what side you main, you will hear or see more complaints and ridicule in your direction as an elite Killer than you will as a God-Survivor
When I see Survivors just as good or better than me and they didn’t BM I’ll always tell them GGWP (half of them are too cocky to even respond), I also regularly have Killers compliment me on their own stream or mine, or in endgame chat when I play well
As Killer? Lmfao. Even if I follow the Survivor rulebook and give somebody multiple extra chances out of sympathy there will be something complained about on stream or after the match messages. If I play a high-tier Killer + build and I dominate it’s because of the Killer and build, not because I outplayed but if I run a mid-low tier Killer + fun/meme build and lose it’s because “they’re better than me”, never because there’s a survivor sided map, never because I had a weak Killer and build and never because medkits + boons + SWF + Discord
Killer is often a catch22. I barely ever feel that way when I’m playing Survivor. I’ve only had to cut 1 person off in my years playing DBD for being way too biased and toxic as Killer and saying things in Discord/Twitch. On the other hand, I’ve had to remove or distance myself from dozens of obnoxious, hypocritical, biased and cocky Survivors that chill in Discord/Stream because they shame anybody who doesn’t think exactly like them even if you’re supposed to be friends
A lot of Survivors want other Survivors AND Killers to conform to their warped ideas of fun but how often do they go out of their way to make sure others in their lobby are having fun?
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@Meako said:
I'm a survivor main, who currently plays killer, at least a few times a day. I don't have any problem playing killer in regards to experience/skill, and this isn't some rant about which side needs buffs or nerfs.
I play survivor so much that it can often feel boring, and i ponder the thought of playing some killer. I love many killers and how they're designed, and i'd love to invest the same, if not, more time into playing as killer. However, when i play killer, the mindset is completely different. You can't use a fun or experimental build like you can in survivor, without the real expectation that you're probably gonna get pwned. Sometimes it feels like the system is against you, and you have to play aggressively to come close to winning. It feels like all hell is going to break loose, if you don't kill at least one survivor in the trial, or you've failed completely. This is regardless of how many hooks you got.
When i play as survivor, winning means almost nothing to me. I can take the fat L consecutively. As killer, it genuinely sucks. I've gone so far as to play Nurse with a sweaty build and secure the 4k at 3gens. Then i'll feel empty, like i didn't really enjoy playing so sweaty, like i didn't really deserve the win too. However, i'll play a killer whose playstyle i genuinely enjoy. A killer that isn't considered as strong at high MMR. Then i'll get served by a sabo squad or something like that. Before you know it, the only real move left when you've completely lost pressure, is to start camping and tunnelling. Which i don't think anyone enjoys.
I asked a popular twitch streamer who plays killer almost always, "What's the secret to becoming a killer main" The response i got was "You have to secretly enjoy pain" . I don't really know what to do with that so my question goes out to other killer mains i guess. How do you do it? How do you take the L and move on so religiously. How do you shake off the competitive mindset, and play for fun. No matter the build, no matter the killer you've picked, and regardless of the outcome. Do i just need anger management? Do i have an inflated ego, or are you guys just built different.
Thanks
https://us.v-cdn.net/6030815/uploads/6KF1XX6CQWT8/giphy-286-29456.gif
When I first started playing Killer years ago I was wack and I was more open to playing care-free regardless of results.
Nowadays I definitely care way more about winning, especially because of how over-confident the community acts if you allow them to win by playing too-casual, but not enough to sweat EVERY single match using S-tier perks/addons/characters. I play a lot of M1 Killers too, not just high tiers because for me the highest form of skill expression in this game is the mid-chase interactions and I love out-mindgaming people or predicting what they're going to do and countering it in real-time
Mindlessly camping/tunneling/Holding M1 on gens are boring to me. Whether I escape or 3/4k my fun is entirely dependent on whether or not I got to display skill in chases or make good plays. If its handed to me too easily due to an overwhelming skill-gap, ridiculously one-sided RNG etc. then it really isn't entertaining
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Based off semantics yes technically its tunneling but it doesn't matter, don't let anybody in-game or on the forums act disingenuous about this topic and gaslight you into feeling bad. You punished Meg's mistakes by winning the game, which unfortunately she escaped in but that was your call to make either way. Some people play the game with a weird sense of moral superiority so they might tell you you're a D for ever killing the others instead of Meg in that scenario but its really not all Killer's job to walk around with a moral compass just because that's what some get their rocks off doing. You COULD'VE been nice but at the end of the day its the player's own call to make, end of discussion
It doesn't really take skill to hold M1 on a gen, but all Survivors including myself will pop gens no questions asked if we're allowed to go uninterrupted just as a Killer will take the Steak on a platter if you keep serving it to them so EGC insults about skill or tunneling are irrelevant here. The same people that shamed you into feeling bad about an obvious misplay by Meg are the same ones that more than likely don't show any of that sympathy after ending a match in 4-8 minutes and that still don't understand that their teammates are the real blame 75% or more of the time, not the Killer
People historically accuse Killers of blaming too much misfortune on balance meanwhile a lot of Survivors I see out here regularly project their own misplays or their teammates' lack of situational awareness and skill onto the Killer. If I'm Ace or Claudette I'm sucking my teeth at the Meg more than I am at you. I'd be annoyed in the moment but I play enough Killer to have an objective approach. I'd realize you were capitalizing off stupidity so even though I'd be annoyed I'd still know who's really responsible (Meg). The only reason I would personally say something to you instead of Meg is if you taunted me personally with head-shakes or slices on the hook after she farmed me in front of you, but you did your job so they should've redirected their energy
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3259056#Comment_3259056
Ruin at it's peak was an incredibly strong perk. There is a reason it was meta defining and used to the same level as UB/SB/DH/DS/IW/BT, as well as CI/BBQ/Tinkerer/Undying/PGTW. 200% regression speed, particularly against solo players, that activated whenever you got off of a gen simply isn't needed once a player dies, because when it's a 3v1 with ruin still standing you have to throw the game hard to lose that.
Ruin as it is is incredibly weak, because it was nerfed in two ways and only one was necessary. Returning Ruin to essentially 200% speed (by buffing overall regression and therefore helping the entire killer role) would, imho, make it strong enough to warrant a perk slot again while retaining the deactivation clause. Alternatively, keep it at the current 100% speed and remove the hex perk and keep just the "Ruin deactivates when someone dies", but again that would imho still be weak when OverBrine just exists.
The 2 activation penalties exist to balance out the strong effect. The only issue currently is that Ruin just doesn't have a strong effect right now.
Therefore, for the overall health of the game and diversification of the meta, imho Ruin should just be buffed to 200% speed again (or the way I suggested it, buff regression overall). Though obviously, I don't have a dev build so can't test it all and tweak everything until I can come up with the decisive solution, so I can only speak in what I think would be best for the game, and naturally after playtesting something I would be able to form a more conclusive opinion.
Yeah in that context I agree the conditions would at least make sense. As it is right now it has to be one way or the other. Buffing it for killers universally will lead back to the same issue we have now though with Solo/SWF/Nurse/Blight bottlenecking the balance because certain things are necessary to compete with skill-cap Survivors in Discord/bad RNG combos but completely overwhelming for casual Solos that came unprepared to deal with anything of that caliber
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3258975#Comment_3258975
Found the guy that doesn't know what current generator regression speed is.
Found the forum-dweller that knows they don't have a point so they randomly change the subject
Ruin doesn't need 2 deactivation conditions period. I never said anything about regression percentages. Your proposed change doesn't address the perks weakness
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Bruh. The conditions on Ruin are wayyy too steep for it to still be a Hex totem
It can be cleansed which is fine, but then it also deactivates as soon as you do your job properly one time which is why nobody runs it. It has to be one or the other, not both. People act like Ruin wasn't getting cleansed in the first 1-2 minutes of decent lobbies in its last version, mind you that this was mostly done by basic game knowledge (The incredibly predictable totem spawns that people have memorized) AND RNG that allowed Survivors to spawn right near a Hex. It was very counterable especially with the nerfed Undying combo that people used for 2 years.
It was spammed, but no more or less than DS/UB/DH was
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@VideoGameMage said:
I wouldn't mind a buff to either 150% or 175% regression while keeping the "deactivates when a survivor is killed" thing in there. But no to it going back to 200% regression. The devs wanted a different meta at the end of the day.
By different meta they were simply playing semantics, there is no “different” meta...
They nerfed several slowdown perks and meta Survivor perks into lower tiers while making multiple other much more oppressive slowdown perks and gen/chase perks stronger
The game literally has not changed. The food chain is exactly the same and the meta for both sides is the exact same, the only difference is the name of the perks being used. The last version of Ruin was fine
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/3254899#Comment_3254899
Yeah, a big reason the most popular survs are the most popular is because they have so many customization options. If you're a new player deliberating on a main, you're going to be at least nudged toward those with the most cosmetics.
So then BHVR looks at them and says, "hey, these are the most popular, we'll cash in by giving them more cosmetics". It just feeds itself.
We all know how things work in the modern gaming sphere; people love the ability to customize. It can and does make or break character adoption.
I think one (or more) of three things should happen:
- Release each new character with no fewer than 4-6 distinct outfits (not recolors). Give them a chance to get a foothold.
- Institute some kind of rotation for new cosmetics so there is at least some equity in who gets new ones
- Increase the labor allocated to cosmetic creation, and simply make more for everyone
All great ideas that they should implement and something I’m here trying to articulate but can’t get across to others in this thread. I give up, they don’t see the cycle we’re talking about
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@brokedownpalace said:
I remember when people used to complain that Bhvr was focusing too much on cosmetics and seemingly not enough on balance and fixing bugs. Now people are pissed that they get to save another $10 while Feng mains are literally begging for change on the side of the road to afford their addiction.
People cope over time. We can criticize or credit BHVR all we want but at the end of the day they do what they want and their philosophy towards the cosmetics hasn’t changed so.
Actually in fact I’m pretty sure that’s another reason it’s triggering, because if you’re gonna allocate all these resources to the art sector then at least spread the love a bit more. Don’t JUST milk the cash cows and leave the others starving for crumbs
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3254861#Comment_3254861
What's worse is that the built-in counters they put in are normally for your more casual survivors and they normally don't understand how to use them or even know about then. The survivors that know how to use the counters are good survivors that don't need the built-in counters.
Thank you, this is exactly what I’m talking about. People have this big echo chamber about how games should never be balanced for the top % but conveniently never bat an eye or speak out against the game(s) being balanced around the bottom of the barrel players
Don’t get it wrong I’m not saying the Knight is bad or that you don’t deserve counterplay when you play Survivor, I’m just saying you also don’t need 3-4 crutches to help bad players against middle of the pack/above average Killers
The Knight has a lot of potential and I predict with tweaks he’ll be towards the top but not S or A+ tier. He’s not Nurse or Blight, yet he has way more counterplay and people think that makes sense lol
Its like people never learn from the past. When you balance something strictly for bad/casual players what happens is the already average/above average/top 1% players just became increasingly capable because they also gain access to those same training wheels attached to mechanics that they don’t even need because of their experience. Eventually, those bad/casual players that the mechanics were catered to either quit the game thus making catering to them pointless OR they get better at the game and they join the other thousands of average/above average/top 1% players that also abuse the training wheels that never get taken away after mastering the bicycle
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3254762#Comment_3254762
I dont agree they put characters for failure, BHVR spends money and time making every single one, if they didnt want them to succed they would spend the bare minimum and nobody looks lower quality than others they just dont appeal, thats why the last averageish male and woman released were Jeff and Yui barring Haddie which did prove people dont want average looking characters. Felix, Elodie, Yuu-Jin and Mikaela have more players than Adam, Yui, Jeff and Jane (and enjoy more and higher quality cosmetics too), barring Mikaela every single one of them has awful perks so something sets a group from the other and the only difference is beauty.
They tried diversity of bodies, faces and styles, what do people want? handsome men and cute/sexy women, thats not on the developers its on the community. Jeff had a tome cosmetic, Jane and Adam had a tome dedicated to them, people still didnt select them and surprise surprise, next original Survivor is a super hot daddy type of guy, I wonder if he is going to have more followers than Jeff, Adam or Jake...
Want to be angry about lack of cosmetics? be angry at the comunity for voting with their wallet, "Hey guys, do you want a Jeff cosmetic?" "NOOO NAKED FELIX, DADDY VITTORIO, NAKED DAVID!!" "Jeff the masses have spoken, keep warming the bench", how can you blame them for milking the cashcows?.
Nobody has ever looked lower quality than others? 😂😂😂😂 My guy really? So then explain why all of the character models portraits were updated simultaneously but a few other lesser popular characters had to wait weeks and months to have their portraits and character models updated too despite also being in the game for years? Why do some characters have unique outfit designs and fully fleshed out lore like glowing tats, excessive amount of jewelry/accessories, holding an item or specific pieces of equipment like Haddie and Jonah while others like Adam wear a basic lame coat and dirty work pants? Look at Vittorio’s lore and then look at Aces and tell me the effort is the same across every character they’ve made.
Its not, the effort has never been consistent. Some chapters are lame and some are fire, that’s just how it’s been. No hate just facts. They clearly invest more and prefer certain projects over others before the public even sees them
In order to look halfway decent on the lesser popular characters you would have to spend money or shards to buy them PLUS buy an outfit with more money or shards mind you half or more of the ones for shards are underwhelming. Some of the less popular characters have DLC cosmetics that should’ve just been their default outfit instead
Thats the entire point we are trying to explain to y’all. Other characters are more attractive BECAUSE of the effort spent to make them attractive initially AND promote them consistently afterwards too, they didn’t JUST leave it all in the hands of the players to decide who should be popular and catered to. Some characters were clearly abandoned right as they launched while others were paid extra attention too regardless of what people buy
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@Mat_Sella said:
the banner is the carrot-on-a-stick situation.
'Holding W' as people like to say, is usually an optimal choice as opposed to sticking with a loop if the killer is already in an optimal position. By creating a power dynamic with the Banner, there is a struggle for power between the killer and the thrall and the survivor. The survivor would have to remain in the area, evade the thrall, and not die to the killer. The odds are not stacked in their favor.
With this mechanic, the survivor can ultimately be their own demise due to their greed for speed. They arent holding W, so if you have the window/pallet loop on lock, and the thrall is able to assist you, you win the chase and the banner did its job.
This isnt the only killer with a downside for poor use of their power. Most killer powers have and *should have* a punishment for poor use of their power, its the skill floor and you have to step up to the plate or look like a fool.
Every Killer in the game besides range/recharge Nurse does have this and always had this. In fact, not only do all Killers have punishment for using their power incorrectly, some get punished even when they DO use it correctly
The punishment is called ‘moderately increases the chances you lose the game in 6-8 minutes and watch Survivors get free distance off your mistake while you still have to deal with 1-2 second chance mechanics when they make one which they might never if they’re good or have good RNG’
Plus with the Knight and a few others I wouldn’t even call it using the power ‘incorrectly’ considering that the way they intend for you to use his kit is actually giving people worse results on the PTB right now than when they play him as a hybrid of other characters
If they’re really set on keeping the banners as the carrot-on-a-stick then they clearly need to address the other Knight’s downside
Sorry but no, Killers kits shouldn’t have multiple built-in crutches to handhold weak-links. You expect Killers to rise to the skill-floor or else they deserve to look ‘foolish’ and what about bad Survivor play?
Nah, just give them a banner for free haste AND endurance, show them exactly where the Knight is drawing a path at all times and of course provide a bright green radius around the already-easy-to-escape guards so you know exactly how to maneuver around them without needing an ounce of spacial awareness yourself
I’ve already adepted Knight after getting stomped by sweats my first few games and I also won some tough games afterwards using full builds, I can tell you with 100% confidence good Survivors definitely don’t need all these built-in pieces of counterplay to deal with Knight. You get punished a lot with him even when you play as BHVR intended
You can legit hold W and run around basic pieces of debris and the guards will never touch you, are you kidding me?
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3254762#Comment_3254762
It's kind of funny you brought up that last point, because there is one glaring exception to the rule of BHVR's throwaway children, and that's Mikaela... who was heavily picked for a long time because she had the best survivor perk in five years and everyone wanted to level her up because of that.
So BHVR kept throwing cosmetics at her, those cosmetics were actually good, and between that and milking a popular aesthetic, the result was a new character with a very healthy following.
Was her witch aesthetic just a perfect storm that the likes of Zarina or Yui could never hope to have replicated? Or would it never have happened if Circle of Healing hadn't been a thing and she'd had Yoichi's perks instead? Could Haddie have been popular if she'd gotten a line of rugged adventurer outfits and Fog-touched garments right off the bat? I know people say Haddie is ugly, but last October I saw several people say Mikaela was hideous without makeup and her hair done up, so...
Yeah that’s a very good point and it’s true, Mikaela is the exception to the rule.
i was already kind of considering that as well, the fact that the perks/Killer a character is launching with as well as their default outfit can further sway their initial sales and usage rate. Also, the time period they’re released in
Back when Feng was released the average players didn’t have 200 outfits purchased and there wasn’t 30 characters so it would make sense that people spent more on those OG characters to warrant them getting future cosmetics
The problem IMO is that BHVR probably compares the numbers without context (like MMR) so unless something from this year and beyond is an immediate hit like Mikaela, character with a trendy aesthetic and strongest perk in the game I think they just abandon them
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3253823#Comment_3253823
They take their decission based on stats showing which characters get played more thus having a wider market range and thats how the golden children got their statuses, they showed they have more potential for sales than others, why make a cosmetic for Jeff when nobody plays him? Not even when he was released and had novelty value people played Jeff, he had his chance but didnt take off and this comes from someone who used to play him until Iron Will got butchered.
Im not defending cosmetic disparity but thats how bussiness work, maximizing profit comes first always usually at the expense of lesser margin ventures.
So basically you just regurgitated the same thing that was already addressed. No, those characters were never given a fair chance to develop the way the golden children have. You act like Feng was the #1 picked character immediately on her release
I already explained and won’t repeat it. They set other characters up for failure by not putting the effort to market them to the extent they go for others by default and didn’t give them much special cosmetics shortly after release because they realized they can just farm the shills and whales that eat up anything for Feng, Meg, Dwight because the former is free on console and the latters are free on both PC/Console (the majority of players are console so Feng is an obvious target)
Why would people spend shards for characters that didn’t have anything special in the works (and seemingly any time in the future) when those 3 free characters historically get everything already?
They basically release original chapters and say “Alright guys, it’s been 3 weeks and (insert purchasable Survivor) isn’t picked more than the free characters that have been in the game for 2-3 years with meta perks and cool cosmetics, let’s just abandon them then”
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3253671#Comment_3253671
I have seen a list and if I am not mistaken, Dwight got more Cosmetics this year than Feng.
Feng is the #1 most picked Survivor and taking a period of time where she wasn't spoonfed the most cosmetics for once doesn't change the fact that she is the poster child for Survivor
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@Orochi said:
The most picked characters get the most skins. Sucks for those of us that like the lesser used characters, but you just can't argue that from a business standpoint BHVR is making the right decision. Unfortunately the right decision is not always the most popular one.
Then people have to hear other people constantly use the "bUt FeNg gEnErAtEs MoRe ThAtS WhY" excuse - No ish she sells more cosmetics, she's one of the golden children that gets the most effort dedicated to her cosmetics meanwhile others either get nothing at all or they get the scraps when they do
Its like making 25 lemonade stands but only giving cups to 5 of them and those 5 stands are the only ones not in a desert, then saying that the reason you only stand at those 5 spots is because the most people go to them....You gave them all of the cups and put it in the most accessible location possible, obviously people will invest more into that (The older free characters that get favored above others) instead of going to the desert (Purchasable characters like Jeff, Adam, Twins, Slinger etc. with limited options)
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Just because you've forced yourself to cope with your character being forgotten about multiple times doesn't mean everybody else is petty for not wanting to. They shouldn't have to, its not fair that multiple characters go long periods of time with 0 love
Then people have to hear other people constantly use the "bUt FeNg gEnErAtEs MoRe ThAtS WhY" excuse - No ish she sells more cosmetics, she's one of the golden children that gets the most effort dedicated to her cosmetics meanwhile others either get nothing at all or they get the scraps when they do
A light shines in the darkness of Silent Hill.
The Silent Hill Collection features new Outfits for Cheryl Mason and ... another Feng equal-attention cosplay instead of a PHead one... you know the iconic character responsible for Cheryl and Silent Hill even being in DBD?? Definitely not milking a golden child or anything, its just a coincidence right? At this point they should've just given her the wassup Ghostface mask cosplay too since apparently thats the justification they use to attach her to completely unrelated content for extra $
Its like making 25 lemonade stands but only giving cups to 5 of them and those 5 stands are the only ones not in a desert, then saying that the reason you only stand at those 5 spots is because the most people go to them....You gave them all of the cups and put it in the most accessible location possible, obviously people will invest more into that (The older free characters that get favored above others) instead of going to the desert (Purchasable characters like Jeff, Adam, Twins, Slinger etc. with limited options)
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@Peanits said:
There's a few layers to this question, so I'll try to hit all of them:
A) "Lone wolf" doesn't mean hiding in a corner and trying to sneak out. Your chances of survival drop significantly when another survivor dies - this is a fact. Even if you're looking out for yourself, it's still in your best interest to keep your teammates alive so you have a better chance of escaping. That said, someone who's playing this way might see someone hooked at the end of the match and decide, "Yeah, no, too risky, I'm leaving." That's a totally valid choice.
B) Like the movies that inspired the game, sometimes people will do whatever they can to survive, even if it means leaving other survivors behind. This is something that has always been at the core of DBD: Although survivors have a common goal (escaping), they aren't required to prioritize their team (though again, teamplay will still help them achieve that goal).
C) That said, freedom to choose your playstyle doesn't mean that's the way we're telling you to play. Most regions have gradually shifted towards a more team oriented mindset over time (though it's not the same all around the world). We do not design the game around folks who completely neglect their team. In fact, if you do that, your chances of escaping will be horribly low and you'll probably end up losing the vast majority of your matches. But even still, this is a choice you, as a player, are allowed to make.
Long story short: There's many ways to play the game, some of them less effective than others. It's not our place to tell you how to play, it's up to you to decide what you enjoy and what works for you. Whenever possible, we try to avoid eliminating different playstyles because player agency (choices) is important.
I may have missed it if it was mentioned, but moving forward will the overall parameters for SBMM continue to stay flexible to alleviate que times or will they be static prioritizing accuracy?
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@Aven_Fallen said:
Man, I really hope that BHVR now starts to release a new Feng-Cosmetic for every other Cosmetic. Like, Nea gets a Cosmetic? Feng gets a similar one. Adam gets a cosmetic? Feng as well!
New RE-Cosmetics? Feng has Cosplays.
Like, why all this Feng-Hate? She is not even getting the most Cosmetics. Dwight and Meg get at least around the same amount of Cosmetics, yet I have never seen someone complain about that. Even newish Characters like Felix get tons of Cosmetics.
She is by far their poster child for Survivor and its not even close
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I agree 10000% but I keep seeing the same response everywhere:
"She's the most popular, of course they're gonna prioritize her"
She's increasingly popular BECAUSE they continue to prioritize her so much. Tell me a recently released character that gets the promotion or attention that Feng gets? They don't, they get sent to the back of the shelf off the rip 9/10 times so that they can turn around and say "You see guys, we only did it because nobody uses them and wants to buy their stuff, not because we have favorites". Give people more stuff to buy and show more respect for the other characters and I bet the numbers will reflect that
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@Science_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/3252604#Comment_3252604
Yeah, I'm not a fan either. He somehow manages to be overdesigned AND horrifically generic at the same time. The whole 'but he took newer clothes as time went on!' feels like something they just threw in to justify giving him such a generic look.
I just made a post about it and that's the very first thing somebody said lmao 🤣
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So he's supposedly from the 1300s but he spent his centuries in the entity's realm just evolving into a generic 80's biker? To each their own, would've been cooler to see him resemble his own time period more for his base outfit and leave the edgy stuff from different eras for the extra cosmetics imo
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Wow, holding M1 on a gen while eating or drinking with the other hand is so hard. Wow, dropping and looping safe pallets while having Discord convos is so hard.. Literally in that context nothing in DBD is hard, lame argument
Artist has one of the highest skill ceilings in the game, you can say she's not the most fun to go against because of having to abandon loops but to say she's easy is laughable. She's not the hardest obviously, but she's clearly not braindead easy like some of you are trying to make it seem
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Console Nurse is fine. Yeah you can turn up DPI, use filters and potentially play better with Nurse/Blight on a mouse but the controller is more than viable for anybody decent at the game
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@TheycallmeLix said:
Camping the hook till someone goes 2nd stage or tunneling someone who is just unhooked.. it happens way too much! I get camping at endgame cuz you can’t do much either. Tunneling is happening WAY TOO MUCH! It’s not fun seeing survivors get tunneled out like that hoping they have OTR or DS so they can fight back. The saddest part is a really decent Killer tunneling/camping a survivor who doesn’t even look back or pre-dropping pallets while getting chased. I don’t get why this is still in the game. And don’t say things like: ‘ItS a VaLid TaCtIc’, cuz your only making people miserable and forcing them not to play anymore! But hey, let’s nerf locker saves, cuz Killers can’t chase the other 2 people who are doing gens atm. This is so unfair for people who went for locker saves who didn’t do it every game! BHVR, you already nerfed flashlights (I used to click and then spin but now I can’t anymore) and just cuz of some people who couldn’t stand flashlight, the weakest item of the game complained about it too much.
This was yesterday: I was happy to see a Booba cuz it’s been a while but he played it dirty and did this with every teammate!
https://us.v-cdn.net/6030815/uploads/KO1Q8VLKZEBE/636b81f5-251c-4102-932c-9975eeec70b3.jpeg
1) Obvious false equivalence
2) Camping and Tunneling will never be removed from the game. They would literally have to restrict people from being able to use any inputs within specific parameters, making a mess of already messy code and taking away from much more important issues like map design and SoloQ/Weak Killer balancing
3) The irony. "This is so unfair for people who went for locker saves who didn't do it every game!" but yet you want to permanently remove two sources of pressure from everybody in the world because a select portion of the player base is unable to function without doing it excessively
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@toxik_survivor said:
I've been seeing some posts about techs and if they should be removed over the past couple of days and I believe no tech should he removed besides the weired blight one that was fixed a month ago or smthin.
Cj techs, 360s's, window techs, and all the weired ass name techs should not be removed because they create and extra skill set in the game. For the most part it is extremely hard to pull off such techs in high mmr and it gives a sense of satisfaction and accomplishment when you do so, especially against good killers. They are fun but difficult and do not break the game in anyway. Although when you 360 and snap your ankles in half its a very good mechanic and skill that can give you reward if you do it correctly.
Most people that complain about techs are no offense, the lower mmr players. It's not your fault though, it's mmr. You are probably supposed to be going against low mmr but you end up going against 3000 swf squad. So yeah I would get why you would complain about removing techs, mmr just destroyes everything and provides horrible statistics and info which leads to people complaining about something that shouldn't be complained about cause mmr fked them up
Nah idk, the window tech with clairvoyance is kinda dumb as somebody who used the original one to juke people
When its something natural it can be cheesy but fine, however being able to trigger something that was already patched by using an oversight in the form of a perk or item means it needs to be removed
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@mizark3 said:
https://forum.deadbydaylight.com/en/discussion/comment/3248091#Comment_3248091
BT is a game health issue because it addresses a hard design flaw. Objectively it makes sense to go for someone with half the health, and far closer to death (hook states), so there needs to be a buffer to prevent abuse. If you are hard tunneled off of hook you typically don't have a chance to have fun playing the match, making the game bleed players as seen on the steam charts. Anecdotally, I have a friend new to the game and surprise surprise, the Killer turbo-tunnels him like the Killer is playing for money, and as a result he is losing interest in learning to play the game. Facecamping is another hard design flaw that has no basekit fix yet either, as you can more or less guarantee a minimum of a 2k facecamping when done 'right'. Also it is important to keep in mind, that before that patch, you could have 0-3 anti-tunnel mechanisms (3 if you count Dead Hard used for anti-tunnel), and now we have a minimum and maximum of 1. DS might as well be hard deleted, and you can only have 1 endurance effect per recovery. Since they moved all anti-tunnel effects into endurance, combined with being unable to stack endurance, we are left with a horrendous state of the game in the extremes of bad matches. It is only because those games are rarer for some, that I believe they haven't been addressed.
Basekit Shadowborn is more of an accessibility vs inherent difficulty/designed aspect. If we design a game around vision, we can't expect blind people to participate at all, no matter how much we want it to be 'accessible'. Whilst most games are designed with sight in mind, DBD is also designed with a limited FOV in mind for Killer, in order to emulate the Predator/Prey relationship. The intended difficulty is tied to the limited FOV, and as such, it may be harder to determine which level should be accessible. As previously mentioned in the thread, we don't allow chase music to be turned down for Hard of Hearing players, and similarly we don't allow FOV for motion sickness players. Sound is something shared by both sides, so I would argue that should be higher on the 'accessibility' list.
They added partial Brutal Strength and STBFL (and reverse Overcome) to raise kill rates. Game health could be argued here since 60% is the target kill rate. If the kill rate is too high, more Survivors won't play. If the kill rate is too low, more Killers won't play.
Finally, the 'accessibility' fixes have largely been mixed to bad, and by that I mean usually 1 good thing with 2-5 bad things. They didn't want Spine Chill as a replacement for hearing, and then was buffed against Stealth Killers, who it wasn't supposed to nerf, and the change was intended to help instead. Flashlights didn't have an auditory and visual slowdown without also changing functionality, so they got nerfed out of being able to readjust a save. Readjusting a save arguably taking more skill than getting the save in the first place, since you need to both recognize when to release, and for how long. So in each case of these 'accessibility' changes, we are losing more than we stand to gain. I would argue the steps backwards are far more damaging than the 'fixes'. Note that I am not saying they shouldn't be worked on, just different execution. For Spine Chill, I would simply have it not work against undetectable Killers (or only work when you are within range of their sound cues, eg. Ghostie's cape flapping, or Myers' breathing). For Flashlights, I would have the visuals and sound of the current Flashlight, with the mechanical functionality of the old. That way it wouldn't mess with people who have the conditions affected, but still allows the same mechanics such as readjusting a save or changing direction during movement.
So basically all the inconveniences and annoying gameplay for Survivors are design flaws that NEEDED to be addressed, but a Killer QoL buff that’s been asked about for years is ridiculous because 1 other patch in the Summer that gave QoL buffs that they also had to beg 5 years for
You contradicted yourself multiple times, Just say you only play one side and don’t want this because it doesn’t benefit you
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3248134#Comment_3248134
It is still intended as a hide and seek game. The devs literally referred to the game that way in the last major advertisement.
Last year the Devs said MMR is fine the way it is because it’s like hockey, yet now we’re here waiting for the next update because they took their players advice on MMR being impacted by your teammates and taking breaks
Who cares what they said about stealth, 90% of their mechanics, perks, characters and maps show that they prioritize looping and interactions, not hide and seek. The players all do as well
FoV change is necessary and only gatekeepers will use stealth, Devs or recent Killer buffs to deny it
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@Hannacia said:
I see alot of people making fun of his build and addons.. Yeah strong addons Yeah strong endgame build and yes its a spirit. Killers are allowed to use strong addons as well.
What i dont like about this post is making fun of the person DCing and his view count. As a small streamer myself i really hate the viewer count insults. Yeah the dcing sucks but just be the bigger person and say gg and move along. Why lower yourself to insult someone.
Players on both sides can bring whatever they want, just expect eye rolls or commentary on it and proceed to play like normal because it’s not against the rules even if somebody finds it annoying
Also, as a small streamer trying to reach 500 soon I just ignore the rare and irrelevant comments about viewership. Its a petty insult to say but at the same time its very tame compared to other things that you’ll see in endgame chat on a daily basis
The streaming insults from a DBD player you meet in a match are the equivalent of a stranger that doesn’t have a car telling you yours is ugly and laughing as they walk down the street. If they don’t have a stream who cares what their thoughts on yours are? Screw em
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3246219#Comment_3246219
So survivors are left playing a miserable hold m1, chased off gen, gen kicked with 20 gen regress perks, down a survivor, eruptioned OR tunnelled at 5 gens, camped and bled out gameplay?????? And you’re removing fun mechanics like locker saves on top of that.
You kill SWFs you kill your games twitch and YouTube presence. Punishing people for playing a team based game as a team lol
how can you guys be so out of touch with the reality of your own game
The irony... You listed a bunch of 'miserable' aspects of playing Survivor but conveniently skip over the fact that the historical advantages and mechanical imbalances given to Survivors upon the game's foundation led to the gen regression meta, tunneling/camping being used more often by already-experienced-in-chase Killers instead of just inexperienced Killers and many more domino effects in the first place. Your biased and selfish attitude is ironically the root cause of all these changes that you cry about. SWFs killed? SWFs are the most coddled sub-faction within this game's community lmfao how are they all of a sudden killed because you can't get cheesy locker saves anymore?
Just reread your hilariously biased Survivor commentary on all the threads real quick, ask yourself if the Survivor experience ESPECIALLY as SWF is actually miserable or are you just miserable? You play the easiest role in the game and act like an oppressed victim over the most miniscule things ever. You're probably the same type of person who was celebrating the mori/basekit unbreakable PTB and telling Killers its not a big deal that a pressure mechanic is being reworked yet look at you crying that something as small as locker saves are the death of the game 🤣
I SWF too but the difference is I don't exclusively play it or rely on it. Some of you really need to play top% Killer lobbies and top% Solo lobbies so you can get off your delusional high-horse and back to reality. I don't mean MMR either, I'm talking about going against the absolute best players on both sides as Solo and Killer regardless of what their invisible # is. Your perspective on the game will change dramatically (Unless you're just extremely biased) and you will feel a lot more sympathy for every role. SWFs have it the easiest by far, you're literally in no position to be complaining about anything if you mainly run in one and can't fathom playing without using lockers or flashlights
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@dugman said:
Continuing a series of threads on the least picked perks according to Nightlight, next up is Ash's perk Mettle of Man (0.48% usage)
Mettle of Man - After you earn 3 Protection Hit scoring events, Mettle of Man activates. Once activated, the next occasion that would put you into the dying state from the injured state is ignored. The next time you heal back to full health, your aura will be revealed to the Killer when you are further than 12/14/16 meters from the Killer. Mettle of Man will deactivate the next time you are put into the dying state.
Increases your chances to be the Killer's Obsession. The Killer can only be obsessed with one Survivor at a time.
Mettle of Man went through some changes during and after the rework so it got as high as about 1.5% a month ago, but has settled back down to around 0.5% or so since. Either way it doesn't see much use despite hypothetically having a potentially strong effect, namely protecting you from being downed similar to Endurance but without the restriction that Endurance has involving Deep Wounds. It can even hypothetically trigger multiple times per match if you take enough Protection hits between uses.
But that leads to the issue with the perk, namely that it requires you to take a whole bunch of Protection hits to get any use out of it. Taking a single Protection hit might not be too hard, for instance if you rescue someone at a hook and the killer is nearby odds are pretty good you'll take the hit. Or if the killer is carrying someone nearby you can bodyblock them for it. Doing it three or more times in a match though is probably getting into the realm of taking too much time off gens where you're running around, taking hits, and then healing the damage to take more hits, etc. Yeah you eventually get a "free hit" out of it but it comes at a pretty significant time cost.
Therefore aside from the meme thing of intentionally trying to take a ton of "free hits" using this and Dead Hard and Off the Record and such, it's probably not that great a perk with the hoops you have to go through to use it. (Not to mention that aura downside is adding a little insult to injury, you could remove that aura and the perk still probably wouldn't be all that good.)
So I suspect this one could use a buff. The most obvious buff would be to reduce that 3 hit condition to 2 hits and see how it goes, I'm honestly not sure how that would play out though. You could almost certainly remove that aura from the perk either way. If 2 hits as the requirement across the board is too strong, you could also gradate it having, for example, the first use takes 3 protection hits to trigger but subsequent uses only take 2. That would keep the first one at the same difficulty but make it more likely to get multiple triggers.
I agree with your assessment and I said the perk would be dead months ago when it was first changed. I had multiple people laughing at me for saying the perk was a joke and changed for worse! They told me I didn't know what I was talking about because MoM was clearly buffed and will be better than reworked Dead Hard, funny how things play out. It could definitely use a re-re-re-rework but honestly I still don't think most people will use it. There's still way better perks to take if you're in SoloQ and even still as a SWF it hinders efficiency. I don't really know what changes can be made for this to get better
These were my exact words, I don't feel anything has changed since then:
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Survivors have Deja Vu and the benefit of spawning directly next to gens... Its also common that the gen they spawn next to is part of a 3-gen across the map from the Killer.
Survivors choose what gens they wanna attack first just like Killers choose what gens they wanna defend or patrol first... That is a basic gameplay concept that should never be changed (Unless you wanna add other game modes or completely revamp the entire game)
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Sounds like a weskin issue. I've been weskin Wesker constantly since the PTB and I know many others have as well
His counterplay is basic as hell and you have a surplus of sprays to use while gens are pumped. There are countless scenarios where you can easily force him to be an m1 Killer, how are you struggling
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@LunaticLizzie said:
https://forum.deadbydaylight.com/en/discussion/comment/3233432#Comment_3233432
I wouldn't argue SWF is fine at the moment so much as I would argue that there really isn't much BHVR can do about the strength of SWF since so much of that strength comes from simply having access to comms, and the ability to plan out what your entire team's bringing as opposed to what just you are bringing like in solo.
One idea I had one night to buff solo que to put it on-par with SWF, so they can even the scales even just a little bit, is to just.. Let survivors see their team's loadouts in the lobby. Now, I'm no code-brainer, but I imagine that wouldn't be ENTIRELY too difficult to implement, since at least one part of that loadout is already fully visible (items) and the rest is just some perk/offering icon UI.
As for Nurse,
I can't say her potential is "higher" than SWF, since I've witnessed firsthand some damn-brutal SWFing that made me literally unable to play the game as a fairly strong killer like Artist just by three people camping a pallet with top-tier flashlights, Any Means Necessary, etc., making it so I'm kinda just screwed no matter what I do, but what I can say,
EASILY the most needed nerf to Nurse is just to have blink attacks count as specials and not basics. It's... Honestly kinda baffling that they still haven't implemented that yet, seeing as even Blight's lethal rushes are counted as specials, and far, FAR weaker killers also have healthstate-dealing attacks that aren't M1s counted as specials despite, on paper and in practice, being pretty damn similar to an M1 (Pig's dash for example, AKA M1 with extra steps).
And also,
https://forum.deadbydaylight.com/en/discussion/comment/3233414#Comment_3233414
- BHVR said themselves not to take the stats at face value
- That's lowest kill rate in the game AT ALL MMR, meaning pablogonzales2004 who just installed the game yesterday and happened to pick nurse also contributes to that statistic, as do more experienced players who try nurse a couple times and go "Man, I'm just losing over and over and over, I'm just gonna not do this and stick to a killer I can land a single attack with".
I agree with you, but why did you pick Pablo? What did Pablo Gonzales do to you
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@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/3233397#Comment_3233397
No one complaining about nurse is playing on console.
Idk I play both but obviously lean towards console because no cross progression and my friends. There’s only a select few that play with crossplay-off, the majority do pubs with crossplay-on so as far as I’m concerned that’s an excuse. On PC theres multiple historical advantages and cheating not to mention that (some not all) PC players are using a gamepad anyway instead of their MKB
If a person on PC Gamepad or MKB still can’t ever beat a pub Nurse that says more about them than the Nurse’s balance. The good Nurses I’ve played still get gens popped against them in pubs which is what the majority plays, RNG has more to do with it than Nurse. Bad teammates and looping have to do with it more than Nurse
She can use an addon rework and an expose Blink rework, she doesn’t need to be gutted entirely. SWF hasn’t ever been given a direct nerf why? Because they don’t want to disturb the majority just because of the top 1% so the Nurse shouldn’t be any different
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This was my first match of the day last night, a Starstruck Nurse. She was also the only Nurse of the night... Although this clearly wasn't Supaalf playing and they didn't choose certain addons I still didn't find much difficulty with the slowdown or the other perks/gameplay besides Starstruck. She got ran as normal and she punished bad reads. We happened to play on a Survivor sided map and were efficient at rotating on gens. 3 man out as 2 solos and 1 (more than likely) duo
I'd bet my money on the odds that these are the way more common Nurse matches people see instead of the Shelter Woods 5 gen slaughterhouse. I'm not gonna suggest that just because it isn't as common that means it doesn't matter, however I'm just curious as to how many matches against Nurse are actually THOSE types of matches or just a basic winnable match like my screenshot where the Survivors threw the game themselves by their own choices or perhaps bad RNG
I believe if they make the 2nd Nurse Blink count as an M2 and reworked all of the strong/meme addons then she'll be fine. As of now it makes no sense for her to be straight up gutted or nerfed when you still have SWF remaining untouched and Solos also not being shown love with a QoL patch. How about lets take one things at a time and stop creating a thousand cuts to cover with band-aids
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Don't get me wrong, I understand everything you said and don't disagree completely, but not everybody is in Group A or Group B
There's Group C, the people who play both sides and know the history of the game, know that perks/addons are often used as band-aids for bad maps/conflicting game mechanics and that you shouldn't have to always sacrifice a slot to mitigate things out of your hands
Like seriously, How many years were killers told to cope with Pop or other gen perks to compensate for the fact that basekit kicking a gen did absolutely nothing? And the same people who told Killers to use the bandaid perks to solve that issue are the same ones who apparently can't stand the slowdown meta and shame people for running those perks
BT was insanely overpowered on release, but it evolved over time to be the healthiest perk in the game and its now basekit which is great. People were told for mad long to cope with stealth Killers/Freddy proxy camping for free downs since BT was tied to the terror radius and was pretty much a mandatory perk slot a lot of the time. People abused the hell out of this
I do agree that not every single inconvenience should have a built in mechanic to compensate but certain things are very different. BHVR's band-aid method causes a lot of harm to their game
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In the event there's a Survivor at a gate in EGC I go break pallets/walls, use my M2 for points or look for hatch. If not I'll go piss, get water, talk to chat, get a snack or smoke a clip
I find most people are hypocritical when it comes to this topic and will make excuses as to why its your own fault for being even a centimeter's worth of annoyed or rolling your eyes so I don't bother pointing the contradictions out or explaining common sense to them anymore. I just ignore it and watch people gaslight each-other over this

