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Adjatha

Adjatha

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Adjatha
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  • New Dead Hard is literally the same as old Dead Hard, but you get even more distance to run away if you trigger it correctly.

    It didn't get nerfed. It got tweaked into a buff.

    Of course people are still going to keep abusing it. Dead Hard didn't get the hatchet job that the nine best killer perks got, despite having such an embarrassingly high pick rate.

  • @DBDVulture said:

    Somewhere around three years ago DBD had a test where you could only heal about twice per game. After that you played broken. This gave you up to full three health states. This was not a perk from the killer but just a base mechanic that was tested.

    One of the things VHS got right was that every hit from the killer mattered. Boons and medkits would carry survivors a lot less if you could not heal a fourth injury state.

    This would instantly revive the "hit and run" playstyle as well as make several older/bad killers more relevant.

    We could also weave this in such a way so that Nurse/Blight power hits don't cause the permanent injury state. This would nerf the best two killers in the game and buff every other lesser killer. In short for a nurse or blight to inflict permanent injury they would have to hit you twice with a "regular" swing or a grab (or potentially a deep wound bleed out). That would mean if a blight got a regular hit and got a power hit with the second health state then you would only be 1/2 of a step toward losing one permanent health state.

    Imagine Blight and Nurse having the desire to not "want" to down you with their power. We could call this effect "favored of the entity". Because they are favored by the entity power hits do not contribute to a "broken" status. This would be a mindset much like the Predator who looks for the most sporting kills.

    Survivors would need to be careful in planning when they want to be healed. If they are about to die they definitely want to heal now. But if they are not in danger they risk being broken before the end game.

    In terms of mechanics it would be simple: m1 attacks from all killers move a survivor one half step towards losing a permanent health state.

    We could add an effect to certain addons to make them add the effect "entity favored". This might include things like:

    https://us.v-cdn.net/6030815/uploads/H2PDHWKLCURF/image.png

    https://us.v-cdn.net/6030815/uploads/VGS3OJOYJOLP/image.png

    This would change the game so that very powerful killers and addons make you stronger in some ways and weaker in other ways.

    Done correctly this could be a way to counterbalance the Hud update that gives survivors way too much info (looking at you generator progress %).

    I think this is a brilliant idea and would solve almost all the issues with the game.

    I will say, you'd probably have to make it slightly dynamic. Killers with speed bursts that make injury easier probably should let survivors have more heals (like Legion, Nurse, Blight). Killers with zero speed should give far fewer heals (Trapper).

  • Never, not even once.

    The number of survivors who will let you get one final hit at the exit gates has also gone way down over time, too. Now, survivors will just teabag at the gates and if you go for a parting smack, they'll jump forward (or deadhard through) to deny you even that.

    This is in comparison to the 50%+ instances of the killer (myself or others) giving the last survivor the hatch, instead of locking the 4k.

    It's a culture difference.

  • The problem is this:

    The game was made to be hide and go seek, with hit and run being an important part of that, and skill checks making generators take unreliable amounts of time as it's expected that the tension and spooks will cause them to fail checks in the course of the game.

    As survivors played the game, they found that hiding was less effective than just running around corners, because their smaller Collison box let them loop killers (who have a larger box and take longer to go around corners). Additionally, survivors got so good at the skill checks that they both never failed them and ended up hitting the bonus slot so often than generators got repaired faster than ever.

    This was not seen as a bad thing by the devs, who decided to lean into it. Emergent gameplay re-crafted the whole scope of the game and optimal survivor strats became key to the whole thing.

    However, when killers found that hit and run didn't work very well, gens flew too quickly, some killers can't handle loops, and all the other issues killers have, every single aspect of killer emergent gameplay got slapped down (to various degrees).

    Too hard to down all the survivors? Just take out one as quickly as possible with tunneling and camping and then the remaining three will be easier to manage. Some killers can't handle loops? Just play killers who don't have to loop or whose powers help negate loops. Gens go too fast? Just use all gen slowdown perks/addons.

    And we see how all the killer powers that make them strong on loops get slapped down. How new killers are being designed to actively underperform every time, for fear that they might actually be good for once. How all the slow down and regression perks get nerfed to oblivion. How more and more and MORE survivor perks/passives get added to defeat tunneling and camping.

    Because, when survivors abuse game systems, that becomes core to the game itself. When killers do it, it's seen as a problem that needs to be removed.

    The problem (and why it's hard to balance) is because both sides aren't treated evenly.

  • A not insignificant number of killers have had their powers nerfed to unusable levels, solely because they have addons that make their power less awful (billy's the stand out here, where his power got an awful nerf, but don't worry, there's ADDONS to make the nerf meaningless!).

    If they undid all the power nerfs, then sure. But if you throttle add ons, a huge chunk of killers will be ACTUALLY unplayable.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302101#Comment_3302101

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302154#Comment_3302154

    How does this buff (competent) SWF? This info is 100% superfluous to any SWF on comms, because people will tell you what they are doing, where they are doing it, how far along they are and provide the info when it matters instead of bloating your screen.

    On the contrary this "buff" will only tell you what someone is doing. You will still have 0 idea if somebody is finishing 90% gen and then go for a rescue, because he's close, or he just started working on a gen that is on other side of map. Or it will not give you the info if somebody has nothing to do and is just cleansing dull totem, or somebody found devour hope that needs to be cleansed as #1 priority more then the gens other people are fixing.

    If you spoke about op's adjustments - knowing perks is something SWF has, so no change for SWF. SWF tend to not quit on their teammates (they quit together if they ever do) and grades does not change anything gameplay wise.

    So once again. How do icons buff SWF? I really want to know. Please answer on this one

    Oh, it's info comms already communicates. But that requires regular voice communications and play-by-play details. MANY people defending SWF use the excuse "oh well, we're just goofing around and aren't communicating all the details constantly. I SWEAR it's not that much of an unfair advantage, despite the fact that we win constantly!"

    Now, SWF can see what their team mates are doing instantly, at all times. And then work off of that. "Hey Bob, I see you just finished your gen. Want to meet me by the shack to heal?" "Oh Dylan, you're being chased? Swing by mid and I'll bodyblock." "Hey, we're all on gens. Anybody got eyes on the killer?" and so forth.

    Do icons give anything SWF don't technically already have? No. But it's instant, for everyone, for free. And SWF can then use that info to better coordinate, which makes the game even easier for them.

    Solo CAN'T communicate any further. They won't know if the person going for the unhook is being stealthy to safely free the person, or just hook diving to farm their own teammates. They don't know if the person on totems is removing Devour Hope, setting up Circle of Healing, or just nuking a dull one. It's a bit more info, but it's going to end up being ignored by most solo teammates, who tend to be oblivious to anything other than what's immediately in front of themselves.

    And THAT is why it's a SWF buff, not a solo one.

    The real solo buff is changing how the game works on a fundamental level between SWF and Solo. And it's literally the only way that solo can ever get a buff that SWF won't benefit from far more. They're two very, VERY different games, and pretending that solo isn't Hard Mode and SWF isn't Easy Mode is being willfully obtuse.

  • As with every survivor buff, SWF will get free information that they will actually use and the game will get easier for them.

    The vast majority of your solo queue teammates will ignore the free information and will continue to get slaughtered.

  • I'm going to just go ahead and drop this real quick for no reason at all:

    • His power utilizes three npcs, each with their own speeds, up-times, and skills, but the killer cannot specifically pick the one they want, they have to cycle between whatever's up next, removing any tactical deployment.
    • He comes to a full and complete stop when he turns on his power.
    • Survivors vanish from his screen as he's using his power.
    • Actually drawing out a patrol path takes time and using anything on the fly leaves the guards basically stationary.
    • His guards have a delay between when they're deployed, when they appear, when they notice a survivor, and when they actually start moving.
    • The survivor can see the spawn-spot where the guard will (eventually) spawn
    • Survivors see the radius the guards can detect them at, allowing them to stay 100% safe at all times.
    • Survivors move faster than 2 out of 3 of the guards, making it impossible to hit them with the guards unless the survivors run directly into them (despite being able to see where the guards are from a great distance).
    • The guards have extremely short uptime AND have a "turn off" button in the form of a banner that can be tapped to instantly dispel the guard.
    • If the survivor DOES tap the banner, they gain both Sprint Burst AND Endurance, making them both invulnerable to damage AND lets them get away from any possible repercussions
    • The AI on all the guards is exactly as bad as the Nemesis Zombies - a killer released a year and a half ago and STILL not adequately fixed
    • If you have one guard deployed, you cannot deploy another guard and there's a delay between when the original guard goes away and when you can deploy the next one. Which kind of makes it COMPLETELY pointless to have three of them and EXTRA absurd that you can't pick which one you're going to deploy.
    • His knights make a tremendous amount of noise, broadcasting their presence to all survivors, even if they ignore the visual warnings, and preventing the killer from listening to the survivor noises they need to track.
    • The knight can't actually enter his power whenever he wants to, you have to tweak your physical location slightly to be able to enter it, making things even more difficult to do on the fly


  • @Okonar_ said:

    Imo its kinda embarrassing how long it takes for them to change/add killers addons. Addons should be looked at way more often since they can actually make a spicy difference in killers basekit, meta and balance of the game. Especially useless addons that stay unchanged for ages, its insane...

    Pyramid Head has had his power nerfed like three times, his perks reworked and overhauled, but his addons haven't been touched, despite having the worst, most useless, pathetic selection of any killer in the entire game.

    It's EXTREMELY embarassing.

  • @Marik1987 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300471#Comment_3300471

    Clown doesnt have a slowdown either and thats absolutely right. Getting slowdowned for usind a slowdown. WHAT?

    It's even worse in that it got triple-dipped in dooky, all at the same time:

    • You move slower when placing snares/pallets
    • You get 40% fewer snares/pallets to work with
    • Survivors can make themselves totally immune to your snares/pallets for a minute with the alarm clocks

    Any ONE of which would be a tremendous nerf. But BHVR doesn't do things in halves; they wanted Freddy dead and they were going to throw every nerf at the wall to make sure it happened. It's so frustrating when things like this happen, but Dead Hard, the single most-used survivor perk in the game, gets slightly reworked so that it ends up working almost identically to its original version (but is, in fact, even BETTER if you use it properly, with the far longer sprint burst effect).

  • The one Freddy change needs to be "remove slow your speed while setting snares/pallets."

    It makes playing him feel awful and single handedly killed his anti-looping game.

    It's a silver bullet through the character and for nothing. People were complaining about Forever Freddy, which depended on his addon, Pop Goes the Weasel, and his gen teleport. His addons got gutted, Pop got nerfed, but instead of changing his gen teleport, they killed his default power instead.

    Absolutely absurd.

  • Any killer with a secondary element to their power, which requires even the SMALLEST action on the part of the players, gets an artificially higher kill score than killers whose power is totally in the hands of the killer player.

    This is not an indication of a given killer being powerful.

    This is an indication that the average survivor playing this game cannot do anything that is not holding W to run or M1 to repair a generator. The skill floor is so low that most survivors simply don't even try.

  • A plurality of Killer powers need a quality of life suite of tweaks, at least half need substantial numerical tweaks, and more than a few need a total power overhaul.

    I would very much welcome a dev cycle entirely devoted to making killers feel fun to play, so the game actually feels like you're going killer vs survivors, instead of killer vs the horrible power controls welded onto their ankles like a pair of shackles.

  • There really needs to be a basekit deterrence for early game Gen Rush.

    Say, perhaps, -60% to all gen progress at the start, and it loses 30% of the reduction after each minute the game has gone on for, or -20% for each survivor that the killer downs during this period.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3294996#Comment_3294996

    Unfortunately I do not have the control over that, it's in-built into the system, so you have to use the more button underneath to the left to see other recent discussions. Only 10 per page I'm afraid.

    That's unfortunate.

    I can't speak to other people, but when I go to these forums, I just take a look through the Recent Discussions tab and browse quickly for any topic that might interest me. Sometimes this is a discussion, sometimes an announcement. Whatever it may be, it has to be a quick eye-catch.

    I'm not going to hit a 'next page' for the same reason why the second page of Google results is so infrequently browsed: if there's nothing on the front page, the browsing ends.

    I don't know how many other people have habits like mine, but at least to my limited sample size, the 10-limit is going to pretty significantly drive down engagement.

    Now, I don't know if that's a metric anybody's concerned about, but if there's a hard cap based on the system, it seems like this isn't an ideal system for anybody.

    Just my two cents.

  • There is nothing wrong with playing with friends.

    However, an extremely large portion of the game's challenge comes from information and the lack of it. Friends have easy access to communication software, such as Discord, Skype, or even just their phones.

    This game is not balanced around the survivors being able to communicate freely. You can tell that it is not balanced around that by the sheer number of survivor perks which are just there for information and information alone. Info which can be instantly communicated between Survive With Friends teams, without costing them a perk slot.

    And despite this, there are no benefits to solo queue survivors who do not benefit from instant communications with their team mates. There are no benefits to killers who are going up against teams of survivors who are benefiting from a plurality of free info perks. There's not even a BP incentive.

    Survive With Friends (with comms) is playing an objectively easier game. And there is no balancing taken into account to justify the massive increase in ease of play.

    And so, when survivors get buffed, SWF gets far, far more benefit than solo. This drives down kill rates, which means killers then get buffed. Killer buffs disproportionately affect solo queue survivors. People complain, and survivors get buffed again. And the cycle repeats. And every time it does, the game gets worse for solo queue.

    Because they're playing two different games, but are put on the same level for no good reason.

    That is why SWF receives hate.

    It's literally the root of every problem this game is experiencing.

  • The "Recent Discussions" tab only shows ten threads, significantly fewer than the old forum used to display.

    It would be great if you could bump that up to 20 or more, for ease of browsing.

  • When something gets stripped down, simplified, and turns super generic, the odds are that the redesign was made for mobile users.

    People on their phones want things to look bigger and easier to read for the much smaller screen. Which renders the site extremely bleak and empty for people on their computers.

  • No time to rework how hexes are placed or how they work or how the perks are balanced.

    Pallets need to be redesigned for the fourth time.

  • Aura perks: A massive segment of the survivor AND killer perk selection.

    Also, completely replaced by voice comms, which give all survivors up-to-the-minute info on where people are, what they're doing, where the killer is, what they're doing/done, and so forth.

    Removing or massively nerfing aura perks would just make SWF even MORE powerful, and solo queue even weaker.

  • Limited time event that objectively buffs survivors for a few weeks?

    And all the survivors are saying "get over it and just have fun. It's limited time anyway who cares"

    Boy, wouldn't it be fun if killers could jump into snowmen and turn into Jack Frost and while they were snowmen, all survivors in their terror radius moved 20% slower and gained Exhaustion? BUT the snowman suit went away as soon as the killer hit a survivor, to keep it balanced.

    Wouldn't that be super festive and fun? And if you don't like one side having an objective advantage, don't worry: it's for a limited time!

  • The nine most used killer perks got gutted.

    The 3rd through 6th most used survivor perks got gutted.

    The 2nd most used survivor perk got massively buffed

    The 1st most used survivor perk got changed in a way that makes it do the exact same thing it used to, but now gives an even better result if you use it properly, meaning a net buff overall.

    But you will never not have survivors whining about how all their perks have suddenly become totally useless and they need to revert the changes on the four bad ones and how killer perks need to be nerfed across the board and so on and so on.

  • Well, got another bullet point for my list of Knight power weaknesses.

  • @Malkhrim said:

    https://forum.deadbydaylight.com/en/discussion/comment/3281017#Comment_3281017

    Now that I think of it, there is one more! If you hit a survivor who is being hunted, your guard instantly disappears! Once there were 3 survivors near me, I released a guard to distract at least one and waste their time, then I ran into them and hit the first one I reached... only to realize, among three survivors, that one was the one the guard chose to hunt, so it appeared only to begin a hunt at random and immediatly disappear because I had hit the survivor, and my power went on its cooldown.

    Yeah, the Knight is garbage. He has more weaknesses than PTB Twins and old Freddy together, but none of their strong points.

    Are you KIDDING me?! The pile of effluvial grime just never ends!

    We're up to 16 unique, Knight power limits and self-nerfs. I am 100% convinced this was a killer made by the survivor team. I don't think anybody who has ever played killer touched this guy past the initial concept of "spawns guards"

  • Bot Games.

    Join me in the automated utopia.

  • @Malkhrim said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278855#Comment_3278855

    There's also another detail: survivors can see whenever his power is ready and what is the next guard he will summon, because the symbol representing them appears floating in his arm, so anyone close enough can see.

    Oh man, every time I think I have all the nerfs, there's ANOTHER one! It's amazing.

  • There SHOULD be other game modes.

    They don't want to do that because it might affect match making times.

    So, the theory goes: a repetitive game is better than one with variety but you have to wait slightly longer.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278839#Comment_3278839

    The story goes like this:

    Back while they were developing the first RE chapter they messed around with an iri add-on that indeed spawned in a third Zom Zom. It tanked game performance so badly they scrapped the idea and changed the add-on.

    Now I assume they develop & test on badass PC's. So if those couldn't handle a third zombie, what hope is there for my Xbox1? Or our poor Switch cousins? What else could it be but the game's coding?

    Yeah, which is kind of the joke. Like, every other game developer seems to be able to handle "spawn 3+ enemies who move towards you" just fine. Not sure why it's so impossible for BHVR. It's not like the zombies even have special powers or unique behavior scripts, like the Left 4 Dead zombies.

  • Remember: if a killer can be played without too much difficulty, like Freddy, that's a failure of the game design, and they get nerfed.

    But if the winning survivor strategy is just run from one pallet to the next, dropping all of them and it lets you never get caught, that's in no need of fixing and in fact will get buffed with every map rework that adds another half-dozen pallets on top of everything else already there.

    Why expect the same level of gameplay from both sides?

  • Fourteen unique ways the killer is making his own life harder through baked-in self-nerfs, and there are STILL survivors who will say "nerf knight, knight op."

    There is literally no bottom to the call for weak killers.

  • I've said this exact thing multiple times.

    Players who believe their personal experience is more important than that of 4 other people make the game worse for 4 other people and DbD doesn't need them.

    If you DC regularly, that penalty needs to get really ridiculous. I'm talking WEEKS if not months of booting you from the game. Go play a different game, where you can DC to your heart's content.

    It should also be way, way harder to suicide on hook, but that's another problem. Tackle the DC issue first.

  • I'm going to just go ahead and drop this real quick for no reason at all:

    • His power utilizes three npcs, each with their own speeds, up-times, and skills, but the killer cannot specifically pick the one they want, they have to cycle between whatever's up next, removing any tactical deployment.
    • He comes to a full and complete stop when he turns on his power.
    • Survivors vanish from his screen as he's using his power.
    • Actually drawing out a patrol path takes time and using anything on the fly leaves the guards basically stationary.
    • His guards have a delay between when they're deployed, when they appear, when they notice a survivor, and when they actually start moving.
    • The survivor can see the spawn-spot where the guard will (eventually) spawn
    • Survivors see the radius the guards can detect them at, allowing them to stay 100% safe at all times.
    • Survivors move faster than 2 out of 3 of the guards, making it impossible to hit them with the guards unless the survivors run directly into them (despite being able to see where the guards are from a great distance).
    • The guards have extremely short uptime AND have a "turn off" button in the form of a banner that can be tapped to instantly dispel the guard.
    • If the survivor DOES tap the banner, they gain both Sprint Burst AND Endurance, making them both invulnerable to damage AND lets them get away from any possible repercussions
    • The AI on all the guards is exactly as bad as the Nemesis Zombies - a killer released a year and a half ago and STILL not adequately fixed
    • If you have one guard deployed, you cannot deploy another guard and there's a delay between when the original guard goes away and when you can deploy the next one. Which kind of makes it COMPLETELY pointless to have three of them and EXTRA absurd that you can't pick which one you're going to deploy.
    • His knights make a tremendous amount of noise, broadcasting their presence to all survivors, even if they ignore the visual warnings, and preventing the killer from listening to the survivor noises they need to track.
    • The knight can't actually enter his power whenever he wants to, you have to tweak your physical location slightly to be able to enter it, making things even more difficult to do on the fly


  • @[Deleted User] said:

    @Adjatha , I am just going to say with full apprecation you give to killers and saying survivors are always buffed.

    This is not the moment though, you will only spark flames instead of having an actual conversation.

    We for a second should think for the game better of the game instead of reflecting our hate to one side for getting buffed. I truly understand the temptation of shitting on one side for the sake of your better games, but we should see the glaring issues without doing so... both parties could conversate for a much healthier conversation.

    :)

    Oh, survivors don't always get buffed. And killers don't always get nerfed.

    But it's really funny when there's a killer who is bad in every way, like Ghostface, and when they buff him (longer exposed status), they also have to sneak in a nerf (it's way, WAY easier to reveal him now).

    Or, when they 'nerf' survivors (can't click their flashlights at infinite, strobing speeds), they have to slide a buff in there as well for no apparent reason (easier to blind the killer).

    And then they come out with survivor perks that completely unbalance the game like CoH and refuse to nerf the only part that actually causes the problem (infinite, rapid, team-wide self-healing), instead focusing on the least impactful parts of the thing (bonus speed from med-kits, or whatever).

    But then they get killers that survivors complain about (like Forever Freddy) and they nerf the things that are a problem (really strong slowdown/regression perks add-ons) but then ALSO nerf stuff that wasn't a problem (number of pools/pallets, speed of dropping both), which doesn't solve the problem, it kills off the character completely.

    And you can see that quite clearly in the perk overhaul.

    Too many people run Ruin! Despite the fact that it's super easy to turn off, super unreliable, and requires multiple other perks just to keep it rolling for any length of time. So we nerfed it into the ground.

    Too many people run Dead Hard! So we made it exactly the same as before, but the impact of using it correctly is that you get rewarded way more than you did before, making it a net buff.

    It's not the fault of the players or the 'sides.'

    It's the fault of the balance team. Because they clearly don't have balance in mind when they're playing around with numbers.

  • Video game programming IS very complicated. That is true.

    That being said, there are very many zombie-based multiplayer computer/console games on the market today and they've been around for decades. Most fps games get a zombie-mode at some point. I'm not 100% sure why putting 2 zombies into their game was such a monumental hurtle to overcome. That kind of seems like the video games 101.

  • @Terion said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278823#Comment_3278823

    i understand dcing because of unplayable bugs, but i have seen nothing else than ragequits still, it gets abused and BHVR needs to get to fix those things ASAP so they can give us back the old penaltys. Im just mad i wasted so much money into this game rn, if i could refund, i would.

    https://forum.deadbydaylight.com/en/discussion/comment/3278826#Comment_3278826

    yeah but i also want bloodpoints, i need to level up stuff. And bots are rn always the same, no variety. Also i cant play against killer bots rn. But if this is gonna be like that all the time i wont be a dbd player until next year.

    Bots can only get better over time.

    Other players? They get worse with every passing week.

    Reject Bloodpoints. Embrace the automation.

  • Well, they NERFED Overcharge to be completely useless without also running Call of Brine.

    In fact, the current combo was exactly how it used to work by itself. But then they remembered that killers have 4 perks and survivors have 16, so it's essential that killer perks require a combo of act least TWO perks to get ONE effect (see the protection hexes or Iron Grip / Agitation or Brutal Strength and any kick perk).

    So, if you see CoB and OC as a combo, guess what? That's WORKING AS INTENDED. Which is to say: NERFED AS INTENDED.

  • You know who never disconnects?

    Bots.

  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278770#Comment_3278770

    That's pretty much the state of the balance team.

    • Killer thing improved by 0.1%
    • Survivor thing improved by 600%

    And, of course, the corollary:

    • Killer thing nerfed 600%
    • Survivor thing nerfed 0.1%
  • @Veinslay said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278745#Comment_3278745

    But the devs gave killer .2 second faster pallet breaks! They're fair!

    :"designs maps with 30+ safe pallets::

    That's pretty much the state of the balance team.

    • Killer thing improved by 0.1%
    • Survivor thing improved by 600%
  • Nine meta killer perks nerfed to oblivion.

    Four meta survivor perks nerfed similarly.

    The 2nd most-used survivor perk, Borrowed Time, given for free as a better passive to everyone, then the perk itself was massively buffed instead of nerfed, then it was massively buffed AGAIN.

    The 1st most-used survivor perk, Dead Hard, was changed slightly to be used in exactly the same way as it was before, AND it gives a way better result if you actually get the killer to swing on you.

    So... the two best survivor perks got better.

    An amazing meta shake-up. Very cool. Balance Team showing off their even-handed attention to both sides.

  • You still get people asking for Anniversary Cakes that only benefit survivors and exclude killers.

    The "Us vs. Them" mindset includes the desire not to see the other side get anything. It's not enough for your side to get a bonus. The other must receive less.

  • Where's the "All Of The Above" option?

  • I've been trying to gather up all the ways he's been self-nerfed. Let me know if I missed any:

    • His power utilizes three npcs, each with their own speeds, up-times, and skills, but the killer cannot specifically pick the one they want, they have to cycle between whatever's up next, removing any tactical deployment.
    • He comes to a full and complete stop when he turns on his power.
    • Survivors vanish from his screen as he's using his power.
    • Actually drawing out a patrol path takes time and using anything on the fly leaves the guards basically stationary.
    • His guards have a delay between when they're deployed, when they appear, when they notice a survivor, and when they actually start moving.
    • The survivor can see the spawn-spot where the guard will (eventually) spawn
    • Survivors see the radius the guards can detect them at, allowing them to stay 100% safe at all times.
    • Survivors move faster than 2 out of 3 of the guards, making it impossible to hit them with the guards unless the survivors run directly into them (despite being able to see where the guards are from a great distance).
    • The guards have extremely short uptime AND have a "turn off" button in the form of a banner that can be tapped to instantly dispel the guard.
    • If the survivor DOES tap the banner, they gain both Sprint Burst AND Endurance, making them both invulnerable to damage AND lets them get away from any possible repercussions
    • The AI on all the guards is exactly as bad as the Nemesis Zombies - a killer released a year and a half ago and STILL not adequately fixed
    • If you have one guard deployed, you cannot deploy another guard and there's a delay between when the original guard goes away and when you can deploy the next one. Which kind of makes it COMPLETELY pointless to have three of them and EXTRA absurd that you can't pick which one you're going to deploy. Holy cow!
    • His knights make a tremendous amount of noise, broadcasting their presence to all survivors, even if they ignore the visual warnings, and preventing the killer from listening to the survivor noises they need to track.
    • The knight can't actually enter his power whenever he wants to, you have to tweak your physical location slightly to be able to enter it, making things even more difficult to do on the fly
    • Survivors can see when his power is off of cooldown and which guard will be summoned, thanks to a symbol that glows on his arm when the summon is ready.
    • If you hit a survivor, your guard instantly disappears, even if you had just summoned him, triggering the full cool down and preventing your guard from creating any pressure on the rest of the team.
    • Only 8 of the 103 killer perks have any effect with the Knight's guards.


  • Dead Hard: Used by 75% of survivors

    BHVR: "We have to nerf this!"

    BHVR: releases a perk that works almost identically, but gives the survivor an even better result if they absorb a hit with it than before

    Dead Hard: Used by 65% of survivors

    BHVR: *shocked Pikachu face*


    Meanwhile, all the killer perks that got nerfed into oblivion are nowhere to be seen... HRM!

  • Oh, the guards ALSO make way too much noise? Ha HA! There's always another layer to the trash-onion that is this guy's terribly crippled power.

  • What-About-ism is not a valid critique.

    It is entirely possible for multiple things to be bad. It does not excuse the recent thing from being bad just because another thing is also rotten.

    I will say, it's appropriate you referenced Clown. if you're wondering why they thought it was fine to release Knight as-is, just look at what they did for Clown, one of the weakest killers in the game. He had a laundry list of problems and their big fix was: put in an alternate bottle type that still uses your existing, too-small bottle pool, takes an unreasonable amount of time to trigger, and ALSO benefits survivors (both with the speed boost and negating the slow down of the purple cloud).

    Like, this "we don't know what we're doing and are aggressively ignoring the obvious fixes that everyone is shouting at us" has always been the standard operating procedure.

  • @Chocolate_Cosmos said:

    No.

    Not even the base 2,5% kick regression on base kit which sucks imo.

    That's hilarious. Every time I try to make a list of the self-nerfs built into his kit, I find ANOTHER one.

    It literally feels like they had everybody in the office brainstorm some unique nerf to put on Knight and just put them all in.

  • @LordSturm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3272924#Comment_3272924

    If you have someone on patrol, you can't activate your power at all. Furthermore, after the patrol is over, you additionally have to wait a few seconds of cool down before you can start a new one. It just hard restricts you from having 2, and then some

    Woof. What a mess. And you can't even pick which one you want to deploy without cycling through all of them first. Hilariously awful design.

  • Turns out I forgot one. I've updated the list to include "you can only have one guard out at a time."

    12 extremely punishing restrictions/weaknesses on an already questionably useful power. This really is a new low.

  • Never forget: they prevented players from rapidly clicking flashlights for the sake of photo-sensitivity (and the added benefit of removing one of the more obnoxious survivor-taunts). And in exchange for improving the quality of life for killers, though not actually making flashlights any weaker what-so-ever, they BUFFED flashlights.

    This is like, if when they added the 'click toggle for generators' feature, they improved the Gen Grab window by 0.4 seconds.

    It was an improvement for the game itself, but removing a tool for survivors to abuse killers meant that they felt compelled to give them a buff in compensation.

    What a balance team.

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