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Adjatha

Adjatha

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  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2704832#Comment_2704832

    Veteran here, with over 5k hours, and the game isn't survivor sided, it's SWF sided.

    Straight up. The game was not designed for SWF, it is not balanced for SWF, and every time something gets nerfed or buffed to make solo play better, SWF profits far, far more than solos.

    They don't want to put limits on SWF and they don't want to buff solos with something that SWF doesn't also get, but they're plenty happy to knock down killers to help solos even if it means that SWF just walks all over them.

    And, based on the last date they shared from a year or two ago, over 50% of games have at least 2 people in a SWF group. It's a systemic problem and the Devs are happy to just pretend it doesn't exist.

  • @LoneSlinger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2705474#Comment_2705474

    Tournament players say the game is survivor sided is that better you?

    Ever wonder why certain things are banned in tourney? There's a reason for it

    Competitive DbD has a custom list of survivor perks for every single killer that are banned because they completely shut down the killer's power. Some killer lists are longer than others, but just about everybody has something.

    The game as it is normally is in no way competitive. Perks are not even remotely balanced against all killers.

  • @Hannacia said:

    Ghostyboy needs a little bit more than that. Other than that everything sounds good. His addons are mostly useless and his power is broken way too easily with people abusing streched ress. Stalked survivors can easily just loop him until the effect wears off.

    For legion i think it would be cool if the other members would be on the map just like nemesis zombies.

    People who expose Ghostface should be hindered for some length of time, making exposure a risky proposition. On the one hand, you or your teammate aren't exposed, but the on other, he'll definitely get to nail you with an initial hit due to the slow down.

  • The DbD wiki STILL does not have any measurement stats for RCPD. No area in square Tiles or m^2 for any of the floors. I don't know if the wiki folks can't figure out how to measure it, or just dislike it so much that they're not bothering going through the work to measure it out.

  • Playing Myers with infinite t3 and auto-kills is extremely rewarding and fun. You feel DANGEROUS without your control scheme being absolute garbage, which is something most killers lack.

    Baseline, he's super vulnerable to survivors playing well. Which, of course, when the survivors have more control over your power than you do... not a great feeling.

  • @Percival_nxs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2705473#Comment_2705473

    Also survivors have perks that apply to other Survivors, like the boons, one totem can have 3 effects, so one survivor can legit have 7 perks.

    But it was super important to nerf Undying, though. Because heaven forbid Killer perks stick around for more than the first 15 seconds of a match.

  • Blight is extremely difficult to learn how to play. He's a lot like Nurse. In fact, it's in part BECAUSE his power controls so badly and has such a steep learning curve that he, like Nurse, has avoided the conspicuous nerfs killers with more accessible powers have to endure.

    I can't speak to consoles, but he's super annoying to use on PC. If consoles control worse, then you'd be in for a hell of a learning curve to get anything going for him.

  • I agree with most of those, except Pyramid Head. But what can I expect: PH is the most over-hyped killer in the game. Everybody loves to pretend he's S-tier but they don't actually play him.

    If you want a good change, how about any of the following:

    • The width of his shockwave is increased by 50% and every tile affected remains a damaging status (like nemesis tentacle)
    • The cool down for missing a shockwave attack is reduced from 2.25 seconds to 1.5 seconds (the normal cool down for a missed attack)
    • Increase the duration of Trails of Torment remaining in the environment (from 1 minute up to 3)
    • Remove the turning restriction when the sword is in the ground
    • REWORKING THE FULL SUITE OF HIS ADDONS. PH has the worst addon selection of any killer in the game and they have never been changed, despite him being nerfed four times and all his perks being changed.
    • Edit: Oh yeah, how about removing the "The killer's power will hit these spaces" big red warning light that only survivors can see and is a unique in-game nerf to his move that no other killer has to suffer dealing with?
  • The game is billed at 1v4 (an unstoppable killer!), is balanced as a 1v1 (gotta have a host of loops, perks, and escapes so any player can escape any killer), and past the newbie levels actually plays at 4v1 (a team of survivors just absolutely dominating the killer, denying downs, hooks, and kills with the full weight of the game's overwhelming one-sided balance at their backs).

    • Artist nerf, even though she already got a significant nerf right out of the PTB
    • No change to boons
    • No change to the false-hit visual bug
    • Nerfs to more commonly used killer perks like Tinkerer or Corrupt Intervention because "we see people using it too often" like why the nerfed Pop Goes The Weasel.
    • No nerfs to commonly used survivor perks like Dead Hard or Adrenaline, despite seeing 1-4 of them in every lobby every time.
    • No change to the laundry list of awful killer addons that provide zero game bonus.
    • Nerfs to a handful of killer addons that actually DO provide a game bonus.
    • A minor tweak to Ghost face OR Legion (probably not both) that is a slight buff but totally misses the point of why these killers struggle to do anything.


  • What was asked for: 1) easier match making when playing a killer you have no experience with to give you a chance to learn their power and 2) games which aren't total cake walks but also aren't absurdly unwinnable

    What was delivered: 2) your new killers are max mmr so you have to lose a ton before you have any chance to actually learn the power and 2) matchmaking that puts newbies together with newbies and pros together with pros and throws killers anywhere at any point with no regard to their skill because filling lobbies is more important to the devs than matching killers with like-skilled survivors.

  • Clocktower, for sure. When he's not being watched, let Sissorman teleport to spots around the map. Pop out of lockers or chests, teleport behind and smash through breakable walls, appear vaulting through windows, or rising up to smash through pre-dropped pallets. And replace his heartbeat with the scissors snipping and snapping

  • As dumb and trolling as all of the OP's posts always are, having alternate ways to escape is, actually, a good concept for the game. Sitting on Gens or running from the killer are the only two game modes survivors currently have, and it gets real old, real fast. If survivors had alternate paths they could take, it would add variety to the types of gameplay you can engage in.

    Maybe there's a special hatch that always spawns in the killer's shack and to open it, you need X special keys that can only be gained by going into specific lockers.

    Maybe there's an invocation you can enact to create an escape rift, and that requires hunting down various glyphs across the map and taking progressively more penalties onto yourself to break the trial's bonds.

    Maybe there's a sacrificial idol that you can find in the chests and while holding it, your aura is revealed to the killer. If you're able to keep channeling into it for long enough, however, you die but the gates automatically power on for the others.

    Literally, anything else other than holding M1 and doing 2-4 childishly easy skill checks over 40-80 seconds.

  • Trapper has a lot of good addons and a fundamentally bad power. If even a handful of his addons were baked into his power, he'd be much, much better.

    Of course, the fact that all the re-worked maps (and all the new ones) are way brighter than anything the game used to have, and the ever-present black mist was completely trashed... well the innate ability to hide traps completely vanished. At this point, they just need to make the traps automatically color-shift to whatever surface they're placed on.

  • The concept of "Oppressive" and "Counterplay" are the big problems, to me. The game feels like it is being balanced on a case-by-case basis, rather than a holistic view or how things actually play out in a full game. Where every killer has to be hard countered by perks, map designs, or simplistic survivor 'tactics.' As if the heartbeat, the big red light, survivors seeing in 3rd person, killers seeing in an hilariously narrow 1st person, and the cacophony of sound cues aren't enough, everything has to have these extra layers of nerfs to make playing survivor idiot-proof. Any time a power can't be instantly subverted, there's endless complaints about how This or That is 'Oppressive' and has be be made useless for the 'health of the game,' rather than survivors just taking a moment to understand how you're supposed to deal with it.

    The idea that every single killer has to be made weak enough (or control badly enough) that one single survivor can completely dominate the killer is the whole problem. Gen speeds, camping, tunneling... these wouldn't be so much of problems if games were more give-and-take. Survivors going down mean that others have to break off to save and heal. But, because a given chase can easily take 90+ seconds between perks, map design, loops, pre-dropping pallets, nerfed powers not actually doing anything, and so forth that you don't get downs unless survivors make huge mistakes all the time.

    Killers should be FUN. TO. PLAY.

    Making powers that control terribly, have too much start-up, punishing cool down, extremely niche use cases, or are just straight-up negated by the flavor of the month meta survivor perk... these are all problems that, for some reason, are used as 'balancing factors'. And every killer that comes out (or gets freshly nerfed) just proves even further than "not fun to use your power" is seen as a positive by the devs.

  • The Chain Hunt should be 100% his whole deal. The controlled chains are awful so instead, when you hit with one, have it decrease the delay until the next chain hunt. And his "box is invisible till the chain hunt" addon should be basekit. Straight up, have him be the Go-To 1v4 power. It takes a minute to get going, but if you land controlled chains you can cut it down to be way, way faster. And when it does start going, everybody's getting disrupted across the map.

  • And Blight's one of the better killers, by all accounts!

    Being able to blacklist 1-3 maps from random rotation would solve a lot of "this map is explicitly designed in such a way that my power doesn't work," without having to RE-re-do all the maps all over again. It would also help show the Devs which maps are perpetually on the blacklist for all players, regardless of what killer they're using (Haddonfield), and might encourage them to maybe take another look at why they don't work.

    But, you know. System upgrades and quality of life changes. Reaching for the moon here.

  • Making skill checks more complicated and difficult for survivors as they increase in MMR is the single easiest way to solve most of the game's problems. If there was a real risk of botching checks on gen repair at every skill level (not just when you're a new player), gens wouldn't fly so fast, survivors would have a more engaging and less mind-numbing play experience, lower MMR solos would have an easier time than high MMR SWFs, and the killer wouldn't have to use all 4 perks for slowdown. It'd also make "increase skill check difficulty" perks better, make Doctor more of a threat, increase the value of Pig and Pinhead, and so on.

  • Don't change gen times, just make skill checks take SKILL.

    Currently, the skill checks are exactly equal difficulty for every player, regardless of skill level. That makes them too hard for new players and a complete joke for experienced players. But what's this? We have a shiny, new MMR number that every player has tied to their profile! How about we use that?

    Make skill checks decrease in difficulty for low MMR (easier than current), and massively increase in difficulty as your MMR goes through the roof. Failing skill checks should be a very real possibility for everyone but the absolute cream of the crop. I'm talking super tiny success zones. Super fast dials. Even shrinking the Great zone when you're at the top of the mountain. People like to say playing survivor takes no skill: well, if the SKILL CHECKS actually scaled to your skill, that complaint would go right out the window.

    tl;dr - Tie skill check difficulty to survivor mmr and you solve most of this game's problems.

  • And also MMR gets thrown out the window if high ranked survivors are waiting too long in queue anyway.

  • @Impartiality said:

    https://forum.deadbydaylight.com/en/discussion/comment/2699738#Comment_2699738

    A gen exploding once a game but only visually and not affecting gameplay or notifying the killer? That’s not a big deal, and if it affects the next skill check then it’s already worse than validation because that doesn’t affect gameplay in any way.

    What does affect gameplay? Being hit way after vaulting a window. All the hits where the killer is miles away. All the hits where the killer is looking the wrong way. If this game was fixed and worked properly it would hugely benefit survivors.

    Once a game? You mean once every 40 seconds by all four survivors, AND every pallet that gets used in a match.

  • Imagine if there was a bug where every so often, the survivor would see the generator explode and fill the screen with 'can't see #########' sparks, hear the explosion and the scream which prevents them from hearing all other actual cues, and see their character diving away from the sparks. Wouldn't that be really jarring? Really distracting? Possibly cause you to mess up a real check that came up right after it? And wouldn't it be even worse if the devs then made it so you saw that kind of bug while blessing/cleansing totems or throwing pallets?

    Yeah, it would. And everybody who says "oh boo hoo the Devs added a bug that affects all killers and then doubled down on the exact same bug" are deluding and embarrassing themselves if they try to hold to "well it doesn't actually affect gameplay."

  • @Impartiality said:

    https://forum.deadbydaylight.com/en/discussion/comment/2699504#Comment_2699504

    Again you might wanna actually learn what validation is and how it works before commenting on it

    The BUG is killers seeing fake blood splash on their screen and hearing the sound of a survivor getting downed when that is not what the game actually did.

    Might wanna actually learn what a bug is before commenting on it.

  • @Impartiality said:

    https://forum.deadbydaylight.com/en/discussion/comment/2699260#Comment_2699260

    They should 100% add validation to vaults too. You make it sound like that isn’t how games are meant to be lol.

    I know people won’t like this because it’s fine for things to mess up survivors 50 times a game but 1 thing against killers and the forum army gets deployed

    There is a straight-up bug in the game that existed with the Pallet change. They didn't fix it and used the same coding to change Dead Hard, duplicating the bug. You want them to add that to vaulting, which doubles the problem again (vaulting windows AND pallets).

    How about FIXING THE BUG BEFORE YOU MAKE IT MORE WIDESPREAD

  • Killers with stats over 50% get nerfed. Killers with stats under 50% do not get buffs. It's a one-way balancing direction, and that is: To The Ground.

  • "We read your concerns and have applied the same broken validation to survivor vaulting as well. No changes have been made on the killer's end."

  • The parade of killer nerfs that made them objectively less fun to play. I liked Freddy and whoops, now he moves slower to put down traps and has fewer of them. I hated Wraith and they buffed him so I gave him a try and he was actually okay. Then whoops, nerfed his post-stealth attack so survivors just get away every time. I had JUST bought Deathslinger when whoops, now he's slow, impossible to aim, AND gives ample advanced warning he's near.

    I mean heck, I BOUGHT the game in the first place just for Pyramid Head and he got more nerfs in such a short span of time than any killer to date!

    The "we nerfed Pinhead's chain hunt addons without improving his controlled chain" thing was the straw that broke the camel's back. It's too much. I didn't even bother getting Artist because it's a foregone conclusion she'll be nerfed (and, in fact, she already got nerfed from the PTB with the Idle Crows change). Like, the game has no consistency, and in almost every case, the killer experience trends downward to make the game easier for survivors. Why should I play a role that is designed to be hard to control, unresponsive, extremely punishing, and then have to just accept one nerf after another because a mass of survivors "didn't like playing against them."

    I don't like playing against people who teabag and flashlight click and bomb-dive hooks with a loadout full of second chances to make up for their terrible gameplay, but I guess that doesn't matter. Gotta keep making killers feel worse and worse to play!

  • Coming next mid-chapter:

    • Artist nerf because new players don't know how to avoid stationary, clearly marked danger traps
    • No fix for the fake-hit glitch killers keep getting on pallets and dead hard
    • Trapper just got a buff, so probably going to have to nerf him right back down.
    • No fix for Twins, Deathslinger, or Wraith
    • If enough Mikalas have been sold, maybe a very tiny Circle of Healing nerf. From 100% down to 90% maybe. If they haven't sold enough, no change to boons.
    • Vague mention of maybe looking at Ghostface and Legion some time in 2022.
    • Buffs for underused Survivor perks that will continue to go unused because the current top 5 are so good that why would you ever use anything else.
    • Probably a Pig nerf too. Why not, it's been awhile.
  • Split it into East and West. More map variety, and smaller maps overall.

  • @PigsEatBacon said:

    People are genuinely not having fun anymore while playing because they only look to win. They will have the most boring, repetitive games if it means an escape/4K. Play for fun. If winning is fun, then let having fun be winning. You don't need to play every game like it's a cash cup, because that only makes it more frustrating when you lose. If you no longer get any enjoyment from playing, stop. It's that simple.

    A fine sentiment. But the real meat of the issue isn't "playing to win," so much as "playing to have fun."

    I think most everyone would agree that it is not fun to fruitlessly chase one survivor for 5-6 minutes, never get a hit or a hook, and then all four teabag you at the gates as they escape.

    Even if you're not going for 4ks, there has to be some give and take. Killers have to be able to hit, down, and hook survivors. If you're just playing a chase simulator against wildly over-skilled, mismatched players, you're just playing a racing game where you always come in 2nd.

    And that's to say nothing of how killer powers are progressively made harder to use, less rewarding to connect with, and easily overridden by survivor perks. Imagine going through all the hassle of learning to use a difficult, unintuitive, poorly-coded power, only for the devs to change it to be way, way harder to use or to have to do less when you do use it. That's just plain discouraging because it feels like the people in charge of the game don't actually have your best interest in mind. And it KEEPS HAPPENING.

    You don't have to have a "I must get a 4k" mindset to still find typical games - and the ongoing trend of this game's development - deeply unpleasant and discouraging.

  • @Impartiality said:

    https://forum.deadbydaylight.com/en/discussion/comment/2695849#Comment_2695849

    You clearly don’t play survivor much or don’t loop much in an efficient way. Killers get dodgy hits multiple times a game when vaulting. Killers get grabs messed so infrequently it makes no difference. It’s also how grabs are validated, whether or not the validation works properly I can’t say but if everything worked perfectly and server based, it would benefit survivors way more than it would killers

    It's almost as if the game was originally designed to work off the of the killer's input over the survivor's because killers have a far more difficult job and need to know that their action inputs will directly translate to predictable consequences, while dodgy results on a survivor side is far less disastrous, because the other 3 survivors are free to keep doing gens without hassle.

  • Imagine if they put an "Fatigue" meter in for Survivors who hold the run button too long because "It's barely noticeable. You have to fail A LOT to actually get fatigued and at this point, it is deserved."

  • They will definitely buff the survivor vault before fixing killer grabs. I would wager they'll do it before they fix the fake scream/blood feedback killers already get, too.

  • I didn't like playing him before, because his charge was really hard to control and would just randomly hit invisible collision points. They didn't improve any of those issues and gave him a whole new sub-system just to nerf him.

    Because why should playing as a killer actually be fun for any reason? You need the power to be hard to control, buggy, AND buried under layers of absurd nerfs.

  • Infinite T3 is one of the most fun ways you can play Myers, or any killer really. Base Myers is a joke though, for sure.

  • They COULD'VE fixed the killer fake-out feedback from getting denied a hit at pallets. Instead, they doubled the problem by applying the same broken code to one of the most over-used survivor perks.

    At a certain point, priorities become too obvious to deny.

  • I don't care all that much. It's a new mechanic that favors survivors. What a tremendous shock.

    The thing that annoys me is that the promotional materials for the event specifically say "Of course, should a Killer happen to destroy a Snowman while a Survivor is inside...well, there’s only so much protection snow can offer."

    Like, am I crazy or does that REALLY sound like snowmen weren't supposed to actually protect survivors from getting hit? Sure sounds that way to me.

  • Sometimes it hits a full pallet length away, sometimes you'll be right in front and it won't. My guess is that the game snapshots you when the pallet is thrown and doesn't update regularly. So, if you were moving forward when the snapshot happened, it assumes you walked all the way into it. If you were stationary, it doesn't tag you regardless of how close.

  • @ThiccBudhha said:

    If those cowards believed in hit validation, they would add it to vaults. I wonder why they won't. It is so hard to figure out! Come on, just let the "server" decide what happened.

    I bet they'll add it to vaults before they add it to grabs (with ACTUAL grabs, not melee attacks)

  • Any wall taller than waist-high. You can even use waist-high walls by crouching. His power goes away at the rate of 1 knife per 15 seconds, so any time you turn around a corner, he's losing a knife.

  • In theory, losing with no kills lowers your MMR. But it does so at a rate far, far slower than how quickly getting kills drives it up. And also MMR doesn't matter anyway, because you will be matched to any team that has been waiting too long (which are often the 4man SWF kill squads).

    There is no solution beyond just not playing killer. Every frustration you are feeling is the goal the devs are going for, and they're not likely to fix anything.

  • Why get excited about any killer things when it will be nerfed to the ground immediately before release or 2-4 weeks after release? And if it's already mediocre, maybe they'll nerf it a year or two down the line just because.

    There's no sense of consistency or reliability. And that's BEFORE you have to blow 7 million BP to get the perks you want per killer.

  • Just change Ghost Face so hooked survivors can't reveal him, the distance to reveal him is greatly reduced, and the revealing survivor is hindered for a few seconds. Then he's fine.

    Or, you know, just do the normal thing and nerf pig instead.

  • They went through most maps some time ago and reduced the number of pallets. Then, they remastered the levels and put all the cut pallets back in.

    It's like poetry; it rhymes.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2694092#Comment_2694092

    You know what?

    Why not make that the main innate effect of hemorrhage while keeping the current faster bleeding effect.

    It would make both sloppy and all Hemorrhage perks/add-ons much better while not being overpowered.

    With the exception of Exposed, SOME instances of Hindered, and Oblivious, every survivor condition should be a lot nastier than they are.

  • Killer perks should trump survivor perks in every case. Full stop. Killers get 4 to a team of survivors' 16. Sloppy Butcher should flat out disable healing speed buffs. Stridor should ignore Iron Will. Predator/Bloodhound should negate their respective parts of Lucky Break. So on and so on. And NO survivor perk should negate any killer's power (that means you, Dead Hard. Limit that nonsense to M1 invulnerability only).

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2694056#Comment_2694056

    I don't think that's how the MMR works for killers, although I could be mistaken. Honestly, that would be better than how it currently works, where it takes your highest MMR killer and pegs it just below that.

    Maybe, maybe not. Either way, it's a hugely terrible system, and straight-up contradicts the whole point of the thing that they proposed when they first locked out killer switching in the queue.

    At a certain point, they should just use the killer bot from the tutorial and make it profoundly unfair for super high MMR teams. Like, Trapper sets instantly, moves at 130%, and has, like 10 perks on. They're so good at the game, give them a real challenge. Because the longer those teams are put up against new killers, the fewer killers are going to stick around.

  • They don't want to because "it wouldn't change the result of the game and probably wouldn't make you feel any better anyway." Same excuses for why they don't do anything about abusive survivor behavior, language, or gameplay. Why make quality of life changes for killers when you can focus on hammering down anybody who hasn't been nerfed lately?

    In any events, SWF of 2, 2, or4 players accounts for over half the matches, as of the stats from, like one to two years ago. I don't think they've released any new stats, but I would be shocked if that number wasn't up to 2/3rds by now.

  • MMR is useless for killers.

    • The original point of having different MMR for each killer was that you wouldn't be punished for trying somebody new just because you played a lot of a different killer. However, in their tests, they found that putting you against new players was a bad time for the players (because they haven't figured out how to press the run button yet). So instead, you get an average over all the killers you HAVE played. Which almost always means you start super high and get wrecked over and over again. It's bad.
    • The OTHER reason for MMR is to go up against survivors at approximately your skill level. Except, in order to keep queue times low for survivors (and because people are quitting playing Killer, the system just matches you up with whoever's been waiting the longest. Which almost always means super high MMR.

    It's a complete failure from the ground up. Maybe it works better for survivors, but it has failed Killers on every useful metric there is.

  • You know what makes me laugh every time one of these threads come up? Everyone is quick to say "Rank doesn't mean skill anymore."

    Yes. You're right. But it DOES mean reasonably successful playtime. Somebody with 80 hours of playtime is going to dumpster somebody with 4. And that just scales exponentially up to the actual thousands of hours. Some random person at grade 1 probably won't be winning any tournaments, but they HAVE played enough to obliterate new players, 100% of the time.

    Extra funny is that the Devs decided NOT to give players a 0 MMR rating when they're trying out a killer they just bought, because they assumed that your experience with all your other killers would translate to the new one and you therefore somebody who is good with Bubba will perform equally well with Blight on their first time trying Mr. Ping Pong.

    Ranks don't equal skill, but they DO equal competency. And trying to divorce them from MMR is yet another gross oversimplification that has been tanking the game's killer experience.

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