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Adjatha

Adjatha

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Adjatha
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  • @Volfgang57 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1912592#Comment_1912592

    Have people forgotten about Corrupt Intervention as well? That literally freezes 3 gens for 2 minutes. And it's always the three farthest gens from the Killer, which is typically where the survivors spawn, so it forces the survivors and killer closer together at the start.

    Corrupt Intervention does lock down 3 generators, which makes the area you have to patrol slightly smaller. What it also does is last for 60 seconds. It is fairly common for survivors to just hide for that first minute, wasting everyone's time unless you're using another tracking perk like Whispers. And even then, it switches off after that 60 seconds, leaving you as a 3-perk killer. Also, Corrupt works off of killer placement, which is random, leaving the 3 it blocks extremely vulnerable to bad spawns (like being in the middle, so you still have to patrol the full map.) It's ALSO useless if the map is a large one, like Red Forest, because the sheer scope of the map means patrolling so far that survivors can just hide till you pass by and jump on an unblocked gen in the time it takes for you to make a circuit.

    Corrupt Intervention is a band-aid, and a bad one. What you might EXPECT is that some generators always start blocked passively and become unblocked progressively rather than all at once. The killer is at their absolute weakest at the start of the match, so making their job easier in the first portion and harder later on (when they have a chance to have built up some degree of map pressure) seems to make sense. If it's costing you your resources for more useful perks (that actually last the whole match), and can randomly provide no actual early game slow down because you happened to start in the center of the map... well that's not really a solution to the "3 gens pop at the 80 second mark of every match" issue.

    tl;dr - If the game's core rules require you to equip one specific (unreliable) perk not to be rolled in the first minute of the game, there's a core problem here.

  • Can I send you the endless swarms of red ranks I get? I've got the Matchmaking woes in the opposite direction: I'm LUCKY to only be matched against purples 3-5 ranks better than me, but nearly every game has 1-3 rank 1-3 red guys clowning all over my green rank ass. I think I see a solitary green rank survivor about one in 10 games.

    I don't know where all the green rank survivors are, but they sure aren't in my games. MMR can't come soon enough.

  • It's also very lame when a survivor gets Doctor shocked, screams, and then drops pallets or vaults through windows as if they hadn't been shocked at all. Sometimes they even double vault during the "vaulting disabled" window they're supposed to be in. Latency errors work both ways and they suck no matter who you are.

  • This is hilarious.

    Freddy's old power required him to actively chase survivors to put them to sleep and he was the single worst killer in the entire game, bar none. They change him to be decent and then players are asking to revert the buff. Because it's not enough that you can go to an alarm clock to wake up (gasp! a secondary objective that isn't just sitting on a generator all match? BROKEN!) or have a friend wake you up by clapping (teamwork? In MY DbD? Impossible!). And on top of that, being asleep only makes you vulnerable to his dream snares/pallets, or slightly decreases your generator speed if he's running the add ons for it.

    But, you know, anything that slows down generator repair speeds or makes you do literally anything other than sitting on generators? That's oppressive. That's bad for the game. That's unfair to survivors, who only have a half dozen perks and items to increase their gen speed. Better whine nonstop until the devs nerf him for you!

  • @QwQw said:

    Gens are boring to do as a survivor, so increasing how long it takes to do one is not a good idea. The devs need to add another objective for survivors to do, like finding fuse's to divert power from the gens to the exit gates or something.

    I agree wit this. And, actually, they DID add another objective for survivors.

    It was called Hex: Undying + Hex: Ruin. The objective was to hunt and find the totems that would regress generators you left while your team tries to stay on the generators for as long as possible. It created a "scavenger hunt" role for a survivor to take, and was buffed with certain perks and add-ons to make it easier to do.

    And SO MANY PEOPLE complained about having to do anything other than work on generators that they're gutting Hex: Undying to the point of uselessness. This was a legitimate Secondary Objective that even cost the killer two of their perk slots to engage and people felt so OPPRESSED by having to do anything other than sit on generators for 80 seconds that the devs killed a perk 3-4 months after releasing it.

    This is why we can't have nice things. Anything that strengthens killers or make survivor tasks more complicated will immediately be met with a chorus of voices whining about how they can't just faceroll from one match to the next.

  • It would've been nice to know that kicking generators doesn't automatically reduce the amount they've been worked on (unless you have Pop Goes the Weasel), it just starts an extremely slow reduction that can be stopped if the survivors touch it for a split second. Basically, it would've been nice to know that kicking generators is basically useless 9 times out of 10.

  • Executioner: While not in a case, activating/using his Torment Trails do not slow his movement and do not give an auditory cue

  • I'd be fine with players being able to remove torment if it were easier to apply it. Like if he didn't get slowed WAY down to lay it, or it lasted for the whole game, or his shockwave also applied it, or if it didn't ALSO get removed on the person saving you from a cage, or if it applied a slow, or if it could be put near stairs, gens, doors, hooks, or literally any high traffic area.

    It is amazing how people who have never played as Pyramid Head are so quick to assure us that he's wildly broken. PH has the WORST addons available to him of any killer in the entire game. Only 3 have any use at all, and those are to increase the length of his shockwave. His torment trails have more limits on them than any other killer-placed trap or hazard. And, on top of all that, you can just CROUCH WALK and never get tormented. Try running Urban Evasion for once if all these terrible PH mains are invalidating your perpetual crutch auto-take hook perks.

    PH sucks and has been nerfed twice already. If anything, he needs buffs (or at least a total addon overhaul). Learn to juke slightly to one side and he'll never do a thing to your team. Auto-attack killers are more dangerous.


  • @Covens said:

    https://forum.deadbydaylight.com/en/discussion/comment/1873206#Comment_1873206

    Yeah so we want both fixed. Iri head is mostly taken with intry belt (sorry is i types it wrong). You can then have 3 insta down hatchets that saves the killer a complete health state and the survivor a speed boost.

    And very unfun for survivors.

    Okay, but you can just juke those. I see survivors juke hatchets all the time. Huntress stops singing and does a big long wind-up before she can throw, which even gives you auditory warnings. Why is is "this is unfun for survivors" always met with "dont' worry, we'll nerf killers," but "this is unfun for killers" met with "oh just get good.

    @TotemsCleanser said:

    https://forum.deadbydaylight.com/en/discussion/comment/1873206#Comment_1873206

    There's little to nothing that the devs can do to "nerf" SWF. Maybe change some tools that they abuse (OoO and keys) but that's it. If anything, solo Q could be "buffed" so that it would become as powerful as SWF, and then the killers could be balanced around that. Maybe.

    Devs can do literally nothing to stop SWF teams from being on comms and sharing information with each other during the match. Literally. Nothing. The core element that makes SWF powerful, which is comms, cannot be changed by the devs. And people will continue to play with friends, because playing with friends is way more fun than playing alone.

    Vastly disagree. They COULD increase the time each generator takes if there are SWF in the lobby (but they've explicitly stated that they will not do that.) They COULD increase the number of generators it takes to open the exit gates (but that would require a whole bunch of programming, would just exacerbate the already abused keys, and they're definitely not going to do.) They COULD give the killer a passive Bloodlust 1 to make them just ever so slightly faster at downing survivor (but they were looking at removing bloodlust entirely, so that's clearly not on the radar.) They could reduce the number of hooks it takes to kill SWF players (except, they JUST nerfed moris, which did exactly that, so clearly that's never going to happen.) Or, hey, since comms are basically giving them multiple free information perks, how about SWF players have their 4th perk slot blocked? There are loads of things they COULD do. They just absolutely won't.

    @NotACompPlayer said:

    https://forum.deadbydaylight.com/en/discussion/219216/why-is-swf-so-broken

    its not op, youre clearly new lol, stop blaming everything instead of yourself for losing

    Let's take a look at all the survivor perks you get for free by being on comms:

    • Kindred: The guy on the hook can just tell their friends when the killer leaves and they can coordinate who is going for the rescue, so there's no need to take this.
    • Bond: You can tell each other exactly where you are and what you're doing, so no need to take this.
    • Alert: Your team will know exactly who is being chased at all times, so the warning from breaking things is pointless.
    • Empathy: if you've got a dedicated healer, they can just tell injured survivors to go to a specific, safe spot for healing, so this one's out.
    • Dark Sense: If anybody's got eyes on the killer at any point, everybody knows exactly where they are.
    • Aftercare: don't need to see survivor auras if you can all tell each other where you're at.

    And so forth. Virtually ever information perk is rendered moot for SWF teams, letting them focus on the good old standby "gen rush, evasion, and Decisive Strike" that everybody at high ranks runs. And all that's on top of Object of Obsession, which if taken by 1 player applies to all players.

    But that's okay. Comms clearly isn't OP. It just gives you the benefit of a half-dozen perks for free. Hey, how about we add a mode where the killer gets 10 perks. That doesn't sound OP to me.

  • I like that there's two threads on the Recent Discussions, back to back, one about nerfing Iridescent Head and one about nerfing Survive with Friends. One is an addon only Huntress has, has a negative effect on Huntress (fewer hatchets), costs a ton of blood points and gets consumed after use, and requires a tremendous skill ceiling to use effectively. The other affects killers of all ranks and types, requires no blood points, takes up no perk/addon slot, and lends tremendous information advantages to everybody involved no matter the skill level.

    Gosh, I wonder which issue is more likely to be addressed with a sweeping nerf.

  • Infinite T3 Meyers.

    There is nothing better than cleaning the bad taste of getting blown up by mis-ranked, poor matchmaking than splurging on Evil Within 3 and just going from person to person, tearing apart anyone I find, or who come to help those I've gotten.

    Previously, using an Ebony Mori with Discipline Doctor filled that niche, but that's gone now because always more killer nerfs.

  • @Father_Dark said:

    https://forum.deadbydaylight.com/en/discussion/comment/1847753#Comment_1847753

    I agree with everything you've said.

    The fastest I've had a gen finished on me is about 15 seconds. When that popped, I wanted to throw the game right there.

    Solo Q is hit or miss on if the team of survivors will work well together or not. SWFs have a huge advantage. The way I word nerf that is to give a team of 3 a 4% reduction on repairs/healing and a team of 4 an 8% (those numbers are off the top of my head and I'm sure they can be tweaked to be more meaningful.) I think a duo working together is powerful, but should not be nerfed and I do lean towards giving solo q players a 2% buff... but as I said, that's hit or miss.

    As of the latest Dev chat thing:

    https://forum.deadbydaylight.com/en/discussion/210763/once-again-i-watched-the-dev-stream-once-again-with-permission-so-once-again-you-dont-have-to#latest

    ... they pretty much said outright that they will not increase time to complete on generators, regardless of how high the rank or how many are in a group together. They were more looking at adding things to help solo queue survivors with some of the info that SWF have. They mentioned things like Demogorgon's yell that can be heard across the map.

    What that means to me is that they are not worried about how strong SWF groups are; they're more worried about how weak solo survivors are. Which, you know, great. Good to see that they are not worried about the killer experience.

  • Pyramid Head's Add Ons need a total overhaul. All of his trail-based add-ons (increased use time, increased duration, increased recharge, increased killer instinct, ) need to be lumped together into one or two add ons. All the ones that apply the useless Blindness/Oblivious/Hemorrhage need to be trashed entirely. Then, all those empty spots need something GOOD and/or INTERESTING instead. Stuff like other killers get to enhance or alter their powers.

    Maybe the shockwave throws the torment trail down too. Or an add on to massively increase the recovery time on missed shockwaves. Or an addon to mute the sounds of using the knife. Or one that makes survivors who go through the trails to keep pulsing with killer instinct for, like 30 seconds instead of 1 second. Or turning the shockwave into a cone. Or an addon that makes the trails injure healthy survivors (but not affect injured or tormented survivors). Or one that puts a cool down on your shockwave but massively increases your speed while dragging a trail along the ground. Or makes your trails invisible after 30 seconds of being created. Or having your trails no longer inflict torment, but reveal the auras of survivors within 8 yards of them. Or whatever. Anything. Anything at all other than what he currently has.

  • Give it the exact same restriction the Killer version has: You get 1 charge per finished generator. Heck, give it the same distance the killer one gets to balance things out.

  • It gets a little old having 3 generators finish just as you're downing your first survivor.

    It feels bad looking at an obviously max-rank survivor trying to egg you into chasing them and having to say "nope, there's no way I'll be able to touch that guy. Gotta look for somebody else."

    It is pretty discouraging when you're going through bloodwebs and have to dodge 75% of the perks because they're either so niche as to be useless, hilariously underpowered, laden with layers of restrictions, or freshly ruined from the latest wave of killer nerfs.

    It is painful trying to play a brand new killer and having every game match you up against guys with thousands of hours of play time so you can't even figure out how to use the new power before the game's over.

    The only thing that's always nice is near instant killer queues... until you remember that it's that way because there are so few people queueing as killer now. And ever new announcement is about how this or that killer is apparently too strong and is going to get some fresh new nerf because a zillion survivor players got beaten once and took up the torches and pitchforks.

    Actually, that last metaphor is pretty spot on: Playing killers feels like being Frankenstein's Monster. Far more powerful than one peasant, but when the whole village takes up their torches, you're driven to the top of a burning windmill of nerfs.

  • Regardless of if I win or lose, regardless of how well the survivors cooperated or left each other to die, regardless of how obnoxious survivors were in and after the game; I ALWAYS give a 1 star rating to games where I'm up against 2-4 red ranked players and 5 stars to games where I'm actually against a group within three ranks of me.

    Guess how many 5 star games I get a week.

  • As a 10-13 rank killer, I ALWAYS get one to four Rank 1/2/3 survivors in my games. I guess there aren't enough red rank killers for all the red rank survivors to play against.

  • I mean, apparently they're nerfing Freddy because people play him and win a lot. Maybe if everybody plays PH and just loses constantly, the numbers will add up to show the core problems to the Devs?

    As-is, the only people playing him are the ones who are super skilled and can actually win, so his numbers are probably skewed by the 5% of killers who are playing and can hit every shockwave.

    Or, I guess, he's a fine choice if you need to down-rank. Too slow to stop gen rushing, too feeble to catch up in chases, too reliant on survivor mistakes to get cages. A sure-fire recipe for anything but Chaser points.

  • I got the game in the first place for Pyramid Head. It took survivors about a week or two to understand his mechanics and after that, every game is an outrageous struggle to get anything going.

    His barbed wire trail is absurdly bad. It takes too long to set up, vanishes too quickly, can't be placed on the most valuable spots (unlike every other 'trap' ability), does nothing to actually slow/hurt/hinder survivors, and using it locks you out of your own hook abilities as well as survivors. Also, its cages got nerfed because why not.

    His shockwave is his only real power, with the ability to go through obstacles but with such an huge lead-up, deafening sound cue, short reach, and punishing recovery that unless you're pro-tier, you're going to end up letting survivors just get away for free 9 times out of 10. Also, it got nerfed because why not.

    What may be the worst are his add-ons, though. With 2 exceptions (increased range on his shockwave) they ALL revolve around his barbed wire trails or his cages (which require the barbed wire trails). They either do some slight increase to the trail to make them SLIGHTLY (but not sufficiently) less bad, or they inflict a (useless) status ailment. Top that off with his highest tier add-ons being completely useless and you've got a killer with no decent boosts. You don't get fun "change your ability for a new playstyle" options like Dream Palettes or perpetual tier 1 Evil Within. You don't get powerful add-ons like 1-hit hatchets or auto-kill tombstone. You don't even get "this just makes the game easier to play" options like constant red-light Discipline or move faster in shred Rat Liver. His ONLY good add ons increase the range of his pathetically short shockwave (and what a shock, they're also the only two that don't rely on the terrible barbed wire trails).

    As was mentioned, his power relies on survivors messing up, which is why he seemed so good when he first came out. Nobody knew how to deal with it, so everybody got Tormented. Now? Forget about it. If you're not a skill-shot master with his shockwave, you might as well be playing the loudest M1 killer in the game.

    I love the dude and I would love for him to be fun to play, but considering the double nerf to his abilities, zero regard for his pointless add-ons, and apparently, the Developer belief that he's working as intended, it's just not going to happen.

    And that sucks.

  • Despite ALL my MANY complaints with Pyramid Head's useless torment trails, his unreasonably punishing shockwave, his outragiously huge and noisy design paired with inexplicable stealth mechanics, and his 98% totally useless AddOns, if they released a legendary skin of Pyramid Head from the movie, with the sharp helmet, I'd buy it.

  • Remove the sound of Pyramid Head plunging his sword into the ground unless he's in a chase. Why am I broadcasting "move slightly to one side" every time I try to get a hit on a too-brave survivor who sticks on the gen despite the pounding heartbeat?

  • I bought the game in the first place specifically for Pyramid Head. After a few hundred hours playing it, Pyramid Head feels terrible to play. His shockwave is the only decent part of his kit, and it is trivial to juke for any player that is looking at the red stain. His torment trails are embarrassingly useless and all but TWO of his addons affect them, basically meaning he's a killer with no addons. Moreover, almost all his stuff seems to be focused on being Undetectable for some reason, as if the lack of a terror radius makes up for the fact that he's gigantic, makes a ton of noise by just walking, and using his power in any way is as loud as a generator exploding.

    What feels even worse is that the inevitable response is "actually, pyramid head is really good because he can blah blah loops." No. That doens't make him good. Having a thing that makes loops slightly less safe if the killer flawlessly performs a trick AND the survivor isn't paying any attention at all is a terrible power, much less that the recovery is so long that the survivor may as well be getting a free Sprint Burst every time you miss with it. Or "actually, his torment is super strong because it negates all the survivor hook perks." No again. It takes so much time to set torment trails, they can't be set in the spots every other trap can, AND there's a very severe hard cap on how many trails you can have and how long before they fade away. The only time people get tormented is if they run over your trail in a loop, which is, at best, one person at a time. The killer instinct alert is so short as to be pointless, the trail neither damages nor slows, torment does not affect player actions in any way, rescuing from a cage removes up to two instances of torment making you have to start the whole process over again, and even if you DO get a cage off, you're shutting down all the killer-hook perks as well as just shipping them off to be grabbed by the survivors working on gens far away from you.

    The core idea of the killer powers is so neat, yet what I can only assume is the result of endless survivor complaints has delivered a wildly under-utilized kit that boils down to "short range huntress." The fact that the last attention he got was in the form of a shockwave nerf with zero buffs to his torment trails or his totally worthless addons kinda tells me that the developers are fine with where he's at, which is a tremendous disappointment for me.

    There are lots of fun killers to play and I really wish that the guy who got me into the game in the first place was one of them.

  • Did six games with a variety of killers. No Bloodlust did not increase the time it took to down new players, but significantly increased the time it took to down mid-to-expert players. This is the exact opposite result of what was intended (I assume).

    1. Yes. Removing it did not increase the amount of time it took to down inexperienced survivors (they don't know the pathing to elongate a chase and typically don't have chase perks). It SEVERELY increased the amount of time it took to down survivors who clearly did know what they were doing, however. Survivors who know exactly where the palettes, loops, windows, and tricks are typically kept me running for long enough that 1 and a half generators were finished before I finally downed them.
    2. It COULD be changed, sure. You'd have to do some severe map tweaking, even to the brand new maps that just got their make-overs.
    3. If I could change it, I'd scale it to survivor skill levels. But since the MMR probably isn't that smart, how about making it always on when killers aren't in a chase? Or skip tiers 1 and 3 and go right to tier 2 at the 30 second mark. Or the killer gets 1 always-on rank of bloodlust per generator finished (but loses one rank for every 3+4 minutes of game time that passes).
    4. It was okay. Everything I'd wanted to do got cancelled, but that's par for the course this year.


  • @NomiNomad said:

    https://forum.deadbydaylight.com/en/discussion/203842/killer-specific-matchmaking

    That would be MMR, and it's currently in the works. When they implemented it, it was very, very bad, so they're trying to make it better.

    Ah, so it's not actually a finished product yet. Well, that would certainly explain that. I guess I'll hold off on getting any more killers until the system's all worked out.

    Thanks for the reply!

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