Avatar

Adjatha

Adjatha

About

Username
Adjatha
Joined
Visits
3,176
Last Active

Comments

  • Skill Checks need to change in difficulty based on your personal MMR.

    If you're new, skill checks should be easier.

    If you're an old pro, skill checks should be WAY WAAAAAAY harder.

    At the moment, half of the survivor gameplay both has no interaction with the opposing side, AND never gets any harder.

    If every survivor had a very real chance of missing skill checks, generators would slow down organically, rather than just increasing the default time (which then gets completely negated by stacking gen rush perks)

  • @solidhex said:

    https://forum.deadbydaylight.com/en/discussion/comment/3192098#Comment_3192098

    that's absolutely not what i was trying to say but okay...

    the general vibe in the forum and in dbd was "killer is too easy and it's impossible to escape now" and that is maybe true for some regions but in high MMR the game doesn't feel that easy and survivors just adapted. That's all i wanted to say.

    I also forgot to mention one point: there are no s-tier killer perks anymore. Like there are some that are "good" but it's not like before where you had Corrupt/Pop/Ruin/Noed/Pain Res and all of those worked on a lot of killers and you always had good value.

    Yeah, you're absolutely right on the perks. Killers lost their 9 best perks, while survivors lost 4 (5 if you count fixing the blastmine bug, despite its after-fix buff).

    And the two most-used, best survivor perks actually got buffed.

    But the forum is filled with "reverse X nerf to X survivor perk NOW!!!" posts. Killers lost everything that was amazing. Meanwhile, there's a surfeit of options on the survivor side, because low-MMRs need all the help they can get, but that gets magnified a hundred times at high MMR where all those amazing perks get spammed and abused to absurdity.

  • They refuse to put any boost into the game for solo that SWF does not also benefit from.

    Because SWF also gets every boost Solo gets, each time something changes, SWF gets WAY more use from it.

    Because SWF gets way bigger boosts every time, the kill rates at high MMR go way down, while the solo rates barely change.

    Due to this, the gap between SWF and Solo gets WIDER instead of smaller every time survivors get any kind of buff.

    You cannot make the gap between Solo and SWF smaller with buffs that affect all players. You just make it harder for killers to get kills at higher tiers, which leads to killer buffs, which knocks Solo down even harder.


    It cannot be said often enough: Solo Buffs need to be for Solo Only. They're objectively playing the game on a much harder mode than SWF.

  • Hexes are dead. Just stop running them. Maybe when the usage rate reaches 0 they'll bother to take a look at spawns.

  • Name another time they fixed a bug and BUFFED something in compensation for losing the hack?

  • Camping is boring and ensures you will get - at most - 2 survivors (assuming the survivors are doing the gens instead of throwing themselves at the hook).

    Camping is the path of least resistance (or the only option once the gates are powered up).

    This game would be a million times more fun for both sides if chases had zero chance to be winnable by survivors over a relatively short period of time. Nobody would camp if they were sure they could actually go out and get another down. The fact that you can go chasing and fail to even hit somebody for 5+ minutes is the reason people camp. It's accepting that you're going to be outplayed and you'd rather get one kill than try to play the game normally and get clowned on.

    If Gens went faster and chases were shorter, games would be over, one way or the other, much sooner. But they'd be way more fun for both sides. But since survivors keep getting ways to lengthen chases, from speed boosts to instant heals to second chances to endurance to way too many pallets to six dozen other things, it's far too easy for competent survivors to massively outclass killers.

    Remember: a killer has a theoretical maximum of 12 hooks. How many of your games have gone to 12 hooks? How many EVER?

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189747#Comment_3189747

    It doesn't cost you any real money

    If it's available in the game without any monetary expenses then it's not pay to win.

    By that logic every perk is pay to win cause you have to spend bloodpoints to get them to tier 3

    When the free ones are objectively worse than the ones you buy, it's still Pay To Win.

    Being able to earn the useful one with many, many hours of play is a slightly less aggressive application of the principle, but it's still locking the best options away (and thus encouraging people to buy the content). In Mikaela's case, it's 9000 shards, which is a LOT of games. But if you want another example, how about Decisive Strike? You had to buy the character to get it and it was supposed to be the anti-tunneling perk. How much sense does it make for a perk designed to fix a core game issue to be locked behind a paywall?

    I will grant you that the Self-Care / Circle Of Healing situation isn't as bad as the Call of Brine one. Since CoB is behind an IP character, you MUST buy that with money. It's also the ONLY regression perk that wasn't nerfed in some way and was - in fact - explicitly stated by the Devs as the other half of Overcharge, a new regression perk that got nerfed to be worse than not bringing it at all UNLESS you also brought Call of Brine.

    And, of course, CoB happens to be on Sadako, the literally worst killer they've released to date, even after all the copious buffs she received from her PTB incarnation. Almost as if they wanted to lock the good stuff behind buying her so that people would bother buying her at all.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189662#Comment_3189662

    It's a original chapter?

    Most of the best perks/killers are free

    it's not even close to pay to win

    Circle of Healing is better than Self-Care in every way.

    Original chapters require buying them.

    A majority of new players and some existing players have not bought Mikaela.

    Self-Care got massively nerfed.

    Self-Care is freely available to all players.

    When the good option costs you and the bad option is free, that's what Pay-To-Win means.

  • Circle of Healing costs money and not everybody is on-board with the Pay-To-Win model of game balance

  • "Pyramid Head"

    Good to see that PH is STILL the most over-hyped killer on the roster.

    You don't actually SEE people playing him. And he has a pathetic win rate. And his cage power set is absurdly over-reliant on survivors playing poorly. And his shockwave attack is the loudest, most over-broadcast attack in the game. And he has the worst addons of any killer in the entire game.

    But, you know. Obviously super OP. If you ignore all evidence to the contrary. Better nerf him! Nobody plays him already, but toss a nerf in there anyway because OP saw him once in a game and decided he must surely be Triple-S tier (despite never seeing him again, ever).

  • A rare case where a perk gets a buff to compensate for fixing a bug.

    Be like "we noticed some totem spawns couldn't get cleansed so we fixed the spawns but buffed hex totems in compensation."

    A marvelous example of where volume wins buffs. Why would people ever stop complaining about things, when doing so gets you free stat bonuses?

  • 9 of the best, most used killer perks: nerfed into oblivion and completely unused now.

    4 of the best, most used survivor perks: nerfed into oblivion and completely unused now.

    The two MOST USED survivor perks in the game: buffed and are still being massively used.

    Meta shake-up indeed.

  • The only reliable guess is a surprise - yet inevitable - Pig nerf.

  • @whampyri said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186613#Comment_3186613

    The only thing that makes the killer actually feel strong is devour hope its the only thing that can make a team with coms sweat

    Or you could just play Myers and get that feeling without the random chance the hexes spawn directly on top of the survivor spawn points.

    To be fair, ALL killers should have addons that provide such magnificent power spikes like Myers' stuff. The fact that so many rare and iridescent addons are total jokes is a complete failure of the game design.

  • There is zero reason to use a hex.

    Boons are infinitely better in every way while hexes have gotten weaker and weaker as time goes on. They're dead perks. Just don't use them ever.

  • No good reason for her to be 4.4 anymore, but watch as she's not changed to compensate for the fact that her whole deal has been dismantled and she joins the ever-growing pile of unplayable killer options.

  • It would be really, really funny if the game automatically ended once all five gens are done and all survivors still in the game instantly counted as if they escaped.

    Kill rates would absolutely bottom out. I'd love to see the stat change with no End Game. It might actually get them to change how wildly one-sided everything up to that point is, once you're not playing against potatoes.

  • OP's 100% correct and this thread is full of people who have never touched killer and therefore assume Bloodlust is some magic "you win after X seconds" because they don't know all the many, many ways to stop bloodlust from building or cause it to instantly drop to zero.

  • Just because the Hard Counter got changed doesn't mean the Spirit nerfs magically vanished.

  • Right hand doesn't know what the left is doing.

    Like how they removed a bunch of pallets from the old maps to make them more fair, then re-did the maps with higher graphics while also RE-ADDING the exact same pallets they'd just removed.

  • When they put bots into the game, all your problems will be solved. Until then, you deserve to be booted from the game for weeks if not months for intentionally DC'ing. Nobody cares how much fun you have against X or Y killer. It's a multiplayer game. Bite the bullet and play the game you signed up for.

  • What if survivors are unable to get gens more than 50% until the killer has hooked each survivor once

  • Survivors refused to do Ruin + Undying, which was an optional objective that asked them to find and cleanse 2-5 totems. Both perks were nerfed massively to appease these players.

    Survivors refuse to do Pinhead's box, which requires 1 survivor to go to 1 spot that's clearly highlighted once every 90 seconds. All his best addons were nerfed to appease these players.

    Pig wants survivors to deal with 4 masks per game and she gets nerfed every 3 months.

    You don't even have to hold M1 on generators now. You just click once and it does the thing for you.

    In what world would survivors EVER agree to making their gameplay more complicated than "go to gen, push button, rinse and repeat"? Any new objectives that got added would be ignored by survivors and end up resulting in a killer nerf of some kind just because.

  • Learn to play Nurse, because she's basically the only killer with a power that can handle high level survivors (who hasn't been nerfed to oblivion)

  • They killed the character in every way possible, while giving him zero buffs to compensate for the massive nerfs across the board. Do not buy it.

  • Once they actually come out with bot matches, this game legitimately CAN be a single-player game. And that will be such a better experience, you have no idea.

  • 5 minute bans do nothing.

    1 hour bans do nothing.

    72 hour bans do nothing.

    If you want to stop people from DC'ing at every opportunity, you have to come down hard on them.

    Month-long bans for people who do this kind of thing.

    The game doesn't need those players and maybe four weeks off make them learn to actually play out the game. Or they'll leave and find a new game to Rage-Quit mid match. Either way, the rest of the player base wins.

  • @ScottJund said:

    https://forum.deadbydaylight.com/en/discussion/comment/3179169#Comment_3179169

    Literal insanity to ban someone for a month for a rage quit.

    Game doesn't need people who do that. It ruins 4 other people's experiences and pitiful, non-existent bans do nothing so they keep doing it.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3179169#Comment_3179169

    I am always puzzled about those who DC in protest (ie ragequit) the second you hook them when they were on death hook or the last one remaining. Chill, dude, why ragequit and face 5min-72h cooldown when you could just wait 10s?

    Because they're not being punished hard enough for it, so they'll do sad little "you didn't win" moves like that.

  • People who intentionally disconnect should be banned for a month.

  • People who DC after getting downed need to have some EXTREMELY AGGRESSIVE penalties. Minor time-outs are clearly not enough.

    Like, if your computer DCs you accidentally, that's one thing. But when the disconnect happens when you're downed or just about to be picked up / hooked, that's somebody obviously pulling the plug. It makes the game miserable for both sides and frankly, DbD doesn't need them. Lock them out for a month or something.

  • Judging by how many people are complaining about Pro Nurse players, I'd say a considerable portion of this forum's survivors are at or above the soft cap and have hit the point where they actually get beaten by a killer you can't just clown anymore.

  • The same thing that happens to every killer who gets 'balanced' by removing all the fun from the character through gutting their power instead of actually addressing any real issues in an even-handed manner

  • @OrangeBear said:

    https://forum.deadbydaylight.com/en/discussion/comment/3160720#Comment_3160720

    It's impossible to get refunds for the DLC. The playtime is attached to your game hours and not the DLC hours. Back last year i bought the clown dlc when the RE update launched and i wanted a refund because clown was pretty much useless because the hindered status effect didn't do anything. They denied my refund request.

    Fantastic

  • They said they'll "Look At Her" at Mid-Chapter.

    They never said WHICH Mid-Chapter, and they never said they'll actually fix anything.

    Don't hold your breath (and definitely don't buy her, if you haven't already)

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/3160891#Comment_3160891

    BT basically became a required perk pre-basekit though wouldn't you agree?

    Like you remember how easy tunnelling and camping was when it was perk based and wasn't there?

    Borrowed Time and similar perks exist for two reasons:

    1. As survivor second-chance perks accelerated and map reworks made stages progressively more survivor-sided, chases became longer and longer for low-to-average skill killers. This meant that actually finding and downing survivors was far less of an eventuality and generators would fly by with no actual pressure on the team. This, in turn, lead to camping and tunneling, because how are you expected to spread out damage when you lose a gen or two with every chase?
    2. Survivors completely lost their fear of killers. They would run right up to the their friends and unhook them directly in the killer's face, trusting to second chance perks like Decisive Strike, Dead Hard, or Borrowed Time instead of actually bothering to sneak around and save their friends once the killer had left to find another target. Because people just bomb-dived hooks, killers actually couldn't get away from them before a new target showed up. And since THEY were full health, there wasn't any good reason to go after them instead of just downing the injured player.

    The absolute worst thing they did to this game was make survivors way better in 1v1 than they have any right to be in a 1v4 game. If you could actually find, hunt, down, and hook survivors with a reasonable degree of success, NO ONE would be camping. You'd be playing the actual game to get your points. And there would be no need to tunnel because you're getting pressure on the team with a variety of downs and hooks, slowing gens as a result of ideal gameplay.

    Though it may seem counter-intuitive, letting survivors loop killers for an entire game and heal up in seconds has completely killed off the 'correct' way to play DbD (by which I mean the version that is the most fun for both sides, with a give-and-take of damage, downs, and hooks spread out across the whole team).

    So, instead you get games where survivors clown all over killer players who try to play 'fair' and get one person camped out of the game while the other three escape super easily. And their MMR goes up up up until they finally hit the top tier, where all the Nurse Mains live, find that they can't just clown the killer with zero effort, then come onto this forum and post "WE GOTTA NERF NURSE" threads.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3160713#Comment_3160713

    Smh. Its always comments like this that take your spirit and just crush it and throw it on the ground and then trample and grind it into dust.

    They took the 2nd most-used survivor perk and cranked it up to 11, while ALSO putting a BETTER version in the base game for free. So you can play without BT and get more value than you used to have, or use BT and get an insane value that will give your target a 100% free escape every time.

    It's kind of a joke. It'd be like if, instead of 2.5% regression from kicking gens, killers got 30% regression after hooking a survivor automatically AND a further 30% if you use Pop Goes the Weasel.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3160720#Comment_3160720

    So whats your problem? That people support the game they love by buying the new content and thus paying the developers and that said content is tweaked and fiddled with as new data comes in?

    I mean, you can always wait and buy new stuff a week or month later or maybe only buy the killers that really interest you, but I fail to see the "crime" or "despicable action" at hand, here.

    The despicable part would be "here is how he plays on the PTR. You see? Do you enjoy this? Are you going to buy it? Great. PTR closed. Oh yeah and we also nerfed it by half on the sly right before release. Oh you bought it thinking you were getting what we showed you? That's too bad. Better luck next time."

  • The effective area of his power was halved after the PTR expired so nobody could actually, you know, TEST it to give feedback.

    With zero buffs to any other part of his kit to compensate for the 50% nerf.

    But people will buy it all the same. They always do.

    And so the cycle continues.

    But don't worry, I'm SURE they'll get around to "taking a look at his power" in some future Mid-Chapter.

    Just like Sadako.

    (Ya'll killer mains should get Steam to refund your purchase)

  • @Wampirita said:

    played a great amount of survivor games and when people run BT, it's so stupidly long. 10s was definitely an overkill, 5 wasn't enough, but 10 really hurts to look at

    When killer perks get buffed, they go up by 2-10%. When survivor perks get buffed, they get doubled.

    That's just the state of the game.

  • They STILL haven't gotten around to fixing Sadako and people were expecting the next killer to not be complete garbo?

    How many times does Lucy have to pull the ball away from you before you get what's going on, Charlie Brown?

  • @Roaroftime said:

    Basically devs have a hat and they pick a perk from it completely randomly with no motive and change it in the worst way possible, last time it was MoM and now it's blast mine, an innocent and fun perk barely anyone used that didn't need changing at all. Survivors can't have anything nice since the last major unbalancing update.

    Except MoM was reverted so it's not nerfed anymore. And four other survivor perks got buffed from the PTR.

    Meanwhile, every killer perk nerf in the last 6+ months are still there, AND two that WERE buffed got a retroactive nerf.

    Super fun to just look at your side instead of both, huh?

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3159720#Comment_3159720

    We all assumed that the hitbox changes would mean he got stuck on things less. Like how Blight was on the PTB.

    Why make a killer power better to use in poorly built maps, when you can do that AND make the power weaker at the absolute last second so that everybody who enjoyed him in the PTR will still buy it no matter how weak you suddenly made him?

  • "We reduced his hit-box, making his power far harder to hit with."

    "You reduced the charge-up time and cool down timer to compensate, right?"

    "..."

    "Right?"


    Classic case of the Deathslinger 'fix.' Nerf the most important part of his kit, then don't change anything else to compensate for how much worse you made him.

    GAME DESIGN

  • @Archive512 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3159652#Comment_3159652

    regression perks can get value from them no matter what, even if it is only a small amount (survivors succeeding at overcharge or finding ruin for example). with blast mine not only was it a slight delay before you could put regression on a generator, or cut off a part of its progress (pop goes), or make a survivor one hit with it (dragons grip), but you could SEE IT on the generator. it is physically on the top of the generator so the killer knows you are running blast mine and to not stomp it for what, 10-15 seconds? with killer regression perks, survivors dont know you have it until you got value from it. the only thing survivors had to deal with that is now one of the weakest perks.

    What survivors can see and what killers can see are quite different, my friend. Killers CANNOT see Blast Mines on gens. They can't see the aura, they can't see the device on top of the model. It is 100% hidden from them.

    Did you know that survivors can see the red beam of "this area is about to get hit" that Pyramid Head's power projects, but Pyramid Head himself cannot see it? It's true! There's a ton of fun things like that that you can learn by actually playing both sides.

    @CodeDB said:

    https://forum.deadbydaylight.com/en/discussion/comment/3159652#Comment_3159652

    I feel like you just want to yell survivors bad without addressing the actual point and found a random thread to do so.

    So, because random people complain about Overcharge/Call of Brine/Eruption/etc, Blast Mine deserves its nerf? Or you just specifically don't care it got nerfed because those people complained? Or is that unrelated?

    Blast Mine deserves its nerf because EVERY perk that has a timer associated with it should just expire if it doesn't get used. Survivor perks and killer perks alike. Complaining that your toy doesn't get special treatment is not especially compelling, considering that it still does exactly what it was supposed to do: punish the killer for stopping to kick gens by stunning them and giving you a 100% assured escape every time, plus wasting even more of their time by making them have to kick the thing all over again. EDIT: Oh yeah, it ALSO overrides Lightborn and goes through Enduring, on top of everything else.

  • @DredgeyEdgey said:

    https://forum.deadbydaylight.com/en/discussion/comment/3159601#Comment_3159601

    I would normally agree with you but it's a 4s stun it's not a very game changing perk like unbreakable.

    If anything there are other perks that desireve this treatment not blast mine

    A 4s stun is more of a head start than you get from Sprint Burst, Dead Hard, or even Decisive Strike. If you arm the gen, take off, and they kick it, boom: you've completely escaped. The killer will NEVER catch back up to you, and in all liklihood, won't even be able to find you. And the onerous task you have to complete to active the power?

    Doing gens.

    So you get it by doing the very thing you're supposed to be doing in the first place. What a terrible burden this nerf must be.


    @ASurvkillivorer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3159652#Comment_3159652

    IDK what you're even talking about over here. What do those 2 perks have to do with anything?

    COB is active for 60 seconds. It always comes into play since the gen will either be regressed heavily or you will know someone is working on it.

    Same thing with Overcharge especially if paired with COB. Assuming an actual 60 seconds went by without interuption. You got a MASSIVE benefit from it.

    How is that comparable? You will get use out of those 2 perks every single time you use them. Blast Mine you were lucky to get use out of 30% of the time. Now it is another scrap pile perk that you will never get use out of.

    Let me try to be overabundantly clear:

    • People complain about gen regression perks.
    • Overcharge and Call of Brine are two such perks.
    • Both OC and CoB require the killer to kick a gen.
    • Survivors have Blast Mine, a perk that punishes killers for kicking gens.

    Ergo: Blast Mine is a perk you use to punish killers who rely on kicking gens by letting you get away 100% of the time if they bother to kick the gen.

    I'm not COMPARING them. I'm telling you that if people find Gen Regression so onerous, they can run perks that screw over the killer for relying on it. And if your mine doesn't get triggered, then the killer didn't kick your gen, which means: no regression.

  • Problem: Wesker's dash ends up colliding with the environment too often, making it unreliable.

    Solution: Halve Wesker's hit box. Both for the environment AND for survivor collision.

    Did that make his dash suddenly incredibly easy for survivors to evade? Oh well! They've got your money already so enjoy the C+ killer.

  • @ASurvkillivorer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3159601#Comment_3159601

    Because it makes the perk pointless?

    As of now you're about as likely to not get one use out of it as you are to get 1 use out of it.

    After this patch 90% of the time you won't get any use out of this perk.

    Whats it do exactly? Oh yeah stuns a killer for a couple of seconds big deal.

    And yet there are many, MANY people who complain about Call of Brine or Overcharge. And Blast Mine is specifically there to punish killers who insist on a kick before chase to get the regression rolling.

    But, for some reason, it's fine to complain about killers running all regression perks, but totally unreasonable to actually run the survivor perks that punish killers for running regression.

    Weird how that works!

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3159595#Comment_3159595

    That would make sense. But I thought there was also the underlying idea of getting players with the "right" skills as teammates and opponents.

    Sadly, you are mistaken. The game will still put new players up against people who've been playing since the game came out.

    It does not care if this is your third game or your 3,000th. And it cares even less if you're playing a brand new killer who came out 2 minutes ago versus one you've played 200 hours with.

    Butts.

    In.

    Seats.

  • @Iron_Cutlass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3159589#Comment_3159589

    That's an issue with map design, and Ive pointed that out before. The game doesnt really make sense in the first place if it's "Dead by Daylight" and MF Coldwind Farm has the sun shining brightly.

    I get that they wanted the ATMOSPHERE of Texas Chainsaw Massacre, but it looks awful, defeats the point of the sneaking subset of the game (on both survivor and killer ends), AND contradicts the NAME OF THE GAME.

    Eyrie of Crows is equally offensive.

    That being said, they brightened up MOST stages, so the whole game is infinitely less moody and atmospheric than it used to be. But, afterall, the current design team has moved away from the hide-and-seek aspect and doubles down on the Tag element at every opportunity.

    Because who wants a game where killers are dangerous and staying hidden is your best defense when you could be playing the video game equivalent of Family Guy's "Greased-up Deaf Guy," just running around like a maniac and dodging/looping/absorbing monstrous hits endlessly?

1 … 3 4 5 6 7 … 32