Adjatha
Adjatha
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- Adjatha
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Comments
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"Four survivors refuse to take the time to find the original Undying totem because they have to go through 2-5 totems"
Undying nerfed to effectively work as the bare minimum effect (two totems).
"One killer can't afford to keep going back to snuff the same totem infinitely"
Devs make a perk you have to equip to stop it, but all it does is stop that one spot, making killers have to take the time to find 5 boon spots to shut off the perk.
So... FOUR survivors can't be asked to deal with 2-5 totems, but the ONE killer has to sacrifice one of their 4 perk slots (versus the survivors' 16) to get the WORST POSSIBLE RESULT a survivor team could've gotten through bad luck.
Shattered Hope is a complete joke.
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@Asura said:
We need harsher punishments for players that disconnect instantly when they get downed for the first time. Five generators, and three survivors need to complete them all? I just had a night of consecutive matches where players disconnect when they get downed immediately, or try to instantly kill themselves on hook.
Can we get 24 hour suspensions for people who disconnect? We need harsher punishments to make people think twice about doing it.
Additionally, if a survivor disconnects before a single generator is done, or before a fixed amount of time in the match has progressed, say 3 minutes; provide a minor repair boost to the remaining survivors until the first generator is complete in order to alleviate the unnecessary pressure caused by a rage quitting player.
Agreed. If somebody DCs, it kills the game for four other people. They should be getting day-long bans that scale up to week or month-long.
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Where's the option for "Make BBQ/WGLF" a default mechanic of the game, to reward players for playing the way the game intends (instead of merely the most optimal way)
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In its current state, it should not be a hex. It's terrible.
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Instructions unclear. Pig nerf incoming.
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It's called Vertical Integration.
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@Thund3rstruck57 said:
@Adjatha Appreciate the feedback and I respect your passion as well! Believe it or not, I've already gotten a BHVR dev to check out this post. He said these add-ons seem really interesting and seem to encourage a lot of cool playstyles, even if he finds some of them broken in his opinion. He said he'd pass it along to the relevant designers if/when Pyramid Head's add-ons are being looked at and they're looking for ideas. Fingers crossed!
@R1ch4rd_N1x0n That was intentional. I mentioned at the top of my original post that I included an extra add-on at each rarity to get some more ideas on the board in case some of my suggestions aren't feasible. I also mentioned in my follow-up comment that Pink 3 would be broken with another suggested add-on anyway so I'd just discard Pink 3 as a suggestion.
Nice if so, but I'm not holding my breath. By this point, I've made my peace with PH being an addon-less killer.
Which, to be fair, is kind of a benefit in the new prestige system, where I have to spend 1.5 million bp to get three iri addons.
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/3115140#Comment_3115140
That's not going to balance the game. I've been playing for around 1300 hours and very rarely miss skill checks. Merciless Storm? No problem. Overcharge? No problem. Oppression? No problem. You get the idea. The more hours a player has, the better they are at skill checks.
This is EXACTLY my point.
Skill checks are hard for new players and completely irrelevant for experienced players.
People like you should be getting skill checks with 1/4th the size for the success zones, no sound warning, and double speed. Something to actually CHALLENGE you. Something that you have a real chance of missing and you need to devote 100% of your attention towards succeeding.
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/3115305#Comment_3115305
Nine killer perk nerfs ontop of basekit killer buffs.
0.3 seconds faster on some killer actions.
+10 concurrent (not consecutive) seconds more on gens.
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@ThatOneDemoPlayer said:
I just want bots in custom matches
This can't come soon enough.
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There really ought to be a "Done" button you can hit once the gates are opened. Until they add a real, viable means of punishing players who linger by the gates for the sole purpose of taunting and wasting time, there's no good reason why you can't just call it finished and move on.
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@GuyFawx said:
Any killer that got nerfed into the ground id ask for a refund until they were set up properly again as I wont play them as they are. I get that certain killers needed nerfs in order to make them more appealing to play against I just hope that the nurse doesnt get this treatment as she seems to still be most players bane of doom. I still miss spirit plays as and against her and aside from the gannman and haunter I dont think many others still play her that had a voice on these forums.
Actually, this is a good point.
Any time they 'rework' a killer in extremely significant ways, they should let you sell that killer back. One expects maybe numbers will move up or down slightly over time, but some of the changes they've made have completely killed off the whole point of a character. And they don't revisit them, either. They just leave them totally dead in the water.
It's terrible.
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Deathslinger.
I bought him, used him a couple of times with mixed success, found his power to be a lot more limited than Huntress but more fun than Trickster, and was going to play him a lot more.
Then, a week later, he got nerfed into oblivion.
They straight-up robbed me. He's completely unplayable. I would refund him in an instant.
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OP's right.
Thanat was a nothing perk because CoH made lasting damage impossible for all but two killers. Nobody used it so they buffed it by 10%. Survivors complained so they removed the buff AND nerfed it by 60%.
Overcharge was a nothing perk and they buffed it to be a regression perk. Then, when they found that it stacked with another perk, instead of making them exclusive effects, they nerfed it to actually make your kicks WORSE than if you didn't bring it at all, moving the perk from "basically pointless" to "actively makes you worse."
Clearly survivor complaints are working. So survivors will continue to make complaints and all the 'buffs' will get twisted into massive nerfs instead.
Meta perk shift gave 4 survivor perks nerfs. There are now NINE killer perk nerfs. And that's just going to keep getting worse.
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@JaviiMii said:
https://forum.deadbydaylight.com/en/discussion/comment/3115154#Comment_3115154
That is an excellent question and I didn't take notes on that one. Now, while I do remember those occasions happening during that time, I don't know if they were during my SoloQ matches or other matches. - Would have been very interesting to keep track of, in hindsight.
But my guess is: Probably not. Based on my own experience: even after a killer hardly got any hooks I was usually just glad it wasn't another death on whatever death streak I was on at the time.
Though I'm also not sure if you can really compare "given escapes" to "given kills". A killer has four chances per match to win, if they get three out of four they have won. - A survivor on the other hand has only one chance to win. By letting one survivor escape the killer doesn't actually lose anything that match, whereas a survivor letting themselves be killed is losing everything that match.
In terms of "nice gestures" I think what survivors more often do is the "com, com. Hit & down out the exit gate" - which seems to be a common theme across the board.
Fair enough. That was my suspicion, but it's good to get some corroboration. I have had one single survivor step away from the exit gate and insist that I hook them after a hilariously one-sided match. One single survivor in the course of over two years now. I don't have a figure for the number of hatch escapes I gave after a one-sided killer game, but if I were to guess it would be maybe a touch under a hundred?
The "waiting to at least give the killer a hit at the gates" does happen, but the FAR more common situation is "wait by the gates, and when the killer swings, they just step out or dead hard out." Which takes what could've been a nice gesture and turns it into something pretty rude.
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Self-Care is free. It was nerfed to uselessness.
Circle of Healing costs money. It has been nerfed three times (each time SOMEHOW missing the main reason why it's so insanely powerful: team-wide self-care). It was not nerfed in this most recent rework. It is STILL the best self-heal perk in the game.
Can YOU guess why the free one was rendered pointless while the one that costs money was the best option before and is now even more the best option?
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I made an account on this forum two years ago SPECIFICALLY to call out how bad PH's addons and torment trails were. Since then, his power has been nerfed multiple times and his perks have been reworked (with middling success), but his addons have not been touched and he continues to have the single worst selection of useless, uninspired, and backwards-designed addons of any killer in the game.
So, naturally, any time I see somebody else posting suggestions on possible fixes, I like to take a look. Because basically anything would be better than what he has currently.
Just a couple of broad points:
- I don't think destroyed pallets is a good route, necessarily, since that's kind of Nemesis' thing. Something more in keeping with PH would be letting his shockwave apply the entity to a pallet, to make the survivor unable to drop it or unable to vault it or something.
- Trying to make PH stealth at all, be it through Oblivious or Undetectable is a mistake (and one that the current addons/perks are already making). He's the single tallest killer in the game, with a profile that can be seen over just about any non-indoors wall. Additionally, both his power and his default walk cycle is in the top 3 for loudest sound profile. He is EXTREMELY loud. You will never sneak up on anybody unless their speakers/headphones are muted. What he ACTUALLY needs is something that mutes his sounds, but they haven't done that yet for killers and they're definitely not going to do it for a killer as over-hyped as PH.
- Addons that provide aura-reading or lessen/remove some of the many, MANY restrictions built into his power are good in the broad sense, but they need to be significant. The current crop of addons affect his power is such microscopic ways that they are completely imperceptible. Your values look fine, but it's just important to note that addons need to feel like they're doing SOMETHING, instead of nothing.
Sadly, none of these suggestions will be taken to heart (if read at all) by anybody in a position and mind-set to fix PH's numerous deficiencies. Still, I respect the passion and desire to see him improved.
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Out of curiosity:
You mentioned that you were giving the hatch 7 times and were not sure exactly how many times another member of the survivor team was given the hatch, but there were enough for you to remember it happening several times.
At any point in these hundred games, did ANY survivor intentionally give themselves up to the killer in the end game, so that the other side could get one single kill? Can you recall even a single instance where that was the case?
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You're right, they both do need to be fixed, but I absolutely DON'T want them to get a buff.
Of course you know why, right?
Thanataphobia and Overcharge both got buffs in the perk rework to try to get more killers to use them.
Then, they both got NERFED to be WAY worse than they were originally.
I have zero faith in the perk balance guy to be able to touch a killer perk without eventually deciding to make it flat-out worse, even if the original goal was to make it better (even just 10% better).
They'd start out reducing the cool down of those two by 8 seconds and in 4 months, both of them would end up with a 5-minute cool down.
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The single best way to balance the game is simple:
Make Skill checks EASIER for low MMR survivors and HARDER for high MMR survivors.
If you're a survivor who is not very good at the game, you get slower, easier checks, which let you get great results more often, which speeds up the gens, which gives you a better chance at finishing them all.
If you're a survivor who is too good at the game, you get faster, smaller, more chaotic checks which makes failed checks more common, which slows down gens, which gives the killer a better chance at making some headway against your team.
And, best of all: because the checks are exclusive to the specific player, even if your team has 2 pros and 2 newbies, each individual is getting a challenge tailored to their proficiency level.
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Myers.
His base ability is hilariously bad. His purple and iri addons make up for how bad his base ability is and empower him to actually be a force that survivors fear. Further, he has a number of different addons that change how his ability works, giving him multiple play styles.
Myers' addons are as good as Pyramid Head's addons are bad. They're the two extreme ends of the spectrum and show how bad the team has gotten at designing addons over time.
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People who have been hook get a massive repair speed penalty until the next person gets hooked.
Solves tunneling and baseline slowdown that the killer has to earn.
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Played killer a bit after the patch.
Lost almost every game very severely. MMR never appeared to go down to compensate. No BBQ for the "you didn't win, but here's your consolation prize," either. And despite losing constantly, the forum is just filled with survivors complaining about how the killer changes make for a super easy, auto-win every game.
Well, they don't. And until MMR actually does what it's supposed to, any future games would just be more parades of one-sided survivor victory laps.
Haven't felt any particular desire to come back.
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At worst, queues were like 2-3 minutes, which is perfectly ordinary matchmaking time.
Going from 20 seconds of waiting to 60 seconds is nothing. And +10 (concurrent, not consecutive) seconds on gens is far, FAR less than people like to pretend it is.
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Matchmaking is for survivors. Killers get put into whatever game needs one.
Just assume you'll never actually be put against people of your skill level. It's always survivors who are way too good or way too bad. There is no middle ground, and the match-making is definitely not built to put you up against them.
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Trying to get items and addons has become massively inefficient and it costs WAY more bp to get greens and above.
No matter how you feel about perks, the grind has been overwhelming INCREASED for the things that you lose after each match. And since perks are one-and-done, the overhaul is a colossal failure in the long-term.
That is, assuming the new prestige system was made to reduce the grind.
Which it plainly was not.
Keep on grinding (but now with no BBQ/WGLF).
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Overwhelming community Feedback: Sadako sucks, is not fun to play, can't compete on any level, and her powers are so poorly designed and balanced that you'll never see any use for her signature move.
Devs: We don't want to overreact, so we're going to be keeping an eye on her and will re-assess things at the mid-chapter patch
Midchapter patch: comes and goes with no news or rebalancing
Dredge: comes out and is just objectively better than Sadako in every way
Thanataphobia: gets buffed by 10% because nobody was using it, gets used for four weeks, get its buff removed, gets a 60% nerf, and effectively turns off if the killer starts doing well.
Sadako: continues to go unplayed
"No knee-jerk reactions" only applies when it comes to buffing killer features.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/3109116#Comment_3109116
What if they run dying light? And gift of pain slower healing that will waste more time and half the team is dead.
COH won’t stop the other 2 perks and legion can just instantly re injure you and COH doesn’t work against plague.
All of the things you mention were exactly the same pre-patch. 20% slowdown from original Thanat. +3% slowdown from Dying Light per hook. Gift of Pain slowing you after being healed. All three helping killers who are able to spread damage around fast enough to overtake CoH's 8-second heals.
This ALL existed before. And it was not a problem in the slightest.
Yet now that gens take +10 seconds, and that 10 seconds could, potentially, be increased a further +4-6 seconds if they devote all their perks to slowdown, have zero trouble finding survivors, win every chase, easily hook everyone on scourge hooks (despite Sabo hard-countering scourge hooks now) AND keep survivors injured for the entire game? NOW it's a problem.
So, 110 seconds from running all of these in the old system was fine, 124 seconds in the new system? Completely unbeatable. Totally unfair. Zero counterplay. Death knell for the whole game.
Three perks AND a tremendously successful killer performance to slow gens down by 4 to 6 seconds.
Does nobody actually do the math on these things? Do people just see the percentage numbers and say "38% slowdown? That's UNBEATABLE!"
You know what fixes the 38% slowdown? How about the 42% INCREASE you get from having two people on one gen?
Here's my big wonder: If everybody complaining about these things is just totally sure that the entire survivor team will be injured from the moment they spawn in to the end of the match, why don't people run Resilience more? 9% repair speed boost for the whole team, passively! That takes 8 seconds off every gen: nearly deleting the +10 seconds boost killers just got!
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BBQ / WGLF stacks should've been moved to a base game mechanic, for sure.
They went ahead and added mini BT as a base game mechanic, in a move just for solo queue players who can't be bothered to bring the 2nd most-used survivor perk, but managed to miss the whole "getting 4 stacks is both healthy for the game and an alternate, mini-win condition that keeps players playing"
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Look at that. There's around 4 votes to keep clicking in the game for every 1 vote to remove it.
GOSH I wonder why THAT ratio is happening!
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I like how Tanataphobia and Mettle of Man both got changed.
Thanataphobia lost its 10% buff (which was added in the first place because nobody was using it except legion and plague), AND it got a 60% nerf, AND it basically turns off once a single survivor is dead (making it ANOTHER killer perk that punishes the killer for doing well and rewards survivors for doing poorly, alongside Nu Corrupt and Nu Ruin).
Mettle of Man no longer stacks its invulnerability with other endurance effects, BUT it went from 3 protection hits to activate to 2 protection hits. Will people use it? Probably not! But it's important that in a change intended to nerf it, they DID manage to sneak a buff in there too.
As opposed to the THREE nerfs they put on Thanataphobia, a perk nobody was using in the first place because Circle of Healing completely invalidates it on 99% of killers!
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/3108396#Comment_3108396
Was doing gens for 2 minutes fun?
If your team is too cheap to bring CoH, too bad at the game to avoid getting hit, too oblivious to just hold W away from one another, or too lazy to heal, spending 110 seconds on a generator instead of 90 seconds seems like a fair trade off.
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Knee-jerk, whiplash nerfs after a month of play are not cause for celebration.
They're evidence that The Mob is winning.
What does one side want? Is the volume loud enough? Okay, they get it. No matter how absurd.
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Like OP said: They changed Overcharge to have a GOOD regression, found it stacked with Call of Brine too much, and instead of preventing both from working at the same time, they nerfed the new Overcharge regression to be WORSE than not bringing it unless you were also bringing CoB to make up for the absurdly overwhelming nerf.
But let's not forget:
Nobody was using Overcharge because it didn't do the ONE thing it was supposed to: punishing survivors who tap a gen and leave instead of having to stay on it for several seconds to stop regression. You still get to do the skill check even if you tap and go, for no perceptible reason.
And
They
Reworked
The
Perk
Without
Fixing
The
Core
PROBLEM!
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You want a grievance? I got a grievance.
Nobody used Overcharge because it didn't do the single thing it was supposed to do: force survivors to actually stay on a generator for a few seconds to revert regression and punish them if they tap it and run.
So they added a regression mechanic to it.
But it turns out that its regression stacked with Call of Brine's effect, regressing the gen too quickly.
So rather than removing the interaction, they nerfed Overcharge's regression to be worse than just NOT BRINGING IT, unless you ALSO use Call of Brine, just to get back to the baseline level.
And nobody is going to bother bringing both when you could just use Call of Brine by itself and have the other spot free for a real perk.
Rather than turning off the undesirable interaction, they just nerfed the perk back into uselessness, exactly like what they did to Thanataphobia.
AND they didn't fix the problem with survivors being to able to tap Overcharged generators, so it STILL doesn't do what it was supposed to do in the first place!
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Nobody but Legion and Plague used it when it was 20% because Circle of Healing
They buffed it 10%.
Survivors complained that going from 20% to 22% was unbearable and made games magically take 20 minutes instead of the 4 minutes they're used to.
They then removed the 10% but ALSO nerfed it by 60%, required all 4 to be injured just to get back to the pre-buff level, AND built in a "the perk shuts off" mechanic on top of everything else.
All that because they buffed it to try to get more killers to use it in the first place.
There really is no one at the tiller.
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A perk nobody used at 20% get buffed by 10% and suddenly it's SUCH AN EPIDEMIC that no only does the buff go away, but the perk gets nerfed by 60%?
I wouldn't even bother suggesting an alternative. It's obvious that the people behind perk balancing have zero idea what they're doing.
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Survivors getting punished for ignoring killer mechanics on the assumption that they can just grind out gens and escape for free?
We need more of that.
If you don't like it, just jump in a locker if he's chasing you. He can't KO from a locker grab.
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It's a 60% nerf, on top of retracting the 10% buff it got (because nobody was using it).
It also turns off the +12% bonus the second one survivor dies, so it's more "punish the killer for doing well and reward the survivors for doing poorly" re-design choices, like new Corrupt Intervention or new Ruin.
Even if it DID apply to EVERY action, a max of 6% instead of 20% is still such an awful nerf that nobody but Plague and maybe Legion will ever get any use out of it.
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This is a great microcosm of why Solo Q is in the state it's in. People don't want to play as if they're on a team because they automatically expect that their team mates will let them down. It's a self-fulfilling prophesy.
Then, when the four people who refuse to be a team get killed and the four people on a discord call team gets away every time, the cry of "solo Q buffs PLS" goes out anew.
It's a TEAM GAME.
Run TEAM PERKS.
Run BT.
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Borrowed Time: the 2nd most used perk in the game.
Meta Perk Overhaul kills off 7 (actually 9) killer perks and 6 (actually 4) survivor perks
BT's big change?
Invulnerability buffed by 50% bonus duration AND +7% run speed (faster than the killer) for the full duration.
ShOuLd PeOpLe RuN bT?
Yes.
Yes, everybody should be running BT.
There is zero reason why you're not running BT. It was already the 2nd best in the game and now it's even better.
Run BT.
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A more reasonable proposition might be: should survivors go to a 'waiting zone' after they're unhooked, so that they can't participate in the game for 20-40 seconds? They don't get tunneled off the hook and the killer has to go find them again once they come in, but they're not working on gens so the killer isn't being wildly overwhelmed by unkillable players sitting on gens and running to "home base" at their leisure.
But people would still complain regardless.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3107117#Comment_3107117
On one hand, you're saying 10 seconds added to gens is not significant and on the other, you're saying Clown and Legion have complexity to their design?
I'm saying: clown chasing 1 person for X seconds gives 3 survivors X time on gens, with all three popping more or less at the same time. 10 seconds is just 10 seconds. It's not actually adding 30 seconds to the game length, like people seem to think (because some survivors tend to see the game as a 1v1, despite having a team on their side).
I'm also saying that Clown's yellow bottles are way more complex that they need to be, yes. All Clown WANTED was a means of going faster when not chasing somebody, so he can get to the next chase before all the gens pop. Instead, they gave him something that uses up his anti-loop power, has an extremely unclear duration before it triggers, AND gives survivors both the ability to remove their hinder status AND get a speed boost if they get in it. It's WAY more complex than "press M3 when not in a chase to get a little speed boost" or something, like he actually needed.
Legion didn't change. Their big 'pay off' from the 'rework' was that if all four survivors are playing wrong by clustering up, AND they play wrong by staying near each other when Legion goes Feral (which they can now hear super well because unique music when the killer turns his power on), AND they all play terribly by not being able to juke a single slash out of five attacks, THEN Legion gets one single down from their power. That is a whole lot of dependencies.
But considering just how many people complain about them as if they just always assume they're going to get injured and never bother to heal or get away, I am forced to assume that the average skill level on this forum is FAR below the sort of players I actually go against in-game.
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@NemmyMan3000 said:
https://forum.deadbydaylight.com/en/discussion/comment/3107096#Comment_3107096
Yea I hated the Pyramid Head nerfs and some his add ons really do suck.
Oh, they ALL suck. The only useable ones are the three "increase range of shockwave slightly" ones. And those are traps, because you internalize the wrong distance your attack goes, and end up missing a ton when you're out of addons to burn (which the new prestige system will only make worse).
As for the nerfs: that's the price he pays for being the single most over-hyped killer in the game. His cages are 100% avoidable by survivors, but people like to pretend he's S-tier on the assumption that every survivor will play like they're brand new to the game. It's aggravating.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3107096#Comment_3107096
Funny enough. Because of the chase changes and gen times. Clown may be lower A-tier now
Bloodlust doesn't go up to tier 2 till you've been chasing for 25 seconds, with full line of sight AND never using your power. Clown should never get bloodlust, unless they're totally out of bottles, in which case they've lost the chase already.
And 10 seconds per gen is hardly the End Of Days some survivors believe it to be.
I'd be impressed if Clown is even C-tier with all these changes.
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It's perfectly fine for some perks to be good on some killers. Like Hoarder on Pinhead or Distressing on Doctor.
The Thanataphobia nerf IS a joke in that they took a perk that was so rarely used already, they gave it a 10% buff. Then, when survivors complained, they took the buff away AND gave it a 60% NERF.
Nobody used it before, at a flat 5% per injury. At 2% per injury that only goes up to its old level if 100% of survivors stay injured for prolonged periods? With CoH still the #1 healing perk in the game? Forget about it.
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Them "fixing" bad killers looks like the Clown change:
- It doesn't solve his main problem (zero pressure outside of chase)
- It adds needless complexity to a relatively straight-forward power (bottle switching that draws from the same pool and the minor buff it can give to him can also benefit survivors for no good reason)
- It ignores the very, VERY obvious buffs that people actually WANT (more bottles)
- It comes on the heels of bonus nerfs (removing the exhaustion addon)
Same deal with Trapper, whose buffs are so microscopic it's very easy to not even notice them. Or Legion buffs, which is a super complicated method of getting value off of the ENTIRE survivor team playing badly. Or the Ghostface theoretical buff, which was a TREMENDOUS nerf in practice.
I'm not sure if they even KNOW how to make killers better any more.
And let's not even bring up improving Addons. Pyramid Head has the absolute worst addons of any killer in the game and has since he was released. And despite his perks getting reworked and his power getting nerfed like 3-4 times in rapid succession, they've NEVER gone back to improve his awful, awful kit even once.
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Killer perk combos with extremely obvious and super easy counter-play?
NOT FAIR MUST GET NERFED
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10% buff to Thanat
[Survivors complain]
Removed 10% buff, AND added a 60% nerf to Thanat
Yup. Take a look at how they massacred all the meta killer perks (and even massacred the Overcharge 'buff') and this all tracks perfectly well.
So now that brings us up to 9 meta killer perk nerfs, compared to the 4 survivor meta perks nerfed. Classic.
At this point, I don't think I want to see ANY killer perks get ANY buffs. In a month or less, they'll take it away and completely kill the perk off on top of that!
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-Devs buff Thanataphobia by 10%, taking it from 5% to 5.5% per injured survivor
-Survivors complain about the 0.5% increase
-Devs revert the 10% boost AND nerf Thanataphobia by 60% to a 2% penalty that only achieves its old version if all four remain injured
Yup. That's how the balance team works. 10% buffs and 60% nerfs. Perfectly equal.