Archol123
Archol123
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@coco_shotz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559663#Comment_3559663
Med kits are not nearly as powerful without the right add ons and you can't even heal yourself efficiently anymore since the kit literally uses more charges to heal you than it does for someone else. The thing is I get wanting to nerf them but they nerfed them so hard that they aren't all that usable anymore. Toolboxes will remain the meta until they get gutted as well
They are still more efficient than healing with two survivors we have 24 seconds for one person VS 16 seconds for two...
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559672#Comment_3559672
I never said there weren't issues, because I still think nerfing the original dead hard for distance and removing DS in end game, etc were good changes.
But people use these as excuses for why they're losing games, and that's consistently not been the problem. Or at least, as soon as that's been nerfed, the goal post is instantly moved to the next excuse.
Healing was never the issue. It was so much not the issue that it's now an even more critical problem that survivors aren't even spending those '4-6 seconds' healing, they just spend that time on gens.
Nerfing circle was idiotic. Survivors voluntarily spent time searching for totems, 14-28 seconds blessing totems, crossing the map to get to the boon, and ~22 seconds healing. Killers apparently wanted all of that time spent on gens instead of heals. That was the meta before circle, and that's the meta now after circle is dead.
The consistent reason players are losing games is their own gameplay.
The issue of spending 4-6 seconds to heal is how much more time it costs the killer to get you injured again, players could have decided earlier that they don't want to heal and just slam gens, the option was already there.
Yes survivors could reset an unlimited amount of times without needing coordination or another teammate, it was a terrible idea because it basically removed pressure of the survivors since they didn't need to find another teammate to heal with you could argue that the chase time for the killer is somewhat equal to 20-40 seconds and that time can be undone by one survivor out of four, do you realise how good of a trade that is for the survivors?
Besides that the meta before coh was not not to heal but to bring a medkit that gave you 2-3 heals... And you could heal within 4-16 seconds depending on what you brought, it was ridiculously fast.
Sure it is still mostly players skill but there is limits to that coh made healing so easy that splitting pressure was just not worth it...
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559649#Comment_3559649
Killers will always say gens go too fast. We heard it even during the CoBruption meta when killers could force every game to go 30 minutes to an hour.
'Gen speed' is the popular outcry for two main reasons: it's easier than admitting you aren't there literal best killer in the game, and the devs seem to consistently make the mistake of listening to killers, so everyone is convinced of they ######### loud and often enough that they'll do it again.
First it was 'gen times', which was increased in 6.1 by request.
Then it was 'dead hard and DS' buy too much time. So they were gutted. Dead hard is such a popular excuse this happened twice.
Then it was 'healing is too strong' and thus medkits and circle were deleted.
Then it was 'prove thyself and BNP are OP' until those were deleted too.
Now we're back to generic 'gen times to fast'.
Seeing a pattern? The only thing most killers haven't considered is their own gameplay. Slap on 4 slowdowns, kick every gen, and wander blindly around the map looking for survivors. Then when you finally get a down 3 minutes into the game, but 2 gens have popped, you come over here and scream about gen times because you think it's been 45 seconds.
Literally any excuse to avoid the thought that you could improve your gameplay in any way. And why should you? Just complain on the forums loud enough and you'll probably get the nerfs you want. Those nerfs won't matter, because A) that wasn't the issue the whole time, and B) you'll just continue moving the goal post every time this happens.
With a green medkit and the right addons!/perks you could heal in like 4-6 seconds, that was completely busted and people called it out for years... The efficency increase it gave was ridiculous... Same goes for strong toolboxes bnp... You can say what you want about the other stuff but healing has been busted for quite some time in this game...
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559629#Comment_3559629
Ruin, Undying and TInkerer aren´t on the list of the top 10 most used killer perks though. Which is why i brought said combo up.
Not currently of course, but before they changed all of them... If we are looking at a bigger time windows then it would have been in for sure, bc literally everyone ran it on all killers...
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559645#Comment_3559645
Killer meta was always slowdown. Why? Maps are too big. Gens, on a mathematical level go too fast, if survivors play smart. Only about 3 killers can more or less reliably play without slowdown. I play Pig. I used surge / jolt before 6.1. I use surge / jolt after 6.1. For me, nothing changed.
As you said, ultimate weapon is good on certain killers. As a 2k hour pig main, i disaprove this perk on her, despite what others say. Its good on stronger killers.
Try it on Freddy and tell me the insane value you get from it.
Sure, there will always some players that crutch on some perks on killer side. Same with survivor side. You cant tell me with a serious face that WoO is only used to learn maps for example.
Also what previous perks on killer are amazing? Leverage? Genetic limits? Most of the released perks are also meh to very situational. Rapid brutality is a good example. Only good on killers that rarely build up bloodlust to begin with and hit with m1. So..... Clown, Doc, Slinger, ..... maybe spirit? There are maybe some i forgot.
Killer will almost always be slowdown and survivor will almost always be faster gens and longer chases.
A fix would be a in game slowdown mechanic for the killer that rewards for multible seperate hook stages. But that is hard to implement.
Windows is a great solo perk as well to know which pallets have already been used... You may know the map already, but you won't get that information.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559620#Comment_3559620
Oh i´m not denying that there have been some other contestants on the top 10 most used perks. But its certainly weird, how the meta hasn´t really changed a lot in all those years. Tbh, i also find it weird how BBQ is still on the list.
If you don't consider that much of a change then we have even less of a change in the meta when it comes to killers, there we only have Pop, Ruin, Corrupt, Undying, Tinkerer, BBQ, Pain Rez, Lethal Pursuer, DMS and that's basically it (we could argue about jolt and sloppy but well). Maybe Ultimate weapon now. In the end all that changes is that people switch one game slowdown perk for another and maybe throw in some aura reading once in a while.. I would definitely say that the survivor meta went through more changes in the sense of what those different builds did.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559574#Comment_3559574
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559569#Comment_3559569
You are both missing the point.
Point is, that the killer meta is constantly changing, because survivors complain about boring to face combos. Devs nerf it and yet, the survivor meta hasn´t really changed in the last 5 years. At least according to the official stats.
Complaining about a boring meta on the other side, while the own meta doesn´t move is kinda...
We had several changes in the survivor meta as well... We had the endurance meta where people tried to stack as many instances of endurance as possible, we had the healing meta where you tried to squeeze out like 3-5 heals out of a good medkit or heal in like 8 seconds. We had the CoH meta that kind of overlapped with those two. After that we have MDR meta/Buckle up for the people and with ultimate weapon calm spirit is apparently on the rise again.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559348#Comment_3559348
The problem is if you only balance for really good players you might make it harder for worse players or even for beginners.
This is incorrect. There are things that can be done that actually can nerf survivors at a high level without hurting low level survivor players. As well as nerfing killers at a lower level without hurting high level gameplay.
Here is a video that explains the concept for TF2.. Specifically i timestamped the point where the person talks about the B.A.S.E. Jumper item. Yes, this is not for DBD it is for another game, but the concept transfers over as well.
https://www.youtube.com/watch?v=X1p42KtZOCw&t=203s
BHVR also has done this before, and done it WELL. The old Ruin, and i mean the old old ruin. You remember the one?
https://us.v-cdn.net/6030815/uploads/KOVHRKH5M4FP/image.png
This version of ruin was a NIGHTMARE for low skill survivors. These survivors can barely even hit skill checks at all, let alone forcing them to hit a GREAT skill check or lose 5% progress on the gen. This led to a meta where those of us (i say us because at the time i was one of them) couldn't actually do gens when ruin was up and instead we "gen tapped" to make sure we didn't get skill checks because we just couldn't do them.
However, in high level play, this version of ruin wasn't really that big of a deal. High level survivors pretty much memorized most totem spawn locations and logic, so they could usually find it within a minute or 2 of the match starting, and even if they didn't, they could easily hit great skill checks all the time, meaning that the value of this was heavily lost at high level play.
Enter patch 3.5.0 which change ruin, and for the better.
https://us.v-cdn.net/6030815/uploads/24498QNQ1P1F/image.png
This version of ruin was actually really good against high level survivors, because, in theory, high level survivors are going against high level killers. And now the killers could use ruin in order to pressure survivors off of gens and actually get significant use out of the perk. It wasn't much long where we got undying as well, which helped against these players memorizing the totem spots.
However, in low level survivor gameplay, the killers weren't as good, and they weren't able to pressure multiple survivors to get so much value out of the perk.
So, there are plenty of things you could do to nerf survivors at a high level. For example, and i'm not saying they should do this, BUT THIS IS AN EXAMPLE:
Imagine a world where shack was nerfed. What would this do? Currently, really skilled survivors can waste 30 seconds or more (if the killer tries to mindgame) of a killer's time at shack before the pallet is dropped. But what are low level survivors doing? They are predropping the pallet, and getting hit anyway. So if you nerfed shack, to maybe be more like say, the dead dog one, where it is a much more balanced mindgameable loop. Or you made it so you can't see through the shack anymore, making actual mindgames possible. Then this wouldn't hurt the low level players, because they are busy predropping the pallet anyway, and the killers they are playing against aren't employing complicated mindgames.
The problem with this version of ruin in combination with undying is something else, it took so long to cleanse/find the totems that the most efficient strategy was just to power through it, which most survivors couldn't do because of way shorter chase time... So even this version was problematic on different skill levels (not because of ruin itself but because of undying in its first version).
Also I don't think there are many survivors these days that don't know how to loop shack and just predrop the pallet ^^
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559320#Comment_3559320
Please answer the question.
- Should the game be balanced around high level players
- Should the game be balanced around average skill players
The problem is you cannot really go for one of them only, depending on how much bigger the impact on other levels of players is you need to correct things. So the goal should be the most balanced results for players of all skill levels combined.
The problem is if you only balance for really good players you might make it harder for worse players or even for beginners.
If you only balance for the average players you might impact better or worse players much more then intended.
And lastly balancing for completely new players is always hard because those guys have no clue what they are doing but you also don't want to make it so getting started in the game is too hard because then people will just stop playing...
So in that sense your question already makes it seem like you don't understand the problem. Even games like Starcraft 2 and Dota take into account the effects balancing changes have on different skilled groups of players, and those are not asymmetrical games which makes the whole thing even harder, because at least there both sides can use the broken stuff. So no we don't balance for only one group of players, we try to make the game overall more balanced... It is fairly simple isn't it?
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@BubbaDredge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559304#Comment_3559304
Jesus man, you just want to argue.
Sure, I am claiming Pig's stealth WHILE STANDING IN THE OPEN, NOT TRYING TO HIDE is better than Wraith's invisibility. Because believing or arguing about absolute nonsense is something we both love. Invisible people are easier to see than Pigs that hide in the open, is that what you're hoping to argue with?
That's sarcasm.
If you take away Wraith's invisibility, his stealth would suck. His stealth isn't better than Pigs, his Cloaking is. Because Pig can't do that at all. Surely you can understand there's a huge difference?
Who's better at being invisible? Not the Pig, because she can't do that at all. Weird that I even have to say that.
Also I told you exactly what I do with his power IN CHASE. I define powers I use to chase & down survivors as "chase powers", because I use them in chase.
Nobody is telling you to play Pig, you hate Pig, don't play her. Argue nonsense with someone else for a while, I've used up all the interest I have in this specific nonsense.
It is still all part of stealth category, so if we agree that Wraith is a stealth killer then what exactly was all this about?
I would say a chase power is something that helps you getting a hit/down while being in chase, and that does not really apply to ghostface by my definition.
I never say I hated Pig, I just find it said thather dash is barely usable and her traps seem to get treated as her main power, so she gets basically used like a basic m1 killer with build in slowdown.
My man if you don't want to argue about stuff why are you on a forum then where people do exactly that?
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559296#Comment_3559296
this line
I mean even Team Eternal took quite some time to break the 3 gen in the showmatch and it was almost a 1 hour long match, all while being a comp team with coms and arguably the best dbd players around.Implies that you think that we shouldn't balance around what comp teams can do. Because you said that SM was "problematic" despite the fact that said team was able to beat her.
So question then.
Should the game be balanced around the highest level players? Or the average ones?
My man, they played not against a comp player playing skull merchant but some random guy with like 1 k hours, and you are seriously telling me that in a somewhat balanced game some random player that kicks gens for an hour should be able to beat the best comp team in the world? Or at least stall for them for this amount of time? In the end it is not even necessarily about them still winning in the end but the fact that the game lasted that long... Also nobody wants to balance around comp level of DBD, that's not even a question, but there is still a difference between experienced/good/really good players and comp players.
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@BubbaDredge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558605#Comment_3558605
Pig's stealth is on-demand, no cooldown. I should have said "not counting Dredge", but when it comes to getting some stealth whenever you want it, Pigs is top.
But it's really a matter of gameplay and opinion. It seems like you use stealth very differently than I do. I use the brown add-on to +10% movement while crouching.
With GF, I don't stalk to mark unless I'm in chase with a healthy survivor, so for me, GF's stalk is a chase power.
" you still have to hide behind los blockers because otherwise people will spot you."
That's what stealth is, if you do it while people can see you, it's not very stealthy. Invisibility is a separate power, She can't do that at all. "Undetectable" is the power, stealth is what you use it for.
Toggle undetectable anytime I want for as long as I want, that's a powerful ability in my opinion and experience, doesn't mean it works for everyone. Especially if you're doing it while survivors can see you. I don't think that would work for Myers, either.
But ya gotta recognize the difference between opinions and facts. I feel like you're wrong, you feel like I'm wrong, opinions aren't really wrong or right.
If Pig's stealth does you no good, it's weak. I do better in chase with GF, so in my hands, his chase is better. Sounds like you get more value out of Pig's ambush, so it's a stronger ability in your hands.
So Pig is above Wraith then or what? Sure if you value the on demand part so highly, but even then her terror radius does not just disappear when she crouches it shrinks and that takes some time, whereas wraith for example is just gone after he used his bell... So even under that aspect she looses against Wraith.
Even with that brown addon she is still only 100% ms, which is still rather slow but you do you.
I mean... I would say it is objectively better to prepare more than one person so you can get back to them later, so 99 them first and then surprise them when you have the opportunity. His stalking does not really help you get a hit easier, sure it makes it so you only need one hit, but it does help you with getting that one, unless you are using a (purple?) addon...
I would not necessarily say that about right or wrong, it is more about definition, for example what do you define as a chase power? Because in my book Myers/Ghostface don't really have much in that category. Sure t3 has faster vault and longer lunge, but ghostface only has hiding light and crouching, which is not really much.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558999#Comment_3558999
It's psuedo-stealth because of the obliviousness, he also has the added bonus of not being able to use perks that affect TR when they are in the dreamworld 🙃
He has a lullyby though so you know he is around? For exactly that reason I'm also not counting Sadako as a stealth killer...
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559036#Comment_3559036
So you are in the "we should balance the game around average players" camp?
When are we going to see nurse buffs then?
What exactly made you assume that? Because even a good survivor will have a hell of a hard time with 8% less speed... for example.
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@buckk0097 said:
Trapper/Hag ---------> looking at the ground simulator. also basement so DEAD
wraith ------> why are there no pallets left on this side of the map so quickly ??... Sees the wraith back flips into a pallet break animation while kicking a gen as he is vaulting a window in lighting speed while cloaked..... also sloppy butcher so DEAD.
Sadako -------> -_O ..... DEAD with 0 hooks.
Legion ------> Legend says that team is still mending the deep wound to this day.... also that claudette is healing in the corner.....so DEAD
Nurse -------> you are just filling a lobby for someone playing their favorite single player game. also DEAD
Myers ------> he still hasnt popped his Ti...er.............. SHANKED TILL DEAD
Spirit ------> I hope they dont have good headphones.......DEAD
Ghostface/Freddy/billy/Singularity -----------> man i feel bad for the killer...might actually SURVIVE....but soloq so DEAD.
Wesker --------> let me open that antidote case....it could still be the other..........NOT AGAIN, also tunneled till DEAD
Blight -------> oh man this killer is fun....wait......thats alchemist ri.......DEAD
Doctor --------> what does his addons do again ?
Oni -------> dont get hit please ... that way he is just normal m1 ki...Teammate get hit anyway. DEAD
Huntress -------> actually fun and fair surprisingly.... but why is she not holding any hatchets.... surprised my teammates died fast to her.... im gonna save anyway....she pulls..........oh yeaaaaaa..IRI HEAD. so DEAD
Bubba -------> Dont you dare go for the save...goes anyway.....DEAD
Trickster -------> not in high walls loop ? ....... DEAD
Pig -------> why is this trap disarm bar red and slow ?......screams half way through progress.....ohhhhhhh its that pig...so DEAD
Xeno/nemesis/pyramidhead/dredge/artist/Knight
--------> Hold W, loop a window or pallet your DEAD.Clown/cenobite/deathslinger ------------> Drop pallet early, loop without doing that your DEAD
Chess merchant -------> "CRIES OF HELP AND AGONY"......hides in lockers for 1 hour out of spite......also DEAD
anything i am missing ?
Trapper/Hag: fair
Wraith: I would add keep vaulting over and over again so cannot break pallet/bamboozle the window while cloaked
Sadako: grab a tape
Legion: true, people are still healing against legion, that's basically all you need to know if someone asks if players have gotten better at the game
Nurse: I like going against Nurse actually, but I understand why most people don't, have to say I appreciate the different gameplay against her
Myers: fair, they should add the sound back for when he is almost in t3, so you don't get hit out of nowhere with it
Spirit: fair, but even with good headphones you can get screwed over, also loud noises really hurt ^^
If it is a curve billy 90% of players are so dead, because they have no clue what to do
Blight: honestly his iri addon that insta breaks pallets is the bigger issue, but yes alc ring is also an abomination
Doctor: fair, but then again most of the addons effects are useless anyway besides shock range and radius
The rest is pretty much accurate ^^
You have the worst case scenarios there, have to admit ^^ But Knight also used to be what Chess Merchant is now, so I wonder why you didnt include him with her :D
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559053#Comment_3559053
that sounds reasonable. I would probably like your idea if it got implemented (but sure devil is in details and perk adjustments would absolutely have to happen so it depends)
I mean most perks could just decrease in strenght the more totems get cleansed for other that give you absolute things it is rather hard, like what are you going to do about haunted ground, NOED or Devour?
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559046#Comment_3559046
Suppose the number increases to 10 - that would basically mean all or almost all the totem spawns in maps like saloon will be used. In some cases totems would be very close to each other (1 in windmill and another one behind the rock next to road that's closest to windmill). No I think we would need way more totem spawns to mitigate problem of totems not being random at all but fixed position instead.
Overall it might be worth a shot. I just don't know if it's really feasible as it would be a lot lot of work.
Yes I mean some maps would have close spawns together but since you don't need to do all the totems to get rid of hex effects it should still be fine... It is more about the time investment, because let's be honest running around the map for 3 minutes trying to find a totem is just boring.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558536#Comment_3558536
1, that works for SWF. But it makes soloQ even that much more problematic. Because in SWF, you can communicate totem spawns. In soloQ this is nightmare. You would also have no way to indicate "I know 2 totem spots and I will clear them - do not bother with them and search in other parts of map" - making pentimento that much stronger especially in soloQ (not that it wouldn't be really strong now as most matches would have at least some totem destroyed).
2, it most definitely isn't the case. If you even open nightlight, you would see that on average 0K happens more often (22,89%) then 1K (18,14%) - hence minimum 1 kill is just not a thing (for it to be true 0K would need to happen very rarely). Also I don't think it should ever be the case - we are talking about multiplayer game so being selected for random unfair kill (just because) does not sound fair one bit. This would be the same as having hatch/gate for last person substantially buffed so that at least 1 survivor always gets out (why would you ever do that?).
3, yes I meant crutch and I did read your whole post :) As for comeback mechanisms - we already have those. It's very much possible that killer get 0 hooks until endgame and then via successful slug and big blunder on survivor's side he can still get 4K (and with your version it would be that much easier - because basekit disables with kill - who said that all 4 survivors won't be slugged by that point?). It does not happen often, but IMO it shouldn't happen often. Same thing for the other side - every survivor gets downed and killer won. Except survivors can have unbreakable, deliverance or just pure damn luck with 4% mechanics and come back to game. Sure enough if there are 4 gens left to repair and 2 survivors are dead there's no coming back to game - but at that point I don't think we want to introduce some real comeback (just leave the hatch in game so there's a reason for survivors to not go fully AFK).
Also - I don't really want to have more comebacks then we already have, because it basically means that your actions during match are that much less meaningful, because there's always something that can turn things around making your effort until that point meaningless. But sure enough - this one is a matter of taste and I acknowledge you have different idea about that one (and that's valid).
And as for if all 4 of them had time to finish gens before everyone died - so that means they had enough time to do totems too. That's not true at all. I have a lot of games where I get to endgame with our team having 6-8 hooks already - and it's not because of killer tried to play nice, it's rather because we didn't let killer tunnel (bodyblocks, chain flashlight blinds and doing "false" scratchmarks/sounds, flashlight saves/sabo saves, etc). Especially in these cases the match can very quickly end up in all 4 survivors got to end game but none of them got out alive. This of course happens more in SWF, but it's not limited to it. At least I personally play like this also in soloQ - and if I somehow get same-minded survivors in my team, then somehow killer will swear we are SWF group.
4, I agree on all points (but 1K minimum which results in 60% kill rate).
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558544#Comment_3558544
This sounds interesting. It could make the game more spicy. But it could spoil the game just as much. As you said basically all hex perks (and boons and other perks - like inner healing) will need to be adjusted. All the maps would require a lot more totem spawn points (which means most if not all maps would need to be adjusted - like to be fair this would be nice thing regardless of this change as some maps have easy spawns, but it's still a lot of work). That's too many "moving parts". It would be too easy to make the game unplayable. But as a concept this would be very interesting and nice if done right.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558615#Comment_3558615
Well I almost never do that since pentimento exists (there are certain cases when you are pretty sure killer has NOED so there are exceptions). Why would you spend a lot of time risking pentimento just to prevent NOED? When pentimento is arguably stronger then NOED?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558799#Comment_3558799
Yes. Most hex perks should get buff (but say plaything is already fine. So is dhope and I am pretty much convinced also NOED is fine right now).
I say NOED is fine, because before it's last nerf best indication of killer having NOED was how good he played. If he was clearly bad for your MMR - you better do all totems because otherwise you are not getting out... NOED used to inflate kill rate (and by proxy MMR) very much. I know we could basically always tell existence of NOED by killer's looping skill by very very high significance (it was noteworthy to mention when this was not the case and said killer was just mismatched because of matchmaking fail).
I don't necessarily think the maps would need to be readjusted for my idea, since the maps have more possible totem spawns than totems, so there would just spawn some more. As for boons yes maybe, but you could also just add something like shrines 3-4 on each map that could give boon effects. But overall it is not a small thing but a rather big update, but I really do think it is time for some new game mechanics...
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558661#Comment_3558661
The problem with that though?
Every single time something comes out, that forces survivors to NOT do gens, they whine and complain until that thing gets nerfed (usually takes like a year, but they still complain about it constantly):
I.E.
- Old ruin actually being usable
- The new "All hex build" with plaything/pentimento/devour/haunted ground (not yet nerfed but look around you'll see threads complaining about plaything)
- Sadako (not yet nerfed, but everyone still complains constantly about her)
- Skull merchant, forcing survivors to not gen rush for fear of that 3gen (watch some tru3ta1ent videos of him destroying 3-gen SM as a survivor)
- Pinhead box, constant complaining that the box is "too hard to deal with"
- Wesker, constant complaining about having to cleanse his power after being unhooked.
- Pre-nerf freddy, constant complaining about his teleport.
Basically anything that forces a survivor to not just tunnel a gen until they hear a heartbeat is complained about until it is eventually nerfed.
I mean... some of those are problematic though... When a Wesker wants to tunnel you while you are infected you basically don't have time to use a spray so you are much more likely to go down soon again, it is not about the cleansing itself, but that the infectious starts to increase again maybe without time for you to get rid of it...
As for skull merchant, tru3ta1ent might not be the best example, I mean even Team Eternal took quite some time to break the 3 gen in the showmatch and it was almost a 1 hour long match, all while being a comp team with coms and arguably the best dbd players around. Therefore it obviously is not as easy as you apparently try to make it seem. Also in those cases it does not really matter if you only do gens or not because the skull merchant decides on which gens to protect from the start...
As for freddy, how did his teleport even get changed? All people complained about was that his addons dragged out the game for quite some time, at least as far as i know.
I agree that Pinhead and Sadako are not really problematic. All you have to do about Sadako is grab a tape and be fine, and for Pinhead I don't really think it is too hard to look at the interface if someone else is going for the box and if they are all on gens or in chase just go for it yourself, despite maybe being on a generator, sure it would be nice to have something like a chatline that says "going for box/killer specific objective" or whatever, but even without that it is fairly easy to deal with.
The problem with old ruin was not ruin itself, but the combination with old undying that made you cleanse up to 5 totems if you got unlucky... That thing was really annoying, apparently the most efficient thing in that meta was to just ignore totems alltogether or find both lit totems before cleansing anything. Which is somewhat hard to do without communication.
Boons were also something survivors could do besides gens, and happily did I would say ^^ But yeah first COH and stacking of healing was ridiculous. They should just find a way for side objectives that maybe give you small bonuses if you do them, or special items... I don't know like do this 30 second thing and gain something out of it...
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@atombombenjoyer said:
Nerf blights add ons and fix his collision so hug tech isn’t a thing
His sliding off of walls he is supposed to bump in and his hugtech are not really the same, you realise that right?
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@I_CAME said:
This is one of those everyone knows type of deals. The only people who defend Blight are people who enjoy being overpowered and do not care at all about game balance. Its the same energy that old dead hard defenders had. A lot of killer mains want to balance around high MMR. I say we start with Blight Let's analyze what a high MMR blight can do against high MMR survivors. Momo managed to win 1500 games in a row at HIGH MMR (without OP addons btw). Clearly this shows how overpowered he is when high MMR players can't even win against him. Name any other competitive multiplayer game where this sort of win streak would be considered acceptable by the community. Blight is completely broken and it goes far beyond his addons.
Maybe also that high mmr does not mean much because the matchmaking isn't accurate enough to give you players of equal skill when you have a certain level on a killer... Let's say you are a comp player but you also play pubs and you basically win all games, because you are really good... The matchmaking cannot give you players matching your skill because a. There are not enough b. Because of the mmr softcap it does not even define them above a certain level... So yes Lights addons are busted but those massive win streaks are a combination of the killer being strong, the killer player being good and the matchmaking being bad..
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558808#Comment_3558808
Yeah, like, i think it would be interesting to see what would happen if, for example, they made healing take 16 seconds, but self-care was basekit (and allowed 100% healing speed, so it only took 16 seconds) but then you couldn't do gens while injured, or something. Again i'm sure numbers and such would have to be tweaked, but i think these are the kinds of crazy ideas i think we should be testing on PTB. Sure 90% of them won't work, but you might come across something pretty interesting and actually meta changing.
But that creates problems of choice because you cannot choose to stay injured and do gens anymore and it robs you of the choice to cleanse or nor cleanse VS plague and so on... So I'm not really in favor of that mode...
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558605#Comment_3558605
Stealth is the worst? Try freddy's
How on earth is Freddy a stealth killer now? He has a lullyby? How do you get caught off guard by that?
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@BugReporterOnly said:
They added the counter to Small Game and it doesn't take into account Pentimento.
It does in a weird sense, it counts pentimentos as well, but it does not go above 5 so you don't know many pentimentos/totems are still up in total, unless they fixed it already...
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@charliejg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558837#Comment_3558837
“response is not the correct word to use there” boo hoo typical answer from someone who just wants to talk down on people and make them feel dumb instead of creating valid arguments as to why they’re wrong
ur pointing out every single flaw within my messages ur trying to capture me out at every point by saying thinks like “how do u know ur rank” questioning whether i know literally basics about the game?? it’s so clear that ur just trying to be condescending lol
With the first post you made it seem like you were a rather new player so I was trying to explain to you why it is not that easy, but OK if not then whatever man ^^
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@charliejg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558807#Comment_3558807
what are u talking about when u said do we speak the same language, because i thought u were mad that i said i replied to u when i technically didn’t, even tho we both know i meant to ?? if ur referring back to the first message then i have no idea what word u think i used incorrectly??
well yeah that’s what i meant by use it strategically, in a fast paced game obviously cleansing is gonna be more useless but if u have the time and see a totem nearby don’t be afraid to do it, it’s about using ur judgment and yeah it does take monitoring all the others things but i do that anyway so idk to me it wouldn’t make much difference
You stated I didn't bother to read your response despite that being the first message you addressed towards me after I wrote something only once. Which means you didn't respond to me before that. So I told you that response is not the correct word to use there... That's all it is..
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@charliejg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558818#Comment_3558818
i’m not suggesting we make it any more of an objective than it already is, just a counter is all, nothing more, nothing less, i personally want to use it to try and utilising cleansing more but again u don’t even have to look at it it’s just a number.
I’m sure if it was between anti-camping and this everyone would agree with u (including me) but thankfully it’s not so we don’t need to worry about that, like u could easily have both those things a counter wouldn’t even take a hour to add its like one of the easiest things they could possibly add to the game.
honestly i do encounter noed quite often but i will say i recently switched to pc and had to get my ranking up so maybe it was just a lot of the lower ranked killers? I’ve gotten pretty much back to where i was and not seeing much change yet but idk could be a lot of things maybe i’m just unlucky
A totem build would probably be the best counter atm might try it, honestly though that doesn’t seem worth it to me i think my current build works well (for me) and it’s not like i’m always losing to noed just gets frustrating when u do good all game and then it gets u i wish there was a little more i could do
How would you know you are back to where you were before ranking wise? The game has hidden mmr.... So you cannot possibly know where you were or where you are now... You do realiser the grades don't get used for matchamkinganymore for quite some time now?
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@charliejg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558782#Comment_3558782
that was kinda the point. I wasn’t really attempting to add anything groundbreaking and exceptionally valuable to either side, it’s just kinda weird that it’s not already there and i think there could be a few benefits
if u think it’s pointless cause it’s not working towards to objective fair enough but my main goal after gens is to survive tbh id rather waste time doing totems and die early (i still disagree that doing totems is a guaranteed no escape, i’ve done it before with all of us escaping, just be strategic) than die to noed it’s so much more frustrating when you’re right at the end
Again, not meant to be anything groundbreaking and not meant to solve every problem in the game, but i disagree i do i believe it would slightly close the gap between solos and SWF. before i start i will reiterate this will not give MAJOR VALUE so if that’s what u want find another suggestion lol, but if u know ur solo team has done a lot of totems and u come across a totem that could be the difference between u deciding to cleanse it or not.
Idk why ur trying to argue that “it’s wont have value” when every game is different and every player/team has a different strategy. Maybe it won’t have value to YOU but i think it will for ME and it’s pretty basic feature that i don’t think would hurt the game even if it’s not adding much value?
If you really encounter Noed that often, are you already running the totem build with small game, counterforce, Nancy's locker healing perk and x? Because then you can get rid of all totems rather safe in the sense of running around aimlessly too much...
I rarely encounter Noed at all, and even if I do I don't think there is enough time to cleanse 5 totems before the game is over, most killer players already run 3-4 slowdown perks, I don't think I need to give them more time by doing dulls. And like I said, if you already know their perks there is no reason to do dulls...
Like I said, with unlimited resources on bhvr s side sure add the thing, but if they have to decide between that or additional tweaks around the anti facecamping system I'd rather have them take care of that...
As on a side note... I don't think just the chance of Noed is enough to make doing bones a proper side objective to do, they could also do something more with them, for example hexes getting weaker with less dulls, and add more dulls even so the system still applies if the killer uses several hex perks.
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@Ariel_Starshine said:
Well, the generators wouldn't be rushed if they didn't change healing. Now that survivors are no longer afraid to do a generator while injured, they will be done faster. Survivors used to either run to where CoH was to spend time healing, or use a med kit to go somewhere safe and heal. Now, there is none of that, so they simply hop on a generator and do it while injured.
If a killer cannot apply pressure on generators, know when to drop chase, etc, then of course generators are going to be going off faster.
Main point is, survivors are no longer afraid to touch a gen while injured, they used to refuse to do them unless healed.
But you could have done gens injured before? I don't really get your point? In what sense should they be less afraid to be injured now? Alao you can still heal yourself with a medkit or self care or whatever, It just takes longer? You already could do gens injured before, so the healing change did not create this...
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558756#Comment_3558756
This is why what i'd like to see them do is rework healing (again) and give some disincentive other than (you go down quicker) to survivors who are injured. For example (not saying they SHOULD do this, but just for example) i know a while back before all the healing nerfs and before the CoB/Eruption/OC meta, someone ran a few scrim matches against a survivor team where the rule was "you can't work on gens while injured" and it created some interesting matches.
Yeah it made Legion a really strong killer for example xD I think Otzdarva once participated in such a tournament with that rule.
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@charliejg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558786#Comment_3558786
that makes sense ive learnt at this point that everyone is gonna have their opinion on cleansing. I should’ve clarified more that those were just examples but i think in general a count would make sense and wouldn’t do much to impact gameplay. Survivors would learn or should already know that cleansing isn’t always good so i don’t think it would be too detrimental but just offer a bit more guidance to make decisions.
coming from a soloQ perspective idk say ur teammates have already cleansed four totems (just by chance not planned or anything) and then you find one, usually youd ignore it but since there’s one left and the game is going you decide to do it and u prevent noed. But say that same situation happens except there’s 3 totems left, you probably won’t cleanse. That’s the kinda situation i was thinking of like use the count strategically if that makes sense? I think there’s many perks and scenarios it could potentially be applied to but overall i think it’s just basic information that could be good to include
If you have time to cleanse totems the game must be pretty chill, I mean sure you could use the counter like that but then you probably need to take into account the state of the generators and progression on hook states, because like I said before, if you don't reach endgame then who cares about Noed.
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@charliejg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558784#Comment_3558784
lgoogle definition of reply: “say something in response to something someone has said” i didn’t not use the word incorrectly. It was still a reply to u even if i didn’t not directly reply to your comment using the websites function??
suggesting someone doesn’t know how to count because they offered a suggestion even though they already explained that counting was not the issue is absolutely just u trying to insult me.
i don’t believe it is a useless action when i’m seeing noed in every build and none of these other hex perks.
i do get ur point i see how it can be a waste but with the amount of times noed had completely turned a game for me its just a suggestion i think would be beneficial without just saying “nerf noed”, cause i image that would also get quite some backlash. Maybe ur games haven’t been the same idk but just based off my dbd experience i think it could beneficial
You mentioned the perk in the first message of this post, therefore this was in no meaning of the word response a response whatsoever, so I don't really know what you mean by that?
There is a difference when using the word you as in talking to one other person specifically and you as in generally speaking... For example saying "you really should not do that" can mean saying to another person they should not do that or talking in general like no one should do that.. I was using the general you, because I don't have a reason to insult you...
I mean sure go ahead and cleanse it if you want, as long as the gens get done it is alright, just know that efficiency is key when you get tougher killers and you most likely won't be able to afford cleansing 5 totems..
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@Emeal said:
If only the Pig had a crouch action to hide their TR.
So does Ghostface, or Wraith, or Myers in t1. The terror radius completely disappearing really is not the problem because even though Myers has like 16m in t2 if you use dead rabbit and or monitor you are at like 12-6 m heartbeat, which is basically non existent from the standpoint of reacting to it, while he moves a full speed. Meanwhile pig is just drastically slowed down and cannot even attack during her crouch and her fov is limited because she is so low to the floor.
Pigs stealth aspect is probably the worst in the game, and like I said before I would argue that even Myers has better stealth.
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Also fyi, most of this post I didn't really argue against your idea of a totem counter, similar to how the perk small game already has it, but more against the reasoning with cleansing it for noed and such...
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@charliejg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558752#Comment_3558752
The way you're trying to talk down on me is so funny. It's my first time using this website sorry if I didn't reply correctly that must've been really difficult for you to go through.
If you've played the game you'll know that Killers have many things highlighted with auras already, and totems are comparably small, and if they are far away from you their aura will also appear smaller, making it easier to miss one.
I never said that keeping track of totems was a major issue that HAS TO BE FIXED so idk why you're insulting my counting, never said it was hard, and never said I couldn't count. I just said one of the MULTIPLE POTENTIAL BENEFITS would be having that count at a glance as opposed to having to count them all.
and to repeat myself yet again, I don't often play killer, nor did I know pentimento had a count, so I apologise if it does but that was just a potential example. You guys are clinging on to my noed/pentimento examples too hard when my point was clearly only about the counter. I just listed some POTENTIAL benefits to having it.
The counter in no way is forcing or encouraging survivors to do totems so i dont see how it would be extending gameplay? even if you don't agree with cleansing I dont see why adding it would be an issue, people are gonna cleanse if they want to anyway if you think its not worth it you can continue not to.
Im not suggesting we have a minimum amount of required totems? like generators? just a counter to show how many are there. You dont have to cleanse any if you dont want to.
Do words in the english language mean something else when you are on a forum or what is this supposed to mean? Because otherwise just accept you used a word incorrectly and move on.
They have red auras that are mostly easy to see unless you are on Borgo, as well as the icon of your perk being active, that's hard to miss my man.
I don't know how you interpreted that as insulting you, but whatever I guess.
You see the point of having a counter would to potentially make the action of getting rid of all five totems easier to accomplish, but when this is a useless action to begin with the counter doesn't really serve a purpose to close the gap between solos and SWF does it? But alright sure add the counter and as killer laugh about survivors wasting time on dull totems for no reason and as survivor get mad about your teammates doing anything but generators and then getting 4k at 3 gens because they did everything but generators ^^
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@charliejg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558753#Comment_3558753
A. It takes 14 seconds to cleanse a dull totem and 24 for a hexed one. A generator is 90 seconds (one survivor).
B. this feature does not force or even really encourage survivors to do more totems, it's just a count, it provides information, each individual can choose how to use it or if they even want to pay attention to it, so I don't see the issue with it being there even if u don't agree with cleansing? maybe i want to cleanse thats my decision lol
C. DBD isn't meant to be "do the gens as quick as you can by ignoring everything else and get out". Its a game of strategy, sometimes cleansing will do good somtimes it wont. Stop being so afraid of totems lol I promise one person not working on a gen for 14 seconds isnt gonna end your game.
If cleansing dull totems is as bad as you say people wont even use the feature so it shouldnt be a worry, but im sick of being told noed is "easily counter-able" and then being told im not allowed to cleanse. You people take this game too seriously the option to cleanse is there for a reason if people want to cleanse let them cleanse, if you dont want to dont?
Sure you have 28 seconds for two totems, but are you denying that 17 seconds to find a totem and then find another totem is too little time to end up with 45 seconds for the equivalent of doing two totems?
Sure it is nice to have, but it does not really add any value, so we could rather have other stuff, sure with unlimited ressources and being able to add all game features we want at the same time it would be nice to have.
I mean, the gens are the objective, and nothing else really adds any value neither from a gameplay standpoint nor from being valuable in increasing the chances of your team escaping, it is basically idling around not working towards the objective.
I'm not trying to forbid people from cleansing, I'm just saying it is useless to do. If you want to have a debate about whether or not you should do something you might as well consider the arguments your presented with.
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@charliejg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558737#Comment_3558737
also, cleansing one/two totems each isnt gonna impact much at all? all it does is SLIGHTLY lengthen the gameplay. the only time its an issue is if theyre prioritising totems over more important things or in crucial moments. so they could just,,, not do that?
All I'm saying is when I/another suvivor come across a dull totem near a gen or something we always stop to do it and then get on the gen lol we still come out of the game fine? unless youve got like one gen left or everyone is dead or something its not an issue doing totems is fine you just have to be smart about when
Doing two totems is equivalent to the time it takes to do half a gen, how is that not much time? That's like two times pain res on a generator, and you're telling me this only "slightly" lengthens the game? Oh come on man ^^
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@charliejg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558727#Comment_3558727
I literally just argued for hours with some dude telling me noed was easily counterable? yet now I'm being told that I shouldn't cleanse which is the only counter to noed? so what are we supposed to do then? if not a totem counter a change needs to be made somewhere.
Also, it can be annoying to look around in circles up and down the map for the auras of all the totems, I said that I know that we already have access to this information, but it would but nice to see it at a quick glance was my entire point.
If you bothered to read my response I specifically mentioned the perk pentimento, and already said that cleansing the totems is not always beneficial, this change is not supposed to be greatly beneficial to either side but would provide just provide some additional information, the benefit to noed was just an example based on a discussion I had a couple of hours ago.
You say "nothing of value" but if anyone dares to complain about noed they get told to cleanse and that "it's easily counter-able" Yet if there are this many issues with cleansing clearly it's not.
I am aware that finding all totems can be difficult, again, I think a count would help because it gives you some guidance as to how many are actually left to find.
This change isn't supposed to completely alter the game lol I'm just so sick of the noed, especially when they afk just to pull out the whole end-game build, maybe a change needs to be made to noed rather than totems but when u suggest that people get mad too so i just wanted another compromise lol.
The chances of me getting noed vs pentimento or literally any of those other perks are so much higher, its almost every killer that has it, when that changes ill stop cleansing the dulls.
It is not an easy counter if you have to spend like 2 minutes just to find and cleanse all totems, if noed was a basekit thing or you knew for sure the killer had noed it would probably be the best to still just ignore totems because it just wastes so much time, if the killer is unable to get a 4k with this much additional time and I don't know how to help him. Sure it does not require much skill to counter NOED in that way but you don't really increase your chances of survival, because you delay the endgame by so much you might not even reach it.
I read your "response", despite it not being a response since you did not respond to anyone... But you already get a counter for how many pentimento totems you have up, so I don't see a reason for that either. Also if you cannot count to five when looking around the map to see the amount of cleansed totems I don't know man, it is just not really a benefit because as killer the information is already so easily accessable.
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@charliejg said:
For Context: I was discussing noed with some other players and the fact that it can be countered through cleansing all the totems, and it made me think of like a totem countdown.
Similar to the generator countdown maybe smaller and off to the side cause it's not a main objective.
As someone who discovered DBD through TikTok, as many people do these days, I noticed a lot of people complaining about/making fun of survivors who cleansed dull totems, leading me to believe this was bad. However, through gameplay, I have since learned that we should be cleansing them to counter perks such as noed. Obviously, this is all situational, and cleansing totems won't always be beneficial, however, I think having a totem counter there would re-emphasize to people that it can be beneficial to cleanse even the dull totems.
It would also provide some more guidance to soloQ survivors, as we could see at a glance how many have been cleansed/are left. At this point in time, you'd have to keep track of the number yourself. Having a countdown could save some time looking for totems that are already cleansed. The original idea was that it would improve countering to perks like noed by re-encouraging totem cleaning, as cleansing all 5 can be difficult unless all survivors are on board.
I don't play Killer often but from their POV, it could be beneficial in letting them monitor hex perks such as noed (can see if it will activate) or pentimento. Some perks punish survivors for cleansing while others reward them, meaning that giving us this information wouldn't be doing too much on its own. Overall, I believe this change would be valuable to players on both sides without providing too much of an advantage to either side.
Cleansing dull totems is in most cases a terrible choice and you should basically never do that. Let me explain: First of all the only perk that gets countered by doing all 5 dull totems is NOED, if you already figured out all the killers perks you should not cleanse the dulls since it is a waste of time. If you have not figured out all of his perks you also should still not cleanse dull totems since it could be hex pentimento, therefore giving the killer quite some slowdown if you did, besides the point where you just wasted time doing effectively nothing of value for the team. Besides those two rather obvious reasons there is still more. Sometimes finding all 5 totems is rather rough because some are in hard to find spots, if you now do all the visible ones, besides wasting time on them, you also guarantee that NOED would spawn in a not easy to find spot, whereas if you did nothing the totem could have spawned there as well.
A totem counter would do absolutely nothing to the killer, he already sees the auras of all of his hex totems in red, and if he has pentimento he sees the broken totems in white, there is no need for him to have a counter. Also you get a noice notification if your totems get broken and the perk icon turns darker, so where exactly is the value?
Sure the counter would to figure out how many totems are cleansed overall for the survivor side, but since you don't really have a good reason to cleanse dulls anyway you don't really need to keep track of that... Just cleansing all 5 dulls might be just a giant waste of time and delay the game or give the killer pentimento with 5 stacks in the worst case... It is just not worth it.
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@Baal420 said:
Play the role of the killer is quite stressful, especially when you consider that within the first 50 seconds of the match, survivors can easily complete 2 generators, or at the very least, they are likely to finish one generator while having another an advanced. This is exacerbated by the fact that most maps are so bigger that efficient map control becomes nearly impossible. It's truly disheartening to observe how BHVR (Behaviour Interactive) significantly favors the survivor gameplay. Approximately 80% of survivors coordinate through external communication programs in pre-made groups, rendering the killer's role somewhat of a mockery. Playing as the killer becomes excessively stressful, and it's disappointing to see how they undermine the gaming experience for killers.
What is this made up number of 80% of survivors using coms? Not even 80% of survivor players are in swf, I think the latest stats they released were around 40-50% solo q.
Besides that yes obviously bigger maps are terrible for killers without map mobility, not really a shocker though, we know this for several years now. You can still do fine in 90+ % of matches if you are either good at the game or pick a rather strong killer and are somehwat decent since matchmaking does not work properly.
Also as for the title, it is their only objective? what else are they supposed to do? They are supposed to sit on gens and the killer is supposed to stop them... It is rather simple. Besides that people have been asking for different objectives for quite some while now, but it didn't happen yet and I don't have much hope it will happen in the near future...
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558661#Comment_3558661
Killing is the killers only objective. Yet, when the killer does his only objective as efficient as possible, since there are no other objectives, its considered kinda toxic from the community.
Funny how that goes, isn´t it?
Tunneling or camping is often times not the most efficient choice because it tends to leave 3 other people doing gens, so it is not really the same.
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@BubbaDredge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558569#Comment_3558569
Tatarui was playing devil's advocate, saying that's the question that the devs would ask, so I was trying to focus on answering in kind.
Maybe you're a really great Pig, but that's just the general consensus, she's nothing special in chase. It can work and you can make it work, but that doesn't make it better or stronger, you're just making up the difference.
Crouch>roar>lunge is just too many steps for it to compete with what other killers can do, that's my complaint. The lunge is great, but only if survivors hung out long enough and ignore the roar.
I get why Pig is a problem. The traps are either slowdown or straight deadly. Her stealth is the best in the game. A great ambush might be too much.
Sure the dash is rather weak and all but it is still more chase power than ghostface has, but he has nothing but m1 killer gameplay and removing the red stain + crouching.
Her stealth is the best in the game???? Her stealth is the worst in the entire game. Her fov is way too low, it is just too slow to effectively travers the map and you still have to hide behind los blockers because otherwise people will spot you. Even Myers Stealth is probably better.
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@BubbaDredge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556380#Comment_3556380
Wraith and Ghostface are better, more popular. Both are good in chase, while Pig isn't.
Pig has traps, if she doesn't use them to kill, they might create some slowdown, then they're gone and you still have to play Pig for the rest of the trial. Usually killers get stronger as the game goes on, but Pig's exciting part is over, now it's just mediocre chasing.
I play Amanda's Letter pretty much every time, not because I hate the traps, just got tired of the fun part ending early.
I don't think Ghostface has much of a chase power besides not having a red light and maybe the crouch, he ends the chase before it actually begins. Wheras Wraith does have a chase power in his increased lunge after uncloak... I would even say Pig has a better chase port than Ghostface bc of her dash. The main is though that Ghostface does not need a chase power because he can hit you before the chase starts and you are able to use tiles...
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More skillful uses with the dash, more useful crouch/stealth mechanic.
Less lethality on traps but more gamedelay.
I don't like that most of her addons change her traps but like 3-4 do something about her main power, the dash/crouch... It is kind of sad. The gameplay that makes her unique from other killers is the crouch/dash mechanic, why not put the focus on that power instead of the traps...
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@FreddyVoorhees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558537#Comment_3558537
I feel that the balance went a bit too far into the negative given that a third health state is a bit too much. At least the T-Virus should be more potent to even it out.
I don't know, Nemesis is still a (slightly above/above) average killer. He is not completely horrible despite needing those 3 gens and since the whip is rather versatile the hits are possible on a whole lot of tiles, but sure it does not make much sense that the virus does nothing. How about some mechanic that makes Nemesis stronger the more people are infected? Wesker has something similar about the cd of his charges and as far as I am aware Singularity gets longer over locked the more survivors are slip streamed...
The only problem about Nemesis is I don't really know what to give him? Longer range is not really a good idea, less cool down also seems a bit much, so maybe just make the zombies faster/have a bigger detection radius the more survivors are infected? I guess it could be something stronger, but then they would need to add more vaccines to make it balanced again...
Also I would like an interaction method for the zombies that does not involve a pallet, flashlight or head on(if that even works), how about if the zombie chases someone you can go behind them and destroy the zombie, it would require two players and some coordination as well as involving the risk to get hit, but at least you don't have the annoying situation of the zombie patrolling your hen and one survivor having to walk the zombie on a leash so the Gen can still be worked on. I would greatly appreciate interaction that involved some form of skill/teamwork. I mean you can still do the leash thing, but this would be quicker even though riskier...
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I think it does not need something so drastic as base kit Noed, especially since it would affect strong and weak killers the same... So Spirit gets basically the same out of it as Trapper...
I however would like there to be a base mechanic in the game that incentives survivors to do totems, besides Noed... When the boon meta was strong people got really angry if you did dulls, which was somewhat fair but now where you hardly see any boons you have once again not really a good reason to do a totem, unless it is a hex... I think they should either make it so that hex perks stay in the game as long as a certain amount of totems are still up, and then increase the totem number by a lot so you don't have to find this one totem inside a bush in the middle of nowhere for 5 min. It would give some great game delay without the killer being able to camp the damn thing and make it impossible to cleanse, and it would prevent the Noed scenario where someone is hooked right next to Noed... So to throw out some random numbers... Let's say every map has 10 totems, all of them glow with the same intensity that let's you know how many hex perks are in the game, there is however no difference between 0 and 1 hex perk, so you can never risk free ignore them unless the killer showed you all 4 perks already . Hex perks would get weaker if more totems are cleansed, and if somewhere between 5 and 7 totems are cleansed then their effect vanishes. If it is then still a problem with finding a totem they might as well add a special map that highlights totem positions but takes like 30-40 seconds to aquire, so you don't have to search for minutes... Ofc this would not be possible to aquire from the start, but only after some totems have been cleansed.
This would require a rework of basically all hex perks in the game, however I think it would be not too hard to do. In general I'd be a huge fan of more base mechanics for both sides so you have more to do than gens, because let's be honest doing chests and dulls is a waste of time... So side objectives should at least have some value to them...
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@MikeStev said:
Don't forget there are only 4 Nemesis vaccines, Wesker 8.
For Wesker it is mostly slowdown for the survivors whereas for Nemesis it is more about balancing, the devs stated that if his tentacle only ever needed two hits to down, it would be problematic...
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@Atom7k said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558051#Comment_3558051
I disagree on this one. Streamers are never a good reference as you don't know what they did in preparation of the stream/game. Some of them simply create new accounts, some loose games on intention to drop the mmr so they look better on stream. I don't say it's impossible to win with just M1 but without statistics there is not much to prove here.
I agree that you can almost always learn something new from others. I don't know how your game looks on a daily basis but on my half 8/10 games the survivors are very decent. Looping very tight, to maximum efficiency, faking actions, leading a chase away from generators or survivors, saving pallets, splitting gen pressure.
Very few games survivors are 'easy to beat'. But that may be to mmr, rng and different geographical position. Too many variables to exactly pin something down.
I mean you can see the devotion level and therefore know if they played inbetween, so this claim is fairly easy to check...
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@Atom7k said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557976#Comment_3557976
As you are kind of right here, where do you draw the line?
What is the line where it's considered a 'skill issue' or something basically not possible to do? I think it's really easy to say 'get better' but is it that easy?
If you know how to loop tiles, know your mindgames, have map knowledge, some strategy, a build suiting you and know the abilites/tricks of the killer there is not much left you can do. It then comes down to survivor mistakes or rng. Which gets reduced drastically when playing in a team.
I think that's what @xltechno is on about.
Personally I think there are limits how 'good' you can get with some killers (depending on the way you think probably). I don't really intend to spend hundreds of hours discovering which wall or tree on map is slippy or not (when playing blight) and I don't think it should be necessary except when you want to win a championship or something. Most of us just want to play the game and not getting completly destroyed, tbagged and then getting told to just get better.
As I stated before it is possible, considering some streamers did it with m1 only no killer power and so on with 90% + winrate... So the whole point about Blight colliding and so on can be disregarded...
I mean as for the get better, obviously there is still stuff you can do and improve on, otherwise those guys wouldn't manage to do what they did... And you even have it easier than those guys because you can use the killers power. So yes it is a skill issue, matchmaking doesn't give you decent survivors that often, and those you face regularly can be beaten fairly easily.
To improve watch guides, play 1v1s and so on it is not that hard to do, it just takes much time and practise.
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@xltechno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557696#Comment_3557696
Already watched it.
Oh yeah, I forgot to mention that he has experience winning a world championship :)
If you can say that having him doesn't help because there are better players, then someone should try to win.
I might add that he wasn't serious at first.
At this time, perks were a totem concept for him, so he was just trying to enjoy them.
However, that was a minor problem, and in one scene of this live broadcast, everyone including himself agreed, ``There are limits to how much you can win against SWF with the M1 Killer.''
You do realize thought that winning 90+% with purely m1 without using the killers power basically means it is fairly possible to do so on most killers if you use the killers powers? And if you can't it is basically a skill issue and you just need to get better? I mean you could see how he outplayed tiles, maybe just learn something from it instead of complaining...