Arcturus
Arcturus
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- Arcturus
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Apparently it's bugged anyway so it still affects other statuses lmao
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Yeah I've seen a lot of people mention that Spirit should have had like footsteps in power (maybe like dirt getting kicked up) rather than sound cues when she launched. I think that change could still be made while keeping the sound cues everyone is used to by now, and they can balance it out by making her recharge and speed addons partial basekit or something.
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For totems, Hexes can't be relit because most of they're effects are 1. more impactful than survivor boon perks 2. take time to cleanse rather than just snuffing them out in a short animation and 3. boons have a very limited range of 24m except on indoor maps. Boons already have a sound to reveal where they are, but I could get behind an accessibility change where boons are revealed within maybe 6m? Any higher and it might be too much due to how limited the range of the boon is in the first place.
As for survivor perks that reveal the killer aura, you kind of betrayed yourself in your own post. Exactly, in SWFs they are comming the killer's location already, so it only benefits solo players to see the killer's aura at range. Solo survivors are objectively weaker than SWFs, so I don't see the problem there. The other kind of aura reading survivors can get is in chase like with keys with the iri addon, or with things like Troubleshooter. However, killers have equivalents, such as I'm All Ears and Zanshin Tactics. This effect is good on both sides, but certainly not meta.
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@MeepLord1576 said:
I'm a Chucky (yes, I know you hate me now, surv mains) and Vecna (Lich) main, so I'm in a pretty good spot. I'd say Vecna's A Tier and Chucky's upper B Tier so I just voted A Tier.
Do people hate Chucky? I imagine that's either just less experienced survivors have difficulty playing around his size, or maybe because I've gotten a decent amount of tunneling Chuckys? Either way I don't think Chucky is that hated, you're chill with me daps up
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I was considering taking a break from playing DBD during testing week considering what everybody has been saying about Denuvo, but thanks to this post I found out The Finals uses Denuvo already and I already have it downloaded in my library lmao, so I guess it won't make a difference for me
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I thought from the silhouette that the crab legs would be disconnected from her body, almost like hovering shields
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I think most people who have played both sides for a decent amount of hours understand the difficulties of both sides. The difficulties of killer are not a well guarded secret, if you take the time to play even 10% of your matches as a killer you will get a feeling for the frustrations you can encounter on killer. In addition, I think anybody with a realistic view of the game does not fault a killer (even if it might be frustrating in the moment) for tunneling a survivor out at 2 gens, or for slugging because they have no time to pick up or see another opportunity for a kill, or for camping a hook in end game.
However, killers do not go into a game as a high tier killer and from 5 gens attempt to hard tunnel, slug an entire team, or camp a hook because of the possibility of a bully squad. The majority of the player base is solo, and if you play this game for a while you will know that. Even if every single survivor in the game was solo, these players would still play that way. Even during the extremely oppressive Overcharge + Eruption + Call of Brine meta, killers still played that way. That is because it is objectively the easiest and simultaneously the most efficient way of winning. All 3 of these tactics are generally even easier on high tier killers, which is why you see those killers more often than not doing them, often while running completely meta builds. These people just want to win every game and will choose to play that way in order to do so, and when they finally lose to a good SWF they are the same people that will say that survivor is too strong.
Even the term bully squad is loose, as everyone's definition of a bully squad is different. If you get flashlight saved once and later a survivor uses their gen-oriented toolbox to sabo a hook, does that mean it's a bully squad? Even if I call them one in the heat of the moment, personally I'd say no, it's just frustrating to deal with. As much as that killer deserved that down, the survivor made a good save. Power Struggle squads, Head On squads, etc, they are definitely bully squads, but often these players aren't even doing the objective and I find that even if a bit frustrating, once they make a mistake I can often snowball the game and win before they get 3 gens done. The most frustrating thing for me is not bully squads, as usually you can squeeze a win out of them. What's frustrating is going against an extremely skilled, coordinated SWF that is not messing around, especially on mid to low tier killers (of which I main).
In short, I understand when killers tunnel halfway through a game, or slug opportunistically, or camp in end game for example. But while I am a solo survivor, I also play a lot of killer (recently more and more as hard tunneling feels like it gets even more prevalent and the experience just gets worse) and have encountered extremely skilled, frustrating squads, yet I don't hard tunnel from 5 gens, try to slug an entire game, or camp a hook in a 3 gen all game, and I am still able to win about 70% of my games. Even on Ghost Face. And like I said, the actual "bully squads" are usually a joke, it's the genuinely skilled, serious players that are frustrating to face. And at the end of the day, even though I might get pissed off because I'm playing Ghost Face against a full meta skilled SWF, they won fair and square, and I could not get downs fast enough. So I do not have empathy for killers who are doing that.
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@Elan said:
Once people learn to play around her aura build she will become significantly weaker. Trust.
It's not really about her being weaker or stronger, I'm of the opinion that as people learn to play against her, she'll seem weaker for the most part (maybe around now for the next couple weeks), and then when some players really figure out and master her she'll be considered even stronger than before. But it's not about how strong she is in chase or her map presence or ability to snipe, it's about the player frustration that so many of your perks or even items could become completely useless with no warning encountering this killer, and even if they aren't directly made useless, other builds are already not very useful considering she is a long range sniping m2 killer.
Seeing the killer's aura with an aura build is not that useful unless for some reason she's doing m1 on a tile with high walls (but most of the time I get m1'd against this killer is at a filler), a haste with your duo build isn't going to be useful because haste will not save you from the lasers, in fact the build could just get the killer to hits in one shot, protection hit builds are hopeless because how are you supposed to get protection hits, etc. The only builds that I can think of that are impactful still are boon, genrush, and heal builds. If you run anything else your build / perks are probably either unusable or not very useful.
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113092#Comment_4113092
Plenty of killers negate perk builds. Legion and ghould make heals kind of pointless. Nurse pretty much kills every chase perk in the game.
I just don't see that it's a huge issue. Considering it's her release week and hardly anyone is playing her it won't be a colossal problem plus her power is fairly simple to dodge and bait so games againstbher are more about skill rather than perk builds.
It'll be an agree to disagree I guess.
I think also there's the fact that the Judgment completely negates anti-tunnel perks, but I guess if you think that's alright as well we just wholeheartedly disagree with each other
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I'll be starting to put together the data sometime after 8pm CST so if anyone still would like to respond that hasn't you've got until then to do so!
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@TerraKane said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113017#Comment_4113017
I have to disagree on the event thing: I'm not complaining that the surv side got something during Black Banquet, but I was indeed - like many others - unhappy that killers got nothing but this meager poison. And that's how it's handled in recent events, even Blood Moon: Survivors get interactive gameplay mechanics and killers get nothing, maybe a little haste here and there. So what I'm saying is, events should be catering to both sides and give both sides mechanics and fun things to do.
The winter event thing wasn't even killer sided, survivors literally got the same mechanic to make a thrown pallet unbreakable by freezing it, so both sides could use that, I think that event actually was balanced for once.
And chaos shuffle is neither sided, as your perks are random and with many killers you need at least some gen regression against a coordinated team, so killers might not have gen regression, survivors might not have anti-tunnel, no one has meta, and if you're particularly unlucky you get "No Mither" and "Finesse" on surv or a meme-addon that erases your power on killer. That's that.
Lights Out used to be killer sided and I'd say it was supposed to be killer sided, as it should be scary, you should not see anything or have aura reading, that's the fun about it. Now it came back for only one week after having the Banquet as the most surv-sided event in history, why cater to survivors again during this one short time the mode is finally back? Let killer players have something!
I only fear that if the game keeps pampering one side and makes it easier for them, killers WILL feel forced or annoyed enough to play even sweatier, tunnel harder and do everything people cry about, because they feel forced to do so to win. Pampering survivors too much creates even more toxicity in this game.The Black Banquet was honestly miserable as a survivor after a day or two of the event being out. After that point, all you faced were killers like Bubba who could take advantage of the poison, and when the killer was actively playing around the poison like that it honestly felt impossible to win at times. The mode was theoretically survivor sided, but due to certain playstyles being used by almost every killer it ended up feeling very killer sided. I will agree though that the survivor powers were a lot more interesting, being able to activate invisibility or insta heal the team was much more interesting and interactive for survivors than chucking a fart bottle at a survivor and waiting for them to slow down to a snail's pace.
I don't think Chaos Shuffle necessarily leans in one way or another, but I did find myself winning like 80-90% of my killer games on my main (Springtrap) with the highest MMR (MMR was a thing, it just wasn't influenced by Chaos Shuffle) while I escaped probably a lot less. I found myself in most games as killer, even with pretty bad perks, having something can work with, even just one decent perk to help me in chase or help slow down gens or find survivors. On survivor, so many perks feel like they require synergy with other perks or with other teammates, or with other teammates with other perks lmao. So while on killer there were many times I felt like I had one or two super weak perks, on survivor a lot of the time it felt like I was essentially perkless.
I believe the devs said Lights Out statistics were still killer sided, could be wrong about that though. Either way, I agree that some of the changes went a bit far, specifically because it felt like it ruined the point of the gamemode. At the same time, I understand why the changes were made, as after a few games it just wasn't fun for survivors so no one wanted to play it. Like at first, the novelty of being jumpscared by the killer can be fun and tense, but after a few games, at least of playing solo, you realize that you're either going to lose every game or you're going to win simply because the killer never found anyone and you just spent the whole time sitting on a gen in silence. It just simply was not fun for survivors and so the devs struggled to get them to fill the lobbies.
And of course, as @pidgeon said, Masquerade was very killer sided for years. Survivors are not being pampered. Both sides have players that sweat regardless. Killers will tunnel regardless of how easy or hard the game is, they have done so since the release of the game, and honestly it feels like the issue has gotten worse over time despite the fact that the game was insanely survivor sided when it came out (although that could just be me).
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112926#Comment_4112926
She does nix a lot of perks builds to be sure. I find healing and gen rush builds (not hyperfocus tho) work well against her.
It's kind of offset by the fact that her attack is very dodgeable. I'm as a rule pretty mid at running chase as a survivor, and actively bad at looping. But I'm crushing judgements in chase because I've got a good feel for her ability.
My best advice is to run inner strength. It's a regular feature in my builds anyway, but it works particularly well against sniper judgements as if you have a crushed totem in your back pocket you can quickly recover from a long range hit. Combo with quick and quiet and I've even managed to to pull of locker heals midchase against judgements since they often stay at midrange and break los often.
She has a very different gameplay style to other killers, and it catches a lot of people off guard. But personally I find it refreshing, anything that shakes up the boring meta is a good thing imo.
Like I said, I enjoy looping this killer. I've actually started running into some pretty damn good Judgments that I imagine have been no-lifing playing the new killer, and even if it's really difficult it's still fun to get chased. In fact, despite me thinking this killer will be extremely powerful in the right hands, I want the light beams to be buffed, maybe adding back the 0.5s of control and perhaps making it slightly easier for close range hits somehow.
However, I feel this would need to come with some way to unrestrict some of the survivor perk usage. I understand that certain perks like Inner Healing could be very good against this killer, as that's the case with every killer. However the issue is that inherently as a long range m2 killer, a ton of perks already don't get value (like I mentioned with my examples of the aura and duo haste builds), and the nature of Exile makes a bunch of the perks that probably wouldn't be affected so much completely useless a lot of the time. I enjoy being chased by this killer, and I don't have much of an issue dodging snipes (except when she has like 6s of aura reading in Zealous, then if it's a good Judgment they just adjust the light to be right on top of me sometimes), I want to like this killer so bad but the feeling of almost any build I have being made useless or barely having an impact is such a frustrating feeling.
The game does need a meta shakeup, but that should come with perk changes, such as hopefully in the mid chapter 45 perk patch. It should not corral survivors into the very few builds that still work well against one killer. A killer or perks can counter certain builds or perks, that's fine. Healing builds will not work against Plague, aura builds will not work very often against a stealth killer / a killer with undetectable perks. But especially because half the perks on each side of the fence are pretty bad or even borderline useless, there are a lot of builds that get shut down by her power or at the very least have little impact / usefulness. I don't want to be told for the rest of my time playing DBD that it's my fault for running one of these 20 builds and randomly getting a Judgment who counters it. I don't want to be forced to use a small set of perks that is actually still impactful against her.
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Personally I'd like to see it changed to 2.5s. I think that would be a nice middle ground where you lose an extra meter of distance over Lithe or Balanced in exchange for Sprint Burst's flexibility. As of now I think Lithe and even Balanced are just straight up better.
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Anybody that thinks that BHVR pampers one side clearly is lacking in hours on the game. We literally just got a very killer sided update with 3 survivor meta perks being nerfed hard, one of which is going to be shot dead in the next hotfix.
Also, that's not how the queue times work. The killer queue times are insanely long not because there are so few people willing to play killer, that would mean killers would get into games quickly. Killer queues are insanely long because BHVR is struggling to get enough survivor players to fill the lobby. Stop trolling.
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@HoodedWildKard said:
God forbid we get a killer that plays different.
Ngl I'm really enjoying judgement from both sides of the game. It's something very different and just requires a different kind of counterplay. I've been having great fun mindgaming in chase as and against judgement. Chases with her are enjoyable and rewarding.
As well as locking out survivors from perks, the power also locks judgement out of a lot of killer perks too. Any hook based perk, and basic hit perks are kinda useless on her.
I get why she can be frustrating to go against but if people are getting sniped across map that's because they aren't paying attention. It's easily avoidable if you're keeping an eye out. Honestly she's a breath of fresh air compared to a lot of new killers. Much more fun than crouch simulator two tap machine that is jason. Id take a judgement game any day. Eck even being exiled is kinda fun definitely better than just hanging on hook.
P.s. also slug perks like tencity and expo etc do have use against her. Judgements tend to slug a bit if they have the opportunity for double downs.
Her gameplay locks her out of a lot of perks as well, but she actually knows ahead of time and can create a fully functioning build. There are very few survivor builds I've found that actually work well against her, even out of the ones that don't get turned completely useless by Exile. I tried running a full killer aura build. It works, but it's hardly useful against the Judgment a lot of the time because it's most useful in an m1 chase in a tile, while the only time I get m1'd by a Judgment is at a terrible filler. I was running a Teamwork and Blood Pact build with my buddy, that doesn't really help either and in fact can be detrimental staying so close to your teammate.
The only builds that I can think of that are fully functioning against a sniping killer that ignores all hook and saving perks are 1. heal builds 2. boon builds 3. genrush builds. And that reflects in the fact that I've seen way more boon and genrush builds since the update. I like looping against this killer, but it's extremely frustrating how limiting it is to play against them.
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@zonkednb said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112609#Comment_4112609
That was quite the saga. Wrote a lot of detailed responses only for the form to tell me the answers were too long. So please enjoy my 3AM truncations.
Oh my god, I unfortunately don't have any control over that as it just asks me "short answer response" or "long answer response" and I already chose the longer option. I'm sorry it limited you lmao, but thank you it seems like you wrote a reason for every killer!
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We'll see, might just be another inconsistency, people have found a few. If that is the case I hope they treat my boy carefully :(
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Not only that, Quick Gambit already gives you aura reading on your entire team the entire duration it's active. There needs to be a reason to run Salvation's Cry over Quick Gambit and right now the only reason is the teammates get to see your and the killers aura for a couple seconds, which really isn't a lot
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It increases the duration of the "unhook" protections you get when you exit Exile. I couldn't find how much one extends it by, but it really doesn't feel like much. Maybe half a second?
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Being inflammatory and insulting other people isn't contributing anything to the conversation. I never argued the killer was OP, I argued that Exile not being counted as a hook is problematic. The Judgment certainly will m1 given the chance, but in 90% of chases at least one of the hits you take will probably be a light hit. I am well aware of how to play against this killer, but a halfway decent killer will hit a shot eventually. If if that is not the case for you, then I think you need to keep learning the killer. Being within 10m of the killer doesn't make the light useless, it just makes it harder to hit.
I do not personally run DS or any second chance perks myself, whenever I play solo I don't run any at all. However, I play with people far less experienced than me that will get tunneled if I don't do anything, so I often bring anti-tunnel perks that might keep them alive. I am thinking of not only survivors as a whole, but of inexperienced survivors that are more likely to get tunneled out when seen as a weak link, the game is already difficult to get into as it is. In addition, even though I don't run second chance perks for myself, it still affects more than half my builds because of the amount of other perks that are affected. In addition, like I said, this is not something a survivor can really account for. They will never know when they will face a Judgment, so they're expected to never run any of these 25-35 perks? And if they do they're punished? The idea of that is ridiculous.
The killer does not see which two shrines, no, but they know where they downed the survivor, they have eyes to see which shrines other survivors are heading to, and there is no anti-camp meter. I have already experienced this in several games where the killer just stays in an area around the shrines while shooting shots across the map and warding off any survivors coming close. And if the survivors manage to save the exiled survivor, the killer knows for a fact they have no protections besides the basekit endurance, and they either just shoot them twice or wait until they see the elusive run out and hit them once.
As I said in another comment, even with being counted as a hook, Exiling / mini moriing survivors is still infinitely faster than picking up, carrying, and hooking them, still grants you complete immunity from saves, and you will have the ability to do so with almost every down you get. The main reason Pyramid Head cages survivors is the same thing: to save time. If you are simply hooking over and over again instead of Exiling so that you can camp, I think that's a you problem. The killer can be buffed to compensate for the changes, I think most everyone wants to increase the amount of control Judgment has over the light in Zealous for example.
Stop insulting people, it just makes your argument feel weaker.
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@Crowman said:
The whole point of killers having a power alternative to hooks is that they are not hooks.
The only other killer in the game that has an alternative to hooks is Pyramid Head, who has counterplay. If a survivor thinks it's worth it, even if it makes it more difficult to last in chase they can avoid the trail. Often times, the Pyramid Head will have to hook normally, he won't always cage. With Judgment, you can Exile for pretty much every down because Heresy is applied automatically just by hitting a survivor with your power. The only counterplay available is if the Judgment completely drops you so you're able to repent at a statue, but most likely you'll just be hit by another beam the next time you're injured/downed and you get Exiled anyway. It also pretty much guarantees her mini mori. Even with being counted as a hook, Exiling / mini moriing survivors is still infinitely faster than picking up, carrying, and hooking them, and still grants you complete immunity from saves.
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@NeverSolus said:
I'm torn on this. On one hand I think you're right, but on the other if I exile three people, the idea of being able to free them all from whatever shrine is most convenient for the surv feels a bit slap-in-the-facey. So I'm unsure where I sit on this if I'm honest. 😂
I'm in the same boat about just making it universal, I think it would make it way too easy to instantly free a survivor across the map from the killer. On the other hand, the two shrines can be camped, and the spawn logic is terrible. I think the easiest way to fix it is to just increase it from the closest 2 to the closest 3 to allow for more breathing room for survivors while also not punishing the killer for using Exile
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Yeah honestly I love the changes they did with keys, but I wish we had old maps. I don't know anyone who uses maps for the Windows effect, every time I use one or see any other survivor use one it has the purple totem addon, as maps are still the most reliable way to find totems for cleansing and booning builds. And yeah, they used to be an option for finding chests as well. Maps didn't have to be universally strong, they had their niche and fit in perfectly before. I just want maps to reveal chests, totems, and gens basekit and then every addon is extra charges, charge speed, range, etc.
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@esarraf said:
Reading some of these over and there's still a few issues I can see from survivor side.
Deadline's problem comes from the injury requirement, remove that and the perk will be perfectly fine.
Rapid Response just needs an entirely new effect or to make the aura reveal much longer. Like 3 seconds of killers aura is almost nothing considering you'll typically get exhaustion in chase and can literally see where the killer is most of the time. Maybe upping it to ten seconds would make it more viable.
Treacherous crows needs to give everyone the calm spirit effect at minimum, the duration is not the issue but the fact the perk literally cannot be used in chase ever which is also the only time it can really be used due to the tr requirement.
Low Profile also needs a different activation requirement as it's only useful if you are planning to rat and in that case sole survivor is already so much better in every way. I'd change it to when all other survivors are dying, on hook, or injured. That way it's actually possible to use as everyone is being injured is at least semi plausible rather than the circumstances of everyone being dead or dying especially given how weak the actual effect is.
Specialist could probably be increased to 7~8%, chest builds are horrible and in dire need of buffs. An extra 1% is not going to make this perk usable since it still requires you to be in a 4 man swf with everyone bringing coins and seriously there are far worse things a coordinated 4man can do besides a chest build.
Teamwork soft spoken has the same issue as technician where it does nothing to reduce the sound of the generator itself which makes it fundamentally useless as any killer with a brain is going to hear the gen with a ton of progress and kick it. Changing it so it just makes the repair sound and generator quieter would be the only way to make this viable.
I agree with a lot of these, however a lot of these change how the perk works and as my post says I restricted myself to only changing numbers and perhaps removing functions, not adding or changing them. If the change to the perk includes some kind of functionality change or addition, then it's something new that needs to be coded and it's no longer a quick and easy change. As I said in the post, these are not ideal changes for these perks, a lot of them are just temporary before they can properly be given the time needed to put them in their ideal state.
As for the other suggestions:
I did not propose removing the injured requirement of Deadline (if that is even an easy change) because that means it's permanently active, which could be concerning with Hyperfocus + Stake Out builds. As Deadline is now, it is mainly used in conjunction with Autodidact so I elected to just buff the numbers. Honestly don't know what the ideal state of this perk is even supposed to be, maybe removing the injured requirement would be fine if they fixed the Hyperfocus issue.
There are actually a fair amount of high skill players that swear Rapid Response is a decent perk, as it gives you aura on the killer on demand if you run it with something like Lithe or Dramaturgy along with Eyes of Belmont. However, I think even taking Eyes of Belmont into account, this perk definitely could be 6s or so which is a nice middle ground.
For Specialist, I agree that it could be a little bit higher, although I would be scared about putting it as high as 8% even if it's only powerful in a goofy chest build, especially when there is the possibility of making a generator permanently 48% done with one skill check. I think I'll put it up to 7% which already almost doubles the value, while reducing the max Tokens to 3 so that only 21% can be deposited at a time, which is similar to the current 24%.
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I understand the sentiment, I myself have some issues with the Judgment, although I do want to clarify some things. The Judgment's perk, Celestial Witness, does not reveal survivors within 40m, it reveals the obsession when that survivor is further than 40m from them, and it switches the obsession if that survivor is within 40m of them. So at most, it tells the killer that there is a survivor they might not see in a large 40m radius, but the main functionality is seeing the obsession far away. My recommendation is if you notice the obsession switching throughout the game, then you know they have Celestial, and if you know they have Celestial and you become obsession, always be ready to have a shot come your way (the cooldown is 30s so you should be okay in that period of time after becoming obsession).
I also just recommend assuming your aura is constantly being read against the Judgment, as most players are just running a ton of aura perks and addons on them. The laser is pretty easy to dodge most of the time if you're paying attention, make sure you listen for the audio cue when it's being charged, and you can also see the aiming reticle if you have line of sight (this doesn't apply to indoor maps, where you definitely need to be a lot more careful).
As for aura blocking perks, I clarified how Celestial works, so there are a couple options. Because as of now Self Preservation doesn't work (since Exile doesn't count as a hook state), assuming you have the perks you can choose between Distortion and Shadow Step. I've run both against Judgment and both are extremely useful. If you're always playing with your husband, both running boon builds with Shadow Step could effectively make almost half the map a safe haven from aura reading.
Looping is honestly the hardest part about this killer, if you make sure you're within 10m of them when looping and don't try to go for distance all the time like you would with most other killers, it makes for a much more difficult time for the killer, dodging the lasers close range just takes a bit of practice. You just don't want to W key away because mid range is deadly.
Finally, and probably most importantly to you and your husband, this killer is already falling off in pick rate due to its difficulty. The killer launched with an abysmal pick rate compared to most killers at their release, and that pick rate is already dying off. Within a week I suspect you'll be running into a Judgment 1/40 games or so. I also hate that the killer invalidates so many popular survivor perks with no way for survivors to know, but at least it will be once in a blue moon very soon. If all the other points I made aren't enough to encourage you to try again, I'd recommend getting back on in a week. As of now I already find Judgments very rare in my games, but they'll be almost gone by then.
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@zonkednb said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112042#Comment_4112042
Aw damn, I was hoping to respond to it this weekend. I'll be here for the results.
I updated the post to show that I'll be waiting until Sunday night so you'll have all weekend to do it, no pressure at all
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I'd love to see that in DBD, I think it was one of my top choices when they rolled out that survey after the anniversary event. I feel like it would be somewhat similar to the rat from In Silence. The idea would definitely have to be fully thought out for DBD though
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@SpyUA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112523#Comment_4112523
This boon is mostly paired up with gen rushing builds, then the 10% becomes much stronger saving much more time and the boon can affect multiple survivors as well, you are not talking about it's secondary which makes gen regression speed take 8 seconds to regress just one charge which is a lot and you would stop the regression probably after 20 seconds and you would only lose 2.5 changes.
Any boons are annoying to face as killer and to normally the killer either needs to go look for them wasting probably like 10-20 seconds while survivors are still getting progress on gens or getting healed/healing or going for an unhook, or the killer finds a boon while chasing a survivor and if they decide to sniff it then they lose distance which will take 5-10 seconds to seconds to regain or after the chase they would take about 10 seconds to comeback to sniff the boon.
The thing with this boon is it's really good at gen rushing but as well countering 3 gens, the "pathetic range" would most of the time have 2 gens in its radius, having gen speed obtained quite easily and stronger than resilience/de ja vu on multiple survivors (which can also be combined and diminishing returns doesn't affect it much, you will still use hyper focus + stakeout with the boon). The 3 gens is powerful on killer (especially on trapper or hag) and with this boon multiple survivors can do multiple gens with higher gen speed and weak gen regression, will make ease to break the 3 gen with one perk, killer can try to go sniff the boon and they will waste 10 seconds to get rid of it but every second is important to keep the 3 gen.
You are right that the perk is stronger than what @Piruluk suggested, simply because it applies to multiple survivors. However, it doesn't sound like you've used the perk yourself and have only faced it as killer. I ran it in my boon build for a lot of games and honestly I've just abandoned it. I wouldn't say it's absolute trash, but it's just not great.
Yes it applies to multiple survivors, but you're wrong that it most of the time has the range to apply to 2 gens. If you're lucky with the map or that specific totem it will, but most of the time I used the perk it only applied to one gen. If you have the time to boon, you are most likely going to get on that gen, once you're done with that gen you need to relight the boon somewhere else to get more value. The thing is, if we're looking at the time saved when 2 or 3 survivors are on the same gen, Prove Thyself will always destroy it. There is no boon setup time, it works on every generator.
The 50% slower regression is also barely useful. Again, it usually only applies to one generator, and if the killer comes to kick the gen a lot of the time they will hear the boon and snuff it out. The only times I have gotten value from this are when I have to leave the gen with Ruin or the rare instance where I get lucky and the killer doesn't snuff the boon. Even then, it only affects passive gen regression, not the amount Pain Res or Pop regresses the generator (although that would probably be too strong). If the survivor team is decent, the gen should almost never lose more than like 5 charges (in which case this boon would save you 2.5 charges which is around 2 seconds! yippee!).
In a 3 gen scenario it would only be useful if you managed to find a super out of the way totem so it would waste the killer's time too much to snuff it, which almost never happens because most of the 3 gens I see don't have a main building to hide a boon in (if you even get lucky with the totem spawn). But even in a 3 gen scenario, again, just run Prove Thyself. And if you're working alone on one gen while your teammates are pressuring another, then yes, Deja Vu is still better because it requires zero setup and doesn't have a high chance to be turned off by the killer.
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@SpyUA said:
I agree with those buffs, a lot of these perks are likely getting buffed in that patch with a lot of balance changes, especially unbound.
If some of them don't get buffed they can still get buffed in future chapter.
Honestly I'll probably be referring back to this post to see what perks they changed that I also wrote down and see if they did a similar change. If they're doing proper changes then it might be a lot of different perks and different changes, but if they're just focusing on number changes I hope a fair number of these will be somewhat reflected in the update
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@Piruluk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112518#Comment_4112518
Its my guess, but as survivor, if you escape through gates at very least your mmr wont decrease, however in order to increase it you need to well in all categories as well to gain mmr (max out as many as you can, like obvious, do gens, do chases, and save survivors from hooks heal them etc)
I do base the guess on previous statements, where they say the new system mix of old emblem and kill/ escape.
No mmr loss:
-Escaped through gate
-Died but maxed out the categories (dont know the exact numbers what you need to accomplish)
Gain mmr:
-Escaped and did well on categories
Decrease mmr:
-Died and did very few categories
-Hatch escape(neither escape nor death), with little categories points
For killer, this one hard to get, but ultimately we got a confirmation that a kill still get you mmr points even if you do poorly at points. Its just might be slower climb. Maybe you also less likely to lose mmr even if you didnt kill anyone but maxed out the points in categories.
Honestly I still think that for survivors it should count the amount of escapes rather than just if you escaped. I'm not sure but the new system still sounds like if you run the killer for 5 gens then die and the rest of your team gets out you might still lose MMR because all you did was chase and nothing else and you didn't escape. Hopefully however the MMR is calculated it accounts for that but I have no idea
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@Salafur said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112314#Comment_4112314
it’s good that it doesn’t, no DS, thanks god (judgement) it’s so annoying to have 3 DS running against you and silly survivors that hunt down the killer just to get downed so they can use their perk…. It has to be as it is!
As it is, the killer loads into the match completely kitted out while survivors most likely have at least one of their perks or even items deemed useless, often times half their build or even their entire build becomes a dud. The survivors have no way of knowing they're going into the game with a Judgment and basically get to lose half their perks. And even if you think eating DS is annoying, countering all anti-tunnel perks is not healthy when there is no effective basekit anti-tunnel. It just makes Judgment extremely good at tunneling
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@ShanoaLegendaryPlz said:
I have a several reasons against it.
- There are a lot of players that don't want to talk while playing games online.
- And some don't like having to wear a headset the entire time or buy a standing mic just because of a new voice feature in the game that other players will expect you to use.
- Though it would be optional^ they also don't want to hear other players in the game. And the fact that it would be optional would also render the mechanic half useless as some will use it, some wont, some would want to toggle off other players voices too, thus you wouldnt even know if the player on the other end can hear you unless they put some icon that they opted out of voice chat.
- Dbd maintains a level of immersion with the characters, as you never know whos on the other side of the screen, unless its a streamer who you can watch. You just see that character they are playing and thats who you see them as. Sables suddenly getting a 12 year old boy's voice coming out of them, or myers coming at you yelling "I'm gonna gitcha!" would certainly obliterate that immersion (as examples).
- Killers and survivors being able to talk to eachother mid game would simply bring the end game threats and hatred, and place it throughout the entire game rather than just the 1 end game chat box. Every interaction would be heated arguements from the moment they go down to the moment the killer walks away from them swearing at the killer on the hook. Every knockdown and flashlight blind and pallet stun will now be personal on a much greater level.
- All voicechat games are known to have trolls, and with how toxic dbd's community is, trolling will be at an alltime high since they've now been given more options.
- Voicechat would completely eliminate the point of chat censorship and will allow free reign to say WHATEVER you want and not be reported as it cannot be recorded other than on video.
- As much as soloque needs help to reach the level of SWF coordination, I believe SWF itself is the worst part of balance in the game, since the game was designed with no communication in mind with its core gameplay, which makes SWF teams the most oppresive thing a killer player could face. Voice chat (if it were working as intended) may very well bridge the gap too much to the point where everyone might as well be a SWF team and the killer end of the game would certainly need a buff to compensate, which would again make survivor a worse experience.
- Even between teammates, survivor players often make mistakes, and now every mistake will cause a verbal arguement, and further seperate the team from wanting to help eachother rather than just a missed skill check, giving a side eye, and moving on with the game. Players would blame eachother for every failed attempt at saving eachother or the whole team going down, it would also help them in betraying their team mates to the killer being able to give specific details of their location.
Fair enough. I mean if there was ever a voice chat added there would certainly have to be some kind of killer buff, but yeah I think at this point 10 years in DBD has built a community and an atmosphere around no comms unless you're playing with friends
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@Nazzzak said:
I've always been against it because sound is such an important aspect of this game. From Myers breathing, Ghostface's cloak flapping, Huntress wind up noise, Wraith gurgling, Springtrap clanking, etc etc. Being in a swf means linking up with like-minded folk with similar goals and motivations. Solo is nothing like that. The people that love the sound of their own voice, the bossy people who want to take charge and order everyone around, the edge lord teenager, the troll.... these are the people you will have in your ear when you're trying to pick up sounds and tells that enable you to actually play the game.
Personally I always imagined that if voice chat were in game, it would be similar to a game like Valorant. There is only push to talk, you can't just have your mic open all the time. And there would be a button to instantly mute all your teammates for a clutch (in this case chase, and ideally it would show an icon in the HUD next to your character to your teammates to let them know you can't hear them)
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@dangersmymidd1ename said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112391#Comment_4112391
Yes I posted it somewhere else but I got a total of 307 bloodpoints for a match where I was the first in Exile and died there.
Yeah I think I remember that post, I've had a very similar experience
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Best BHVR can do is wait another decade of the community asking for that lmao
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@Xray said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112384#Comment_4112384
It will be interesting to see what MMR brackets Onryo's fall into if they just go only for condemned kills.
Despite Onryo being weak, I already hate Onryo's spam TV condemned playstyle. I can't imagine how awful it would be if those Onryo players almost exclusively went against babies
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@dangersmymidd1ename said:
https://forums.bhvr.com/dead-by-daylight/discussion/471678/the-judgement-score-events
Survivors get no points if you down them remotely, because there was no chase at all. No "Bold" points because the killer is a mile away.
Not only that, I'm pretty sure the amount of points they get in Exile compared to wiggling while being carried and struggling on hook is absolutely abysmal.
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I'm mixed on this idea. On one hand, I think the idea is very thematic and would definitely make it harder to reveal Ghostface (which is currently insanely easy to do). On the other hand, as one of my mains, I like the simplicity of his kit. In addition, although this helps with him not being constantly revealed, there are more straightforward options, and this doesn't address the core issue with Ghostface: he has zero chase power.
Even if you mark a survivor, sometimes there's just not much you can do in 60s (or 70s with his brown addon). Obviously it's worse if you're constantly being revealed and having to m1 chase without the survivor even being marked, but the fact remains. Even though Myers is now not very on brand, power scaling wise he has both the ability to instadown and a means to do so (the dash). Maybe if Ghostface's crouch was faster that could be his way of securing kills at a pallet? By mindgaming? (I do this already, but the fact that it's 4.0m/s kills it sometimes). I'm not really sure.
I think I would be more down for this idea on a new killer. If the Black Telephone was in the game I think something similar to this would be awesome, although I don't know if we really want to bring a pedophile killer into the game.
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I also don't like the new button, although the timer is a bug apparently, along with the sounds being missing. I think it's supposed to be fixed in the next hotfix, but I'm guessing the button itself will stay
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Escapes and kills are still the main determining factor, but a lot of the stuff that effects badges (the ones to pip) also play a factor. Basically that means as killer, things like getting more hooks rewards you more MMR / you lose less (from my understanding), and for survivor things like altruism and gens completed it's the same.
If you're 8 hooking then getting a 4k, you're probably getting maximum MMR increase. The flaw with the system is that slugging and getting a 4k with zero hooks effectively keeps your MMR low which is people's concern. If you want to be able to keep your MMR low to be able to 8 hook, I don't think that's what you should be aiming for. You should be in your own lobbies, and if you want to still be able to 8 hook or similar before killing like I try to do, I usually just end up running stronger perks. Other than that, if you want to be chill you can give hatch. But please don't intentionally lower your MMR.
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@LeFennecFox said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111588#Comment_4111588
2026 and we still don't just make killers like this or nurse blind while charging power.
Honestly though because Exile doesn't count as a hook and it's not an m1 killer the only perks really left for the Judgement are aura and gen regression. I think the aura addons could be looked at, but I think aura working as a whole is fine. I just wish Exile counted as a hook, it would fix so many issues for build variety on the killer and for perks becoming useless for survivors
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If we're talking about survivors on the forum being "bad for games reputation" because some people are immediately calling for nerfs, the same can be said about killers on the forum that are immediately calling for buffs. The reality is that this killer is very difficult to tell where they will land on a tier list because 1. they're difficult to play and 2. the MMR reset is still in full swing. Everbody just needs to chill for a bit, not just one side. In reality, what I don't think is very conductive to the game's balance is invalidating an entire side of the playerbase, of which takes up 80% of the people in each match.
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I mean the Cut Loose change is completely unrelated to the post, but I've wanted to see this Two Can Play change for a while. As it is, there are basically two tiers of hex perks with only a couple in between: top tier perks like Ruin, Blood Favor, etc, and bottom tier perks like Two Can Play, Nothing But Misery, etc. I really would like to see the super weak hexes get buffed (especially a lot of them have ridiculous activation conditions) and possibly some of the top tier ones get slight nerfs.
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@zonkednb said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112042#Comment_4112042
Aw damn, I was hoping to respond to it this weekend. I'll be here for the results.
If you need until the weekend I can wait, just let me know when you've done it. I just wasn't sure if anyone else would be responding
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Hey just a heads up for anyone who cares, the poll's been stuck at 24 responses for quite a while now so im thinking about starting to organize the data tomorrow night. the poll only took me 5 minutes or so to complete, but i know everybody will take different amounts of time. let me know if anybody needs more time because of schedules
Edit: I forgot to take into account that I completed the form before there was the option to give reasoning for your ratings, but keep in mind every question is optional!
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@pidgeon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111981#Comment_4111981
Ah I see what you mean, maybe increase distance between the shrines and make survivors spawn at the further of the two shrines from The Judgment?
Shrines are already spread evenly across the map so they wouldn't be able to be spread further unless there were less of them which has its own drawbacks. I think you do the same thing but instead of spreading the shrines you make it so survivors can be saved from 3 instead of 2
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I think the only killers that are universally agreed on that are S tier are Nurse and Blight, and I guess we'll have to see about this new killer. Ghoul is consistently considered top 10, I feel like usually around 5th or 6th most powerful in the game, so a high A tier.
@Ergzelgath said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112006#Comment_4112006
Can i ask how many pallets have been added into the game since the pallet density update like on average 6?
And do i have anymore ways that i dont know to play the ghoul? Since his cut off are so in consistant i run him with dissolution and it helps a lot but its a very lazy way to win chase and trying to do cut off in filler pallets are just so bad how is otzdarva or hens or any youtuber say hes S tier or does he have anymore power that is so good he can sit in s tier dispite having so bad chase power
I'm pretty sure in Otz's tierlist he put Ghoul in high A, I think also 5th or 6th. I can't remember exactly where Hens put him but I imagine it was probably about the same. it's extremely easy to get about 80% out of his abilities which is already a lot, but some of the more advanced stuff at loops is much more difficult. I don't play much Ghoul so I'd just look up some videos for tips, but even if the killer has a bit more difficulty at something like a filler tile (unless you know how to do the advanced stuff), just make sure you punish survivors whenever they leave a loop, as you can catch up in an instant.
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@Rock_KBob said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111929#Comment_4111929
This was against Jason
Honestly surprised about that. The reason I asked is because of Exile, you never get any points for struggling while being carried or on hook. The only other things that give survival I think are recovering on the ground, self healing, and totems (which used to be boldness). If you got a score this low it's probably because you did no totems, you never self healed, and you never went down until right at the end, where you probably got those 61 points recovering on the ground before the killer either mori'd you or put you on a hook you were right under (and you wouldn't get any struggle since all your teammates left so you would instantly die).
A lot of people have complained about the 10k bp cap per category, so many people have suggested that it become a 40k overall cap and I think that just makes sense.
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Was it against the Judgement?
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@DodoSwarm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111801#Comment_4111801
Causing Exhaustion makes no sense when you can just prevent distance entirely. though, I will admit, vigil being gutted makes running perks to cause exhaustion way more viable, though that isn't a good thing it just makes exhaustion perks not viable… they're like a major part of a lot of peoples gameplay especially into killers like myers who you want as much distance as possible from to outlast his power. this will, again, disproportionately be excellent on high mobility high impact killers and just not that good on M1 killers… Ghostface will not benefit from this very much but Myers and Wesker, and The Ghoul, etc will.
High mobility killers like Ghoul or Blight won't care about a Sprint Burst, they catch up in 2 nanoseconds. The new hex perk is not even remotely as strong as something like Blood Favor