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Artick

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  • Oh my God!!!!! How dare he???????

    Stop being so sensitive.

  • @SquidFacedMan said:

    I regularly run Distortion when I'm playing with my friends. It does burn out quickly but it usually guarantees that I can get a bit of early game breathing room.

    It'd be interesting if you could earn tokens back from doing something. I'm not convinced about player activation personally. I like the perk the way it is.

    But if it is activable then you get to decide when it starts working. In your case, you would turn it on immediately and it would work the same way as it works now. Other people could save it for late-game. The change just gives people a choice.

  • @Peanits said:

    We are looking into protection hits. They do not seem to be giving the perk stacks even when you get the protection hit scoring event. The same would go for WGLF as well.

    As for the perk itself, it needed to be changed from the PTB version because it could actually be easier to get the stacks. With it being unhooks and protection hits, you could unhook somebody and take a hit for them to get two stacks when you previously would have only gotten one.

    We do not have any changes coming just yet, but we would like to revisit it (even if that just means making sure the protection hits are working as intended). If you guys have other suggestions, please let us know.

    Ultimately with how powerful the effect is, it is going to be somewhat unreliable. Getting an extra hit is massive and can completely change the entire match. Being able to reliably pull it off is what makes it frustrating. There would need to be sufficient counterplay on the killer's side if it's going to be frequent (like DS).

    For the PTB MOM with both unhooks and protection hits: yes, getting 2 stacks instantly was too much. But there is a very simple solution: add a cooldown(like 5 seconds) after receiving a stack. While on cooldown no other stack can be gained.

    This would fully fix that scenario and allow people to actually earn MOM stacks in different ways without being able to abuse the system.

    Killer hits you -> MOM gets a stack and enters a cooldown -> you unhook -> no new stack because on cooldown -> only one stack in total.

    You unhook -> MOM gets a stack and enters cooldown -> killer hits you -> no new stack because on cooldown -> only one stack in total.

    This kind of idea is something that the balance team could have figured in seconds, but instead of trying to find a middle ground for the perk they just thought "screw it, just kill the perk so no one complains again"(at least this is how the change they made feels like).

    @Peanits, what do you think?

  • @Peanits, please x3. It starts to look like you guys are avoiding the topic on purpose. We just want to know what the balance team has planned for MOM.

  • @Peanits, please x2. It's a simple question: does the balance team acknowledge the state in which MOM is right now and are they going to do something about it?


  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/583008#Comment_583008

    This would cause some weird interactions with killers like the Nurse and Spirit who typically lose a lost of distance before quickly making it up while using their power. They will often break a chase and only restart it once they catch up to the survivor. With that in mind, you would be getting a cooldown even though you're still being chased.

    It's also more intuitive this way. It's common sense that running while you're exhausted is going to keep you exhausted, adding an additional chase requirement on top of that only makes it less intuitive.

    Additionally, it's not really a necessary change. If you really rely on that exhaustion perk and choose to slowly walk everywhere when you're not being chased so you recover sooner, that's your choice. You're getting power in a chase in exchange for lower mobility around the map. Or if you want to sprint right back to the generator and hope you recover before the killer comes back, you can do that too, it's just a little riskier.

    But this is exactly why I suggested a 10 seconds timer before the cooldown starts. This is already implemented for Bloodlust so if it worked there I don't see why it wouldn't work here. If this sort of mechanic was causing weird interaction I imagine this would already be fixed for bloodlust given it was introduced all the way back in patch 1.5

    Not even talking about the fact that the Nurse will end most chases pretty quickly and an 80 seconds cooldown won't matter at all to her. But so be it, then make it so it doesn't go on cooldown while in terror radius instead of a chase. This solves everything.


    I just feel like a nerf hammer was used on some things where a scalpel was more suited. I still remember Horvath talking about buffing dead hard(in the youtube midchapter patch discussion, the one when they also added the unhook immunity to hits) to where it would either have a longer duration/not cause exhaustion when hit/improve the invulnerability frame. The buff didn't happen, on top of that the perk was nerfed by the exhaustion change and there was no mention again about any change.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/581488#Comment_581488

    We've definitely heard this one before. I wouldn't give it a concrete "no", but we aren't too keen on bringing back double exhaustion in a chase. It was intentionally paused while in a chase for various reasons, and having it come back would be a step backwards.


    Really curious about this one, hope you can give an answer. If the intent was to avoid double exhaustion in a chase, then why the cooldown is paused while running even if not in a chase?

    I think it would make much more sense and feel better if the cooldown would pause in a chase if running, but continue while out of a chase. If the concern is the tricky chase mechanic which at times may not detect the chase and give the survivor few seconds of recharge, then put a timer on it: cooldown will start again after the survivor is out of chase for 10 seconds, not as soon as he gets out of the chase(similar to how bloodlust gives the killer a few seconds to start the chase again before losing a stack).

    @Peanits

  • @Yuhg said:

    Who cares about what community says anyways, who cares about what killers think, we're not the power role anymore (if we ever were). most of the playerbase is a survivor playerbase so you gotta make'em happy. Not buying GF whatsoever or any DLCs anymore. I'm just tired. I have every DLC except for Ash, and if this is the treatment the killers are gonna keep getting so we have to spam nurses and billys at high ranks, not gonna bother wasting money

    You are right, killer mains are totally not biased when it comes to killer buffs/nerfs. We should definitely only take their feedback into account because they are not in a conflict of interests in any way, shape or form.

    While we are at it, let's also listen to survivors and bring instablinds back. What could go wrong?

  • Oh give everyone a break, it's not the start of anything. They are doing what needs to be done to fix a problem.

  • Can you people just stop asking for more crutches?

  • Being tunneled, camped, slugged, morried and having my aura revealed every 5 seconds makes me uncomfortable for some reasons. Anyone else?

  • @not_Queen said:
    @Lux1 We explained in the post why we went with these changes and what issues we were aiming to tackle with them. Live games goes through cycles and the meta is always shifting. DS was part of the main meta for a long time. These changes will hopefully initiate a shift in the meta. It isn't made to ''nerf survivors'' but to make the game healthier for all players.

    Serious question(keep in mind I don't want this post to sound aggressive or anything but it's too much frustration already):
    So why instead of creating more viable survivor perks to shift the meta you decide to nerf the few remaining perks that were good?
    People are not using the same 4 perks since 3 years ago because "they are so op", but because, all the new perks are either too situational, underwhelming or straight out bad. This are not only my words, your game designer said this on streams and forums: "yea this perk is very situational, it may work sometimes" regarding Boil Over and even Deliverance and I can bring links with proof for that.
    Isn't more logical to buff the useless perks and make them good to shift the meta? What you are doing right now is just removing depth and forcing survivors to use objectively bad perks.

    But it's okay, keep ignoring the issues of the other side of your game and focus only on one side. Keep giving that side bad perks on purpose(IN YOUR OWN WORDS) because you don't want to upset the other side.
    Ask yourself, did survivor gameplay evolve in any way since day 1 or it just shrinked and shrinked and shrinked over the course of multiple patches? Perks are being nerfed without adding any other good perks, mechanics are being nerfed/removed without adding anything back. What was added to the game to keep me playing as a survivor? What is new?

    Honestly, it's getting stale and boring. Let's see if you are going to answer.

  • [quote]Vigil should be left alone. It's useless for a reason. If you buff it by adding an effect like this, it just becomes insanely overpoweredr.
    [/quote]
    You can't just design a perk to be bad, that's bad game design. It's like saying legion can't be buffed because he's super annoying and if you buff him he'll be even more annoying(which is true, so you have to rework legions power before buffing him). Same with a perk, if it can't be buffed directly, change the effect into something else.

    You also did not read it fully:
    [quote]
    Vigil will also not affect Exhaustion status effect inflicted by sprint perks,
    [/quote]
    It won't be able to remove Exhaustion from any sprint perk, so you can't sprint, vigil and sprint again.

    [quote]
    Technician would still be useless really even with those buffs. It needs an additional effect, not just number changes.
    [/quote]
    Agree, but I think devs want Technician to be a more newbie perk, like Windows of Opportunity. So at the very least least make it good at that.

    Honestly, at first I was thinking to add the Left Behind effect to Technician, but I thought that may be considered too strong so I moved it to an endgame perk.
    One of the reasons why Left Behind is useless is because you don't really have time to work on a gen with killer being able to fast patrol them. If you add on top of that aura readings then it becomes an impossible match for the last survivor.
    I don't think we will see a rework to the endgame in the next 2 years, so again, at the very least make Left Behind help the last survivor a bit.

    [quote]
    Hope would essentially always be up and would just make chases way too long. Hope is fine as is. Maybe the same buff for like 3-5 seconds would be better, like a mini-adrenaline.
    [/quote]
    I agree this could potentially be too strong, needs play testing(could be 30 seconds for example, not 60). But Hope is far from being fine as it is. There is absolutely no reason to run an endgame perk with a mediocre effect that has a timer on it, when you don't even know you will make it to the endgame.

    It would make sense lore-wise to do something on each powered gen, because this fills survivors with hope.
    5 seconds of +7% movement speed is still really bad. The idea of this changes was to make the perks actually viable, not just change them for the sake of it and call it a day. I don't have another idea for Hope right now, but I'll keep thinking.

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