Avarice10
Avarice10
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@Eareland said:
I think DS is fine in its current state. I personally tunnel people, and if they have DS, after I catch them, they don't have it in the endgame. EZ.
It's not because tunneling is fun, but it's because DS isn't fun to go against. Survivors already has BT in the endgame and it has unlimited usage.
BT use to have only one use but Killers complained about it being too strong that BT applied to both the unhooked person and rescuer so it was reworked into being a perk used only to aid the unhooked person. Killers kind of shot themselves in the foot with that one, ngl.
BT is in a good place where it's at, it does exactly what it's supposed to do, counter camping and give the unhooked person a chance to get away.
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@DontNerf said:
https://forum.deadbydaylight.com/en/discussion/comment/1631405#Comment_1631405
Not if they have unbreakable also who waits 60 seconds? Thats so much time wasted
Plenty of killers do, I was being tunneled by a LF and jumped in a locker because I knew he knew/suspected I had DS and was going to slug me, so I wanted to force a grab. He just stared at the locker waiting for the time to expire, so I jumped out early, tricking him into thinking my DS expired, he picked me up and got stunned. He still tunneled me to death after that but at least I tricked him into getting stunned and bought some time for the team.
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1631645#Comment_1631645
BBQ has been touched, remember when they introduced the mechanic of hiding in a locker to avoid it?
That wasn't a touch to BBQ, that was a touch to all aura reading perks and add ons, Wraiths could see people hiding in a locker, it was kind of broken.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1631319#Comment_1631319
Killers have no single perk as powerful as DS. Even NOED has a direct counter. DS does not.
That is definitely not true, Devour Hope with 5 stacks is the most powerful perk in the game to date, yes it's a hex perk that can be destroyed, but that's exactly why it's a hex perk, if this perk wasn't a Hex, it'd be the most OP perk in the game, its the only perk that has the potentional to absolutely destroy the survivors chances of escape, not even NOED compares to it.
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You actually think these changes will make it a good anti tunnel perk? You're joking right? Have you never been tunneled by a killer before who wanted you so dead they'd ignore everyone else just to kill you? Probably not, because those killers will be all to aware of the many flaws and loop holes they can take advantage of with this new DS.
It sounds to me like you only cared about how you could destroy DS synergy with other perks, and then tried to sell it under the false pretense that you want this DS to be a stronger anti tunnel perk. All you've really done is made the perk to be far weaker in countering tunnelers.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/1637817#Comment_1637817
https://forum.deadbydaylight.com/en/discussion/comment/1637885#Comment_1637885
I play both side I try speak the truth I come it how I see it.
I like the Nurse but she not one of my main she just to hard when I get daily with her I either try skip it or in the match farm and mess around because I can't use her.
Yeah, I'd love to be good at her because she's by far the strongest killer, but the skill ceiling to reach that point is quite high, and if you fail to use her power effectively, well you're unable to resort to chasing normally because of her slow movement speed, making you feel really weak One of her strongest add ons was nerfed, the pocket watch use to reduce fatigue, which made the nurse more forgiving for new player, but OP on experienced nurses.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/1637756#Comment_1637756
also the fact the survivor no where near as hard as killer where there not many red rank killer and low rank killers are getting high rank survivors in matches and MM messed up.
Yeah, definitely true, I'm by no means a killer main, but I'm starting to play killer more, and I had a really rough experience with this.
I had a Nurse daily, a killer I don't really play at all, and I ended up getting a match with red ranks when I was rank 14, I'm almost certain they were a SWF, because they were baiting me to lockers to head on, flash light saves, the lot, extremely cordinated, I never see that type of coordination as solo. I didn't really get mad at them, but damn I was frustrated and felt so powerless, if I actually knew how to play the Nurse, maybe things would have been different, I ended up opening the gates myself the moment the gates were powered, I had enough.
To get red rank survivors, who may have been a SWF, when I was only rank 14, man I felt cheated by that.
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@arcnkd said:
https://forum.deadbydaylight.com/en/discussion/comment/1637742#Comment_1637742
It's one of those situations that they either fix one end (stacking) and cause problems with spreading out; or they fix spreading out and cause problems by stacking because they won't address the real issue and that is just the times in general and the items/add-ons of Survivors. If they nerfed stacking benefit for 2-stack; and required stacking 3 or 4 to actually get a considerable benefit (something like 80 solo, 65 for 2, 50 for 3, 40 for 4-stack) then SWF groups will just coordinate (the problem with SWF that makes it such an imbalanced part of the game) and spread out and do gens solo.
If they leave it as is, 80-47-etc. then SWF will either spread out still or stack two on two and knock them out ridiculously fast -- especially when paired with toolboxes that, while nerfed into oblivion, are still ridiculous when using the right add-ons and a perk like Streetwise.
Personally - the first scenario, forcing them to spread out, is better, but the base times need to be adjusted to be longer to compensate chase time; pressure time; etc. Something like 100 - 80 - 60- 40 would be fine. And taking another look at toolboxes even those they're already gimped.
This thread wasn't about SWF, OP made no mention of it. Splitting up is typically what solo do, partly because they don't know where the others are on the map, the only time they stack is if they spawned together, found each other or it's the last 3 gens.
If you made stacking 80/65 then it'd be faster to spread out which will hurt most killers who benefit from survivors being grouped up. If you made solo too long people would stack, and if you made both too long you'd destroy the balance of the game for solo players.
You'd alse see nerfs to killer gen perks, like Ruin and Pop.
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@konchok said:
I'm not sure how I feel about it. Playing killer at high ranks isn't fun but while I struggle in a game with several rank 1 survivors I absolutely crush a group of rank 5 survivors. It's amazing just how large that divide is. It may be that there really should be about another 5 ranks between the current rank 5 - 4 cause that's where I feel like I'd fit nicely. If I depip to rank 5 I crush and if I rank to rank 3 I get crushed. Neither is that fun and rank 4 is a random chance at having one game or the other.
I don't know about that but, I think killers rank up too fast, which isn't ideal because the higher you go the sweatier survivors get and as was pointed out, early ranks are too easy and its not hard to 4k. So you climb the ranks super easy until you hit the sweat squads, then welcome to stress.
In other words the scaling of the ranks between survivors and killers is way out alinged.
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Well, it takes 80 seconds to complete the action to repair solo, but when survivors stack on gens, that time is shaved in half for obvious reasons making gens get done relatively quick, that's why they added the debuff to gen repair speeds with stacked survivors. It's still faster but also slightly slower too. By spreading out you can get 3 gens done, whereas stacked you'll only get 1 to 2 in the time it takes to get 3 done had they spread out, and spreading out also counters killers with poor mobility. That's why survs work on gens spread out, it's only the last 3 gens will they stack up.
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@kawaiikannibal said:
1. Propose a method in which the devs can fix crappy teammates.
2. Get good.
3. Profit
It's called SWF.
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@HollowsGrief said:
Can someone please tell me how to make discussions in general chat? Ever since the last forum update I can't seem to figure it out.
Yep, me too, I have the same problem
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@[Deleted User] said:
I would just remove the Trapper effects and update it to allow you to attempt to escape the hook on your second hook too. That way it'd have great synergy with Deliverance and it'd also be even more useful for luck stacking.
Oh nice idea, another idea is it removes the penalty for attempting, so you get 6 attempts and the entity spawns to stop any more attempts but you're still in phase 1. That'd make it a nice perk. and If you do free yourself it grants endurance for 15 seconds.
They could also make it a shared perk when a survivor is hooked making it the first perk to do that.
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@ZCerebrate said:
It's still the "Counter Trapper" killer specific perk that BHVR has started doing away with more and more but never really returned to the first killer's one. The bear trap escape from 25% -> 50% is pretty massive if you do go against a trapper though and have a propensity to step on dark traps while far enough away.
For the whole hook escape with slippery meat+Up the Ante and luck offerings builds... it's a fun meme to do with a SWF if you get everyone in on it but for the most part just unhealthy for the game. Deliverance was added in with it's conditions for a reason.
Not saying the perk doesn't need to be changed but probably not necessary for a 15 second Borrowed Time or an 8 Hardened (10 would be like Soul Guard) as it still supposed to be risky to pull yourself off hook
You never really see a Trapper in red ranks, besides the counter to trapper is to not step in his traps, the only time freeing yourself is an option is if he is far away, but there are add ons that down the survivor if they do free themselves which is a hard counter to slippery meat, that's why people don't use it.
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@xEa said:
This topic again....
YES he is op in chase
YES his mobility sucks
NO, he is not Overpowered in general.
BUT YES most find him annoying or frustrating.
Thats it, the whole story of Deathslinger. No matter how many Threads you will make, it will always be the same unless they change Deathslinger.
His power just really isn't fun to go up against, I hate it so much.
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The old BL needs to make a return, the new one is just so bad, some maps don't even give you anywhere to drop, like Shelter Woods, but BL was good on maps where there are lots of drops, because it'd open up new routes, that you couldn't before take because of the stagger, but now, perk no longer offers the unique value it once had and so you're better off with SB.
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The list is somewhat hyperbole but the sentiment is true. I'll readily admit that I'm not the best survivor, but I can't help but notice that when I play solo I too often get survivors who feel like rank 20's but when I play killer I'll go up against really good survivors, I recently got a rank 1 SWF, or at least survivors who used flashlights and headon so effectively it felt like SWF, when I was only rank 14.
Yet when I play survivor my team never plays that good. Solo is a sad life, ngl.
Devs need to close the gap between solo and SWF so they can properly balance the game, because right now any nerf to SWF always hurts solo the most.
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@arcnkd said:
https://forum.deadbydaylight.com/en/discussion/comment/1634405#Comment_1634405
No the only reason they have to "compete" with crutches (and yes 90% of the meta is a damn crutch) is because Survivors cannot play without those perks - they absolutely cannot; it will kill them, they'll cry, and so they convince themselves they 100% must have these perks at all times, every time. And then if a perk doesn't compete with one of these crutches it automatically is "too weak"; and if aa killer perk outperforms or beats one of these precious crutches, they cry out that it is "too strong" and needs a nerf.
Uhuh. It's not like survivors have to go up against mori's or A class killers with powerful add-ons or the occasional camper/tunneler.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/1627652#Comment_1627652
survivor don't like to do totems but love to bad word about noed.
We're talking about totems being secondary objectives, which they are, Ruin will slow the game down just a little bit, and survivors can spend or even waste a lot of time looking for totems, Ruin can be powered through but leaving lit totems up can also be extremely detrimental to the survivors. NOED is a hex perk so it fits the bill.
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@arcnkd said:
https://forum.deadbydaylight.com/en/discussion/comment/1633880#Comment_1633880
Never said it was going to be "meta". Not every perk is designed or meant to be designed to be "meta" or the next crutch for Survivors to lean on.
No, but all survivors perks have to compete with the meta, and if they don't hold their own, then they're deemed trash and are never used, like Deja Vu. Killers at least get variety with their perk builds because different killers have different powers and some perks have synergy with those powers. With survivors it really comes down to what will help them not die in a trial.
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@arcnkd said:
Desperate Measures is in a good place. The problem, (as a Killer-preferred play), is how powerful perks like Thanatophobia and Coulrophobia are at reducing speed and efficiency.
Set yourself up an efficiency/speed medic build -- Self-care; Botany Knowledge; Desperate Measures; and a fourth of your choice (I usually will do We'll Make It for the ridiculous speed buff after unhooking).
Without the above killer perks, your healing times are ridiculous and you can patch up several injuries from a single medkit. Make your fourth perk something like Built to Last and you can recover your medkit to heal even more injuries.
It's not a perk designed to be a "pick me up and play me with the meta/crutches" kind of perk; it will work, but it is more effective to sacrifice some of your crutches to play a more dedicated role.
That's a meme build, not a proper survivor build. That build would never make it into being the next meta.
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Detectives Hunch, and sort of Small Game, which no one uses. What's the 3+?
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Have you ever tried playing Nurse, especially against a SWF who know what they're doing? She's a hard killer to master, you need a lot of patience and wits to play her effectively. Making her have Myers tier 1 lunge would make her even more frustrating to play when you're trying to learn how to play her, and you'd have even fewer nurses. What the Nurse needs is QOL changes so she's more user friendly to beginners, then you can talk about reworking her. Any Nurse player who is super good at her has honestly worked hard for it and they have my respect.
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@sad_killer_main said:
https://forum.deadbydaylight.com/en/discussion/comment/1615602#Comment_1615602
I can't find there DS
That's because it didn't make the top 5
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I'd make it so any add ons you add to it become passive, for example the gold token on a broken key would be a passive ability, essentially giving broken keys an actual use since they cannot open hatches. It would make the broken key kind of like killer add ons where they're active the whole game, which I think would give survivors some variety in their builds, there's of course the added risk by carrying a key, as killers tend to tunnel people with a key, and even use franklins, unfortunately it's unwarranted because broken keys cannot open hatches but the killer has no way in knowing that, which is why survivors don't bring them because the risk isn't worth it.
TL;DR Key add ons on a broken key would be passives.
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@AGM said:
https://forum.deadbydaylight.com/en/discussion/comment/1629656#Comment_1629656
Exactly, it's a game. If they don't want to play, why should they be able to ruin it for everyone without any repercussions?
In my experience, people usually have cooled down by the time they're hooked so that they don't kill themselves. Not saying it doesn't happen. But for me the dc penalty was a godsend.
Don't be ridiculous, in any other multiplayer game people are allowed to leave without being banned, TF2, Call of Duty, multiplayer and zombies, Total War multiplayer battles, Killing Floor 2, L4D2, Warzone etc.
You can disagree with people rage quitting or leaving a game early, but you can't control what a person is going to do and you can't force people to play a game when they want to leave. there's no need to have such authoritarian policies in DBD. It's just a game, not an e-sport.
Besides every survivor main knows solo is a dumpster fire, if you want to avoid dc's, or better yet, bad players and poor teamwork then get a SWF put together and play with friends instead of randoms, you'll solve your dc problem. Not only that but lobby times already take up to 10 minutes before finding a match, I'd rather not put in a system that will slow match times down even further because players are getting banned.
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@Dzeikor said:
https://forum.deadbydaylight.com/en/discussion/comment/1629641#Comment_1629641
do you even realise that without dc penalty you can just leave the game with no repercusions and fk up the game for everyone else,and that's just a bug not intented.If onlt they would fix it faster.
It's a game, it's not the end of the world if it happens, even with DC bans, people will just suicide on hook, or the killer just gives up and sulks in a corner, it doesn't really change the outcome, if people want to leave they will, be it suicide or dc. If randoms dc'ing bother you so much when you play survivor then start making friends and set up a SWF and get schwifty.
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@t04str said:
https://forum.deadbydaylight.com/en/discussion/comment/1629481#Comment_1629481
How do you think we should hear both game sounds and our friends from discord on phone? Two pairs of headphones? Mixer for extra $50? This is ridiculous, man
Also, I'm talking about PARTY voice chat, not ALL SURVIVORS voice chat. And, as in any game, there should be a way to turn off voice chat or mute some players, if you want to. So your babyraging is just pathetic
It's a good idea given there is now crossplay, it'll make it easier than having to set up discord or Xbox live, and it'd allow playstation players be able to talk to their friends cross platform too. The only issue is BHVR isn't a large gaming company and so I don't know if they have the resources to do that, and even if they do, there's a chance their corporate bosses won't let them.
That said, if they do this, they could also set up solo lobbies to be their own party so people can use voice chat too, closing the gap of SWF and solo.
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Can we please stop nerfing gens making them even more boring for survivors?
Everytime the Devs nerf gens the killers want them nerfed even further. You now have lots of perks that can slow gens down, use them,.
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There's also been cases where I threw the pallet down early, got the stun and still took a hit. Hit detection isn't in a good place right now.
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It shouldn't be brought back, it can be abused, killers can hold a survivor hostage and force them to dc so they eat a ban, it's not a good idea and no one wants to eat a 72 hr ban because of a hacker. A killer once dc'ed and I ate the ban too even though they left the match.
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When you throw the pallet down early, stun the killer, and still take a hit, feels bad man.
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@BigBrainMegMain said:
Yeah, Hit Detection is the main reason I hardly play this game anymore.
Tired of Huntress, tired of my shadow getting hit.
The worse thing about a huntress is the lag being hit by her hatchet can cause, it's not fun running into an object because of the lag.
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Edit: nvm I misread the initial idea
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Are you kidding? Hex Lullaby is borderline OP when you don't get skill check warnings, that combined with the 6% regression penalty can really be debilitating during gens or healing.
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@arcnkd said:
https://forum.deadbydaylight.com/discussion/comment/1628396#Comment_1628396
It's more of a $$$ and business decision on their end than anything I think. Why waste the money investing in VOIP for the game, when it was originally designed with the idea of no survivor communication in mind, and when that is the single most quoted aspect of SWF that has caused an imbalance between solo players and players that play with friends; but also better for them to not take any action in regards to using external means to chat either - because again, they want to keep want continually fluctuating players they have these days.
Regardless, they should bite the bullet and invest in VOIP tech - if only to bridge the gap between solo and SWF on the Survivor side. But that, in turn, turns literally every killer match into a SWF match at that point theoretically. One of the aspects of the game that isn't as easy to just flip a switch and fix.
Bridging the gap with SWF and solo would be a good thing, that would give a level of consistency with matches that the Devs could balance around so killers wouldn't have such a rough time running into a well organized SWF teams.
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@arcnkd said:
https://forum.deadbydaylight.com/discussion/192600/god-please-add-in-game-party-voice-chat
Well... if you want to get technical Survivors aren't supposed to be able to chat with one another at all -- but BHVR cannot (or will not) stop the use of third-party, out-of-game party chat systems (like Discord; PSN Party Chat; Xbox Party Chats).
Not really, DBD doesn't support VOIP and they said they've made no plans to do so in the future, but they also said they're not responsible if survivors set up their own voice communication. If they didn't want survivors to do it they would banned people for doing it but they want people to play with their friends as that makes the game more popular.
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@Kyxlect said:
https://forum.deadbydaylight.com/discussion/comment/1627652#Comment_1627652
Secondary? You mean optional objective?
Whenever a Hex like DH or NOED is in play, there's nothing optional about it.
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@SwampDaddy said:
Thanks for everyone commenting. Seeing all these other viewpoints, I can understand and see that NOED, while tricky, is not as bad as it seems. Thanks for all the input.
The original NOED was horrendous,but at least now you can completely prevent the perk from coming into play by doing dull totems. You should bring detectives hunch so you can find the totems and destroy them, it's always satisfying to destroy all the totems and see the killer had NOED.
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@Maníaco_da_garrafa said:
Why hard-buff bad mechanics to try and make them slightly less bad instead of just reworking/removing them? EW1 almost always ends up being a net negative on michael's power: it slows down your early game and gives up your surprise element as soon as you reach tier 2, and all of this because there is a very small chance that you get a 4-man slugfest.
If EW1 is so bad to the point where you'd want to buff it to almost being nonexistent, why not just rework it?
It could be a secondary power, like you turn it on and it makes you completely undetectable (spine chill, etc...) at the cost of consuming your stalking progress.
As for Scratched mirror, you can just decrease michael speed to 4.2 m/s, decrease his lunge and give him wallhacks while stalking.
EW1 allows you to do gen grabs tho, it's great fun and always startles survivors.You should always go for those in EW1 as Myers, it's a great early game advantage when you pull it off.
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Join the no no noed army, bring detectives hunch, and purge all the bones, leave none left.
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@t04str said:
https://forum.deadbydaylight.com/discussion/comment/1627648#Comment_1627648
Yes, I am totally sure
The thing is that Xbox is Microsoft product, as well as Windows, so these two platforms can easily have same apps or services. With ps4 it's different, so yes, we don't have any ways to communicate with pc players other than ingame voice chat
Well hopefully the devs will look into it since we now have cross platform.
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The trouble is when a killers pickup a survivor they are hard locked in the pickup animation, meaning they can't be stunned, you have to stun them at the end of the animation, which is really hard to pull off if you're too late as the killer can look up or walk away, so you have to time it perfectly, and get the blind just as the animation ends, hopefully the devs will fix this issue in the future but in the meantime just learn how to play around it.
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No, this idea was mentioned back in 2017 and the Devs decided against it, but they did introduce totems and hex perks as a secondary objective, survivors don't need a third one.
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Well, I am on pc and a friend is on Xbox so we use Xbox live to communicate. Are you sure PS4 doesn't have a communication platform that pc users can join?
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@Nicholas said:
I hope they change this before next-gen consoles, not looking to kill my new X button on my PS5 DualSense controllers in November.
That's exactly why I hate it, spamming one of your keys is going to hurt its lifespan, and I don't think a game should have a mechanic that is detrimental to your equipment.
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@arcnkd said:
https://forum.deadbydaylight.com/discussion/comment/1625164#Comment_1625164
Stealth is discouraged by dev design wanting to 'force' players to play risky and get chased. It's why stealth is punished by getting very, very little bloodpoints - so you're basically wasting your time playing the game. Because the Devs have zero respect for playstyles and are the "play this our way" type of Devs.
Well it's also because when DBD was first released a lot of survivors played stealthy and killers were complaining about how hard it was to find survivors and how boring matches were, so the devs started to discourage stealth and encourage being in a chase and gave survivors tools to survive chases, so they had strong windows, lots of pallets, and strong perks. The original SB will always be the best exhaustion perk tbh.
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@PB_TORCHer said:
Don't segregate everyone
That's what the basement hook is for <3
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@PB_TORCHer said:
######### are you 2 saying. You are blowing my mind. Why are we only suppose to play as white people. I'm talking about inclusion of a colorful world.
Then play as a killer, where you meet new and interesting people, and then kill them.
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@PB_TORCHer said:
https://forum.deadbydaylight.com/discussion/comment/1625585#Comment_1625585
I hope you joking
Nope, that's the whole point of the game and why the entity uses killers. It feeds on the survivors hope and souls until there's nothing left but a husk. Happy hunting!