Aven_Fallen
Aven_Fallen
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Nurse obviously needs a Rework (but BHVR is too scared). And she is also partly responsible for difficulty to balance the game.
HOWEVER - she is not the sole reason. Killers in general are responsible that the game is difficult to balanced. Solos vs. SWF are another point. And finally, Map-RNG.
Solos vs. SWF-->Should be clear.
Killers-->You have a huge disparity when it comes to their strength. You have Nurse, Blight and Spirit on one end and then Killers like Trapper, Clown, Myers on the other end. Something which might benefit Clown might be too busted on Blight. And something what barely helps Blight might also not be enough to help Trapper. Nothing can fix this.
Map RNG-->You have so many different things... Number of Pallets for example. One game you can end up against a Blight with the Minimum amount of Pallets, next game you go against a Trapper with the maximum amount of Pallets on the same Map.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/3029859#Comment_3029859
"So, the Killer should get their Kill in Endgame while not being skillful and the Survivors HAVE to be skillful?"
No, they got outplayed and went down prior to end game. Also, there is skill for the killer there because the survivor is trying to bait out a swing hence the hook tapping. The killer is trying to be skillful in calling his bluffs and timing his swing while maneuvering body blocks.
"I mean, I dont care that much about dying in Endgame anyway, at least I had a game. I care more about getting tunneled or camped during the game, but BHVR seems to like that, otherwise they would not have buffed it."
They literally gave you a buffed BT and OTR to use preventing tunneling mid game which I'm totally fine with during mid game btw. Why do you keep exaggerating everything? To say they like tunneling and camping during the game is just objectively a false statement and you know it. Just because I think they make bad balance decisions for killers wouldn't make me all the sudden say they hate killers.
"However, I have a problem with Killers thinking they are entitled to get a Kill, just because "There is nothing else to do for the Killer"."
That isn't what they think.
"But if you think you deserve a Kill just because of that...This is just wrong."
Not wanting a free/uncounterable escape in end game is not equivalent to thinking they deserve a kill.
They want fair and skillful exchanges in end game.
You say killers want free kills while simultaneously asking for free escapes. This is hypocritical.
"They literally gave you a buffed BT and OTR to use preventing tunneling mid game which I'm totally fine with during mid game btw. "
Buffed BT is nothing. Sorry, it is 3 seconds more and a bit of Haste. You still are required to run BT if the Killer is camping. And I mean actual camping, before someone comes up and claims I would go for rushed Hook Rescues...
The basekit BT is nothing When they teased it a few months ago I already said that it might be just a bad thing like 5 seconds at base. And what happened? 5 seconds at base. At least they did not rework BT into something entirely different like I feared.
Off the Record --> Really, it is whatever. Off the Record can also be named DS, it is the same. Just that DS got kicked out of the Meta and OTR is in.
But what people wanted were baseline changes to tunneling and camping. And those did not happen, since the 5 seconds are useless and the one Anti-Tunneling Perk (even if it is bad at Anti-Tunnel) just got replaced with another Anti-Tunnel Perk which you are basically required to run. I dont see any improvements.
And sorry, but I can only think that BHVR likes to buff camping if they increase Gen Times but not Hook Time.
@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3029843#Comment_3029843
A lot of the killer side feels the same about how the gen defense perks got treated... with how hamfisted Pop's nerf was, you'd think they would at least be more lax about the time restriction which was made worse with the justification of giving the killer too much time to use it, right? Now its both a ton weaker, AND still requires you to sacrifice chases to use half the time.
Why you would call Noed lose/lose is beyond me, when not only can it be prevented from even happening, it can be disabled after it is, AND they're now removing more of the skill requirement from disabling it with the expanding aura for it. Not a good hill to die on with that one imo.
Personally I don't think camping got buffed, but i do certainly think it got incetivized more, instead of less. Killers need reasons to go straight for a gen after a hook, and they were hit both in knowing which gen to go for as well as what to do when they get there. The extra base gen progress required isn't enough to offset that, nor is instant progress just small enough to offset the required animation, so i agree that camping will go up, but not necessarily because its stronger.
Added to what I wrote above:
I call NOED lose/lose because you will either waste valuable time and dont reach Endgame OR get smacked with a 4% Movement Speed Instadown. You might be able to do 5 Totems in an SWF, but not when you are playing as Solo. Because you always have to keep in mind that your teammates might not be productive at all, so you basically have to do their work. And if you have 450 Generator-Seconds to do for 4 people, you are at around 112,5 Generator-Seconds for each Survivor.
But once one of those Survivors does not do their Generator-Seconds, you are forced to do them for them. Last night I had a game where 2 Survivors were not touching a single Gen. How should I do 5 Totems as well in this situation? If I do the Totems (the Killer was not that good, so NOED was a possiblity, but it was a 2v1 so the Killer was doing fine...), there is even less people on Gens. And if I dont to Totems, I get smacked with NOED.
And well, the Slowdown-Meta for Killers did not really change. While I think that Perks like PGTW and Ruin were mainly nerfed just to have other Perks in the Meta (similar to DS or Iron Will), Pain Resonance is still very good (and got a little buff due to more Gen Regression) and other Slowdown-Perks can be used.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/3029831#Comment_3029831
That's where you get skillful, bait swings and body block with the team. It asks skill in the interaction.
You just getting a free out because you have a perk on with zero counter play isn't skillful.
So, the Killer should get their Kill in Endgame while not being skillful and the Survivors HAVE to be skillful?
I mean, I dont care that much about dying in Endgame anyway, at least I had a game. I care more about getting tunneled or camped during the game, but BHVR seems to like that, otherwise they would not have buffed it.
However, I have a problem with Killers thinking they are entitled to get a Kill, just because "There is nothing else to do for the Killer". I get that, I also camp and tunnel in Endgame, because there are no Gens to protect or anything. But if you think you deserve a Kill just because of that...This is just wrong.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3029808#Comment_3029808
Perks should be disabled from making lose/lose scenarios that can carry a large risk with either outcome. Thats part of the reason perks get made into hexes/boons or why they have situational conditions. Have you seen what happens if you want to teleport to a locker next to a hooked survivor as dredge? all of them in a radius from the hook are blocked off, because that would be
annoying to survivorsbe completely unfair and have no counterplay. The BT/DS endgame combo was absolutely an oversight, as is replacing it with another version of basically the same.I get that. The only thing that is just pissing me of is that, while I still dont think that Killers deserve Kills in Endgame just because there is nothing else they can do, that DS did not get buffed (in its Anti-Tunneling aspects) at all while being deactivated in Endgame. In fact, it got nerfed and gets replaced with Off the Record.
Which might also get nerfed - while camping already got buffed.
And as you mention lose/lose-Situations - yet NOED is still allowed to exist. And NOED is a lose/lose-Situation for Survivors. Cleanse Totems? Great, you probably dont even make it to Endgame in the first place! Dont cleanse Totems? Here, have your skillless Instadown and Speedboost.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/3029805#Comment_3029805
Well to be fair if someone played more skillful than another player or "outplayed" them wouldn't that mean they deserve the down?
I get what you're going with on the whole entitled thing and it is true, but it was a tad exaggerated.
Standing in front of the Hook in Endgame is not skillful. Or outplaying anyone. Especially not if all Perks against camping are disabled in Endgame.
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@prion11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3029784#Comment_3029784
The game does not end when all the gens are completed lmao. If the killer “lost” when the fifth gen popped, it would just cut to the menu. The existence of perks like hope, noed, no way out, blood warden, no one left behind, etc prove you wrong
Yes, the game does not end at this point.
Yet people want Perks to stop working at this point. Why should a Perk which is not limited by any duration (like Corrupt Intervention or Lethal Pursuer) or occurrence (like Hexes or Boons) suddenly stop working? Because the Killer is annoyed?
As Killer you will have even more time now to kill all 4 Survivors before Endgame. If this does not work out, you might have lost. Accept it. And dont think that you deserve some Endgame-Kills, just because you play the Killer Role and deserve some belly rubs.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/3029784#Comment_3029784
Because free kills/escapes shouldn't be a thing and being active at end game perks like OTR enable that.
For you maybe that's the case, but that is not reality. The sheer existence of end game perks shows that.
And yet both happen. The "Nerf" to NOED (which is more a mild inconvenience) shows that BHVR supports free Kills. So free Escapes should be supported as well.
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@Mandy said:
We will be monitoring how this plays out on the PTB, as with all the other changes that are being made. If things do turn out to be problematic, then things can be changed prior to the update going Live (or shortly after at least).
Yes. Please more Buffs to camping and tunneling.
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Even if the Devs provide stats, people will still make their own narratives.
When BHVR posted stats in the past, they were not correct because they did not show high Ranks or the correct platform or people just said that BHVR was lying.
This community is not ready for stats.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3029742#Comment_3029742
I mean, there's absolutely no consistency when there have been topics about important issues like epilepsy getting completely ignored so that flashlight macros wouldn't be addressed, and they didn't even do the bare minimum of an epilepsy warning screen after it was brought up. The large number of sound bugs that have existed for months over the years making audio tracking near impossible. FoV options for motionsick. If it actually influenced their decision then that's commendable, but the silence on the topic of accessability has always been pretty stark, even with the lackluster colorblind mode.
The LoS situation is just as awkward as the "having to approach at between a 45-90 degree angle" so as to avoid triggering it without getting any way of even knowing if anyone even has it. The perk itself is just kinda bad design with how the game currently works, honestly. Especially when Premonition is similar in its design, but more restricted. And this is from someone who uses the perk all the time for free information in solo que, its a very strong perk and the originally proposed changes would have removed half of what I use it for.
I mean, I have to agree that accessibility is a really poor topic when it comes to BHVR. And quite embarrasing in some aspects.
However, while they are slow in changing those things, at least they react when they make accessibility worse (like with the Spine Chill-Change).
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/3029761#Comment_3029761
Why do you think you deserve an escape in Endgame as survivor? You got hit, meaning you failed.
"You most likely failed during the match if you really need to rely on camping and tunneling in Endgame to get one Kill."
So if you didn't 4k by end game you failed in the match? Really?
"Why do you think you deserve an escape in Endgame as survivor?" You dont deserve it.
And for me, once all Gens are done, I lost as a Killer. I know that Killers like to point out that stuff like NOED exists and that the game is not over. But why should Survivor Perks disable when the game is not over?
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Why do you think you deserve a Kill in Endgame as Killer? Yes, you have to tunnel and camp at this point. But this does not mean that you should get the Kill.
You most likely failed during the match if you really need to rely on camping and tunneling in Endgame to get one Kill.
But how it makes sense? It doesnt. The goal is just to say "We changed the Meta, people are running other Perks now". So you just have to nuke DS to achieve it and make another Perk which will replace it.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3029598#Comment_3029598
Yeah i'm gonna go ahead and say this was done because the change was pissing off survivor players and not because of accessibility. There's a mountain of issues in that department that get routinely ignored for both sides. It even goes directly counter to their reasoning for wanting to change the perk, its awkward counterplay.
Accessibility was actually brought up with the change:
https://twitter.com/Deafgirl_gaming/status/1539769851912273921Personally, I think a Perk is pointless when it only activates when the Killer has line of sight to the Survivor. Because at this point, the Killer knows where the Survivor is (so no point in hiding anymore) and the Survivor will also see the Killer (so no reason to use the Perk).
I also dont think that looking away is a difficult counter. You dont even need to look to the side, looking a bit to one side is enough to counter it and if the Survivor REALLY relies on Spine Chill, they will get hit (or even grabbed). The big issue was Myers and Ghostface, because their powers require them to look at the Survivor.
With making it based on Terror Radius, this is basically solved for Ghostface and Myers in Tier 1. (Tier 2 probably as well, since his TR is so small)
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3029535#Comment_3029535
Completely agree, Spine Chill could have been nerfed by adding a timer on it, like you have 10 seconds of Spine Chill then it goes into CD for 30 or something like that, this way the perk could still be useful albeit weaker. The way they nerfed it to the absolute ground is to remove it from the meta entirely, same as Iron Will.
Yes.
I dont think that the Nerf is needed at all. As I said, at max the Vault Speed.
But I am happy that they changed it back on Terror Radius to make it an option for people who have problems with hearing. This is important. Obviously they can do more (like a visual Terror Radius/Chase Indicator like on mobile), but at least they did not make it worse for people who relied on Spine Chill because of hearing problems.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/3029583#Comment_3029583
will killers still have to crab walk once they are within terror radius of a surv?
If they have a Terror Radius, yes.
But Tier 1 Myers and Ghostface in Night Shroud for example can use their powers without Spine Chill activating.
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Just as an information:
They just said on-stream that it will not work on Line of Sight, but it will work on Terror Radius. So if you would hear a Terror Radius, Spine Chill activates when the Killer is looking at you.
So stealth Killers which are Undetectable will not be affected by it, every other Killer will be affected, even if you dont have Line of Sight on them.
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Yeah.
I dont know why they are doing that Dev-Stream. Not worth to watch since they just repeat what was in the Dev-Update (for the most part). And they are also wasting their own time if they dont really add new information or reasons why they went for some changes.
Which just confirms for me that some changes are only done to remove Perks from the Meta.
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@Karth said:
I get the vault speed nerf, but the LOS one I did not expect at all, hope they indeed keep spinechill without this LOS nonsense. Killers are already recieving lots of general buffs anyway.
Exactly. I can get behind the Vault Speed-Nerf. But the rest...eh. Not so much.
In reality, they just nerfed Spine Chill to remove it from the Meta. This is their only reason.
Sad that the company which already has some history with lack of accessibility decides to make the game harder for people with hearing loss.Update: They made it useable again for people with hearing loss, good change.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3029265#Comment_3029265
Ok. If you want to go down that road. What about THE nurse main SupaAlf admitting that GOOD survivors would ######### on his nurse...? Is that proof ...? Because it's literally using the same logic you are.
A Nurse-Main downplaying the strength of their Main Killer? Sure, great source!
@Topic:
Nurse is probably the Killer I encounter the most. But it is in waves, I have a bunch of Nurse-players on one day and the next day I dont see any and have a big variety of Killers, just followed by a day full of Nurses again.
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@DrDeepwound said:
Lets be real, killer hooks should swivel for killer too and allow hooking from more than just the front angles of hooks.
Swivel hooks were added to allow survs unhook from multi-angle but survs can still bodyblock hook prompt for killer, this is unfair design that is relic and needs be changed so killers can hook from back angles too
if killers can no longer block hook prompts survs should not be able to either
There is a big difference between a Survivor bodyblocking a Hook and a Killer bodyblocking a Hook.
If the Survivor blocks it, the Killer can hit M1. Often enough this is more beneficial for the Killer.
If the Killer blocked the Hook back then, there was 0 chance for the Survivor to get unhooked.
Comparing them is pretty wrong.
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Because Desperate Measures always was underwhelming. Even before the Botany-Buff it is not really worth picking, if you can have Botany instead.
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While it is true that the strength of a Killer can vary a lot depending on the Map, it should not matter for overall Data.
You have to keep in mind that BHVR has hundreds of thousands of games which can be used as Data. And if you have a few thousand Blight-games to look at, it will even out and things like a very good Map for the Killer or a very bad Map for the Killer will not have much impact on the Stats.
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/3028796#Comment_3028796
Did you really tried it ? Killers have music in chase, if you add 75% reduction you still have a shot at escaping with mind games.
I did my Jake adept yesterday, he has the perk lvl 2 (75%) and I was really surprised how effective it was.
And even without IW you can win a chase :
- early game : drop pallets, you have all the ressources
- mid game : lure the killer to dead zone for him (no gen), most of the time they drop the chase, especially if they have no mobility
- endgame : lure the killer far from the doors
Ah, thank you for the Tips. I am brand-new to the game, I dont know that.
You can drop Pallets? Wow. Thank you!!!111
And yes, I know that you can track Survivors even if they only have 25% sound while injured. The Perk is gone, it is just dead.
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Graphic-wise yes. Gameplay-wise I am happy that the broken stuff is gone (except for Nurse).
But the graphics looked a lot better back then. And the game was actually dark. I always made Jokes about DBD played in daylight, because sometimes you were able to see 3/4th of a Map without problems. And then they brought Eyrie of Crows and the Coldwind-Rework, which are actually in broad daylight...
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Nothing announced yet.
MAYBE this Midchapter. But as I said, nothing announced.
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@akaTheBARON said:
https://forum.deadbydaylight.com/en/discussion/comment/3022711#Comment_3022711
THIS! I can't STAND listening to David King while injured, and he's been a main of mine for a while. There are others who's grunts of pain get on my nerves but its just that David is SOOOO F'kning LOUD. SHEEESHHHHH LOL
Yes. Claire for example.
Guess I bought a Legendary Skin which I like, but cannot use it anymore since the grunts of pain are a pain for my ears.
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@Murgleïs said:
No, IW won’t be useless. 75% is still a lot of reduction.
Everything below 100% is useless. Except if you play against a Killer with no sounds or on Speakers.
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This is in the Dev-Update:
Shrine of Secrets
Unlike before, where The Shrine of Secrets would offer teachable perks that then needed to be found in Bloodwebs, the Shrine will now allow you to purchase perks directly. Purchasing a perk through the Shrine of Secrets will make the Tier 1 version of it immediately available on all Killers or Survivors, much like prestige. Subsequent Tiers of that perk will also begin appearing in Bloodwebs.
You may also purchase a perk again to increase its Tier. This works seamlessly with the prestige system, as purchasing a perk you’ve already unlocked through prestige will instead increase its Tier.
So you can purchase Tier 1 of a Perk in the Shrine and just level it up via the Bloodweb (like currently).
Or, if you have it at Tier 1 already, you can increase the Tier to Tier 2 with it. (or from Tier 2 to Tier 3)
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@Witchubtet said:
https://forum.deadbydaylight.com/en/discussion/comment/3028773#Comment_3028773
So you’d rather punish all killers just so the campers can’t get a extra 2300 blood points? I use BBQ to build up blood points to help killers that BHVR left to die but gave them decent perks. Now I’m out 50% of my blood point gains.
The grind overall is reduced. And while it will take a bit longer to prestige characters now, the overall grind of getting all Perks on a Character is reduced a lot. And presting a character 3 times to get their Perks on Tier 3 on all other Characters is way easier than doing Bloodwebs on all of those characters to get the respective Perk.
And I would not call it "punish". I mean, in the end, it does not matter anymore, since the Bonus-BPs will be removed. But it is a bad incentive when you say "Here, go for different Survivors and you will get more BPs" and then you go "Oh well, you did not go for different Survivors? Ah, no worries, here have your double BPs!".
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@IamFran said:
That perk have very low frequency of use because have cooldown making difficult to track survivors and becoming the perk useless, considering that the perk have only 36 metres of range I wouldn't consider OP at all if it didn't have cooldown, it would be only a good tracking perk in some situations, in fact the crows have a cooldown themselves (15 seconds for returning their place).
Maybe one day they will notice the same thing the have noticed with Jolt (cooldown nonsense) and the perk even have a counter (Calm Spirit).
Spies from the Shadows did not have a cooldown back then. And trust me, they most likely added the Cooldown so that people wont go insane when using it and not to nerf the Perk.
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@Witchubtet said:
https://forum.deadbydaylight.com/en/discussion/comment/3028755#Comment_3028755
It’s per Survivor. Not per hook. Hooking Bill 3 times doesn’t give you 75% more
I played the game a few times, I know that..
But if you tunnel someone out, you will still awarded the BPs for hooking the other Survivors. This is like offering a reward for a Kid if it behaves well, it behaves not well at all and you still give the reward.
This is giving the double BPs to a tunneling Killer. I always had a problem with that, especially if I see streamers who had 2 Survivors dead and 2 BBQ-Stacks (and I know that this particular streamer is tunneling every game). But I never thought of a way to fix it to make it a real incentive and not an alibi-one.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3028737#Comment_3028737
If they are camping and tunneling, they aren't getting the full 4 stack
You can tunnel one Survivor out at 5 Gens and still get the 4 Stacks of BBQ. Which shows that it is a flawed incentive.
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@drsoontm said:
The grind site isn't really the issue.
BBQ was a motivation to hook every survivors and kept track of that.
That's one less inventive to not tunnel.
If this is a reason to keep the Bonus-BPs, I am glad they are gone.
It was an incentive, but a bad one. If the KIller can camp and tunnel and then still get the Bonus-BP, the incentive and motivation was badly designed.
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The only reason why they do this is to have another Perk in the Meta. DS was overnerfed so that it is useless now. So people will run Off the Record.
So instead of many Survivors running DS you will have many Survivors running Off the Record. And BHVR can say they changed the Meta.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/3027024#Comment_3027024
"Last time they showed stats" have nothing to do with recent dev post stating kill rates were too low. Kill rates are not 50% anymore they are so low they won't even show the stats. Old stat graphs are meaningless in current meta
How do you know that they aim for 50%?
Them stating that they want the Killer to be an unstoppable force sounds like that they want more than 50%. Even when Killrates were mostly at 60%+ they did not nerf Killers.
50% is not their goal for Killrates.
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I think Thana is enough. Gens will take 110 seconds. On Top you will spend time mending.
Will be very "fun" to verse a Legion.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3026654#Comment_3026654
The devs had an entire section of their January 2022 Developer Update blog dedicated to how they were working on adding additional icons to the HUD to help solo survivors because the escape rate difference between solo and swf survivors was as high as +15%. I have no idea what happened to the HUD icons they were working on in January, if it’s still something in the works or if it got postponed or cancelled, but they made a really big deal about it in that state of the game blog.
https://forum.deadbydaylight.com/en/discussion/302821/developer-update-january-2022-part-1
While this is true, them going silent about it might mean that it is scrapped. This happened in the past that things got scrapped at some point without any notice.
And well, Icons dont put Brains into Survivors. Sadly. I have had situations where I reached second stage despite the Survivors knowing that nobody came for the save. (Survivor A being chased (got injured AND Obsession) and Survivor B and C on the same Gen.... All information available...).
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Not fun at all. Never has been.
It is just Mending-Simulator. And when Legion runs Thanatophobia, Gens take ages as well.
Will be even worse with the upcoming Patch - 90 second Gens with 4 Stacks of Thana will take 110 seconds. Nope, not for me.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/3026654#Comment_3026654
Iirc swf escape was about 15% higher.
Yes, this sounds about right.
@tendyhands said:
https://forum.deadbydaylight.com/en/discussion/comment/3026654#Comment_3026654
Are you actually talking during your swfs? I kept track of my stats but my squad does a lot of communication. We coordinate where to look for totems, what direction the killer is going etc. It's pretty hard to get 4ked while gen rushing with comms unless the killer is getting insta downs.
Yes. But not very efficient to be honest, more like chatting. Playing in a 2 man SWF and we will probably more efficient once the Update drops.
Sometimes we play 3 man-SWF with a friend of my SWF-Mate (a Streamer), but without Comms with the 3rd person. But this does not matter that much, since this person knows what they are doing.
In general, comms are not the strong part of SWF, but many people just dont understand it. The strong part is to have reliable teammates who have awareness. You dont need to tell those that a specific Gen needs to be done. Or to split up. So a 4 man SWF without comms is almost as strong as a 4 man SWF with Comms, if they are all good players. And 4 Solos which are as good at the game would also be as good as a 4 man SWF without Comms.
So, yeah. The main strength is that you filter out the Claudettes who heal against a Legion in the Corner of the Map with Self-Care or the David who farms you off the hook for the WGLF-Stack.
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To get banned for 24 hours you have to DC quite a lot. So it is not that your internet kicked you out once, you were kicked out on a regular basis and always tried again, despite knowing that you have bad internet. So punishment is well-deserved.
If you dont have decent internet, dont play Onlinegames. The other 4 players in your games dont care if you DC because of poor Internet or because you ragequit. The result for them is the same.
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@Cybil said:
https://forum.deadbydaylight.com/en/discussion/comment/3026649#Comment_3026649
I admit that full hex builds can be fun.
Pentimento is kind of the odd one out when it comes to hex perks. I haven't used it myself (yet) but I assume you can get guaranteed value out of it.
Pentimento can be hit or miss. If you get 2+ Totems with it, you have a decent Slowdown, since they need to cleanse every Pentimento to get rid of the 30% Speed Reduction on Gens.
However, if they dont cleanse any Totems, you have a wasted Perkslot. This is why I run Plaything with it, however, this does not guarantee that they will actually do the respective Totems, since being Oblivious is still better for the Survivors than 30% decreased Gen Repair.
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Nemesis. Really fitting the original character from the games, I love it.
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I dont think that the escape rate is that different. From what I remember, they once said that the escape rates as SWF are higher, but not by that much. So 50% compared to 80% is too much.
However, they dont really care about SoloQ and their latest Dev-Update shows it. I am surprised that they did not nerf Kindred as well, because they claim they know why some Perks are used, but this does not really reflect in their decisions.
SoloQ will be more frustrating and I am at the point where I think that anything below a 4 man-SWF is not really worth to play as Survivor. I can just imagine how frustrating it will be that a Gen was kicked with Overcharged and you have no way to tell others to stop it regressing...
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The only Killer where I run Hex-Perks is Bubba with Plaything and Pentimento. Other than that, sometimes I run a full Hex-Build on Nurse (Ruin, Undying, Haunted Grounds, Retribution), which can be fun, but I am too used to Shadowborn on her.
Other than that, since I started playing, I never cared for Hex-Perks. I dont want to bother with a Totem on top of defending 5 Generators.
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They are doing this for some time now. And I think and hope they continue it for every event in the future.
Especially during Halloween it was really frustrating when you were the only one to burn an Offering so there were only 2 Gens/Hooks which were event-related.
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/3026610#Comment_3026610
Speak for youself, I have 1000h on her alone I still find her exciting to play.
Its cool that you are easily entertained.
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On a case to case-basis I think it is fine and not fine.
Hag-->If they nerf her in a way, I would gladly give up the ability to burn her Traps. It takes a lot of charges anyway and if they lower her camping potential (like removing all Traps near a Hook once a Survivor is unhooked), this would be good.
Lightburn-->This should go. There is 0 point why this mechanic should exist. Especially because it only applies to Nurse and Wraith. And lets be real - it only applies to Wraith, because nobody tries to lightburn a Nurse.
Nemesis-->I think it is fine to blind Zombies. There is no other way to deal with them, except for slamming a Pallet on their head, which is a waste of Ressources. So blinding them is OK IMO.
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"Also, for the killers who constantly say “use noise to find them” that doesn’t help when they all I can hear is the blinding effect of WooooooOOOOO constantly."
Then dont look at the flashlight like a moth. Look down while they blind you to avoid getting chain-blinded. You will still have the sound effect, but you wont be blinded anymore, you will also know where they are and at some point, you will see their feet, which makes it possible to hit them.
"Flashlight users also just do happen to be Pallet campers as well. Sitting near a pallet loop killers definitely can’t abuse (heavy sarcasm)."
This is the best scenario. They are camping a pallet instead of going to the next loop and blinding at Pallets is also such a waste of potential distance.
In general, Flashlight-Squads are the best thing to go against, you will most likely win against those, since they dont care about their Objective.
And, when I compare it to camping, camping is worse - you will have one Survivor who did not get to play at all, who will leave the game without many BPs. And the other Survivors are also limited in their BP-gain, since they have to stick to Gens and cannot get Altruism or Chase-Points. However, as Killer who has to deal with Flashlights, you can still leave the game with a 4K and tons of BPs.
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@DaddyMyers_Mori said:
https://forum.deadbydaylight.com/en/discussion/comment/3025100#Comment_3025100
Or Nurse in general is allowed to exist?
because BHVR is balancing based on Big Data.
Nurse / Blight are best killers in the game, but they are also very hard to play. That's why they can exist.
We had good and easy killers -> Wraith / Freddy and both got nerfed even tho they wasn't that good against better survivors. Forever freddy was BS, but that's it. They overnerfed him hard.
Only thing about Nurse that should get nerfed are range addons. If you really want to nerf her, then you could make her attack from blink special attack, but that would nerf her a lot.
"Nurse / Blight are best killers in the game, but they are also very hard to play. That's why they can exist."
Being hard to play should not justify being broken. Nurse should not exist like she does. She is part from a time where the Dev-Team neither understood balance nor cared about it. Yet she is allowed to exist because some people would throw a tantrum if they would actually rework her into something suitable for the game. Like, would Nurse be created like this today? Hell, no.
She is also not really hard to play. Once you get used to her Blinks, she has a pretty low skill ceiling. Hard to learn? Yes. Hard to play? Nah. There are other Killers who are harder to play, like Blight, Billy, Huntress, Deathslinger, just to name a few. And those are mostly fine (Deathslinger got nerfed a bit too much, Blight has Add Ons which need to be nerfed). But otherwise, they feel satisfying to play, because you are playing some difficult Killers and get good results with them.
This is not the case for Nurse, once you get used to her Blinks, she is not that exciting to play anymore.
However, the Devs will never nerf her, due to the backlash which will come up. They are too scared to do what is needed for this game, because the game is 10x more difficult to balance as long as Nurse exists like that.
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@Travis_Bateman said:
https://forum.deadbydaylight.com/en/discussion/comment/3026000#Comment_3026000
"Considering that's she's easy to play"
Well, then if you want to nerf nurse,you probably want to make her easier too right ? People rarely think about the other side of the nerf
Lets say "simple". Not "easy". I have corrected myself in my post as well.
And Sadako is simple to play. You dont need to do much to pick her up. Yet people expect that she should be a Top 5-Killer.