Aven_Fallen
Aven_Fallen
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@TheJerBear said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072268#Comment_4072268
There are active discords for people who want to play 5 man queue farming simulator anyways. I'm just suggesting add more ways to play for people who choose to use it. SWF with cakes and surv queue bonus would give more stuff anyways, so this is just supposed to be another option on how to play!
Yeah, except that with your idea people could just let 5 Bots play together to gain infinite BPs.
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Why is it important to say that those two usually play Survivor? Just curious.
And well, there is a difference between Streamsniping and using third party software. If you use your Twitchname ingame, you have to expect that Killers might streamsnipe you. Sure, streamsniping sucks, but to be honest, it is on your own risk if you want to advertise your stream.
I dont really understand this post, since the difference between streamsniping and using third party software is quite big.
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@Sp00kyb0b said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072132#Comment_4072132
that was not what i said tho, but the maps have so many pallets now, swamp ect. have much more pallets than when i was a killer
The Pallets are a lot more unsafe tho. You cannot just go after the pure numbers. When you had 3 Jungle Gyms back then (very safe Tiles, where the Killer needs to kick the Pallet), you might now have 4-5 weak Pallets, which dont require immediate kicking.
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The only reason why I use the Event Offering is because I can only use it during that time period. Ideally they should stack with each other, but the Devs decided against it.
When it comes to Event Cakes or Party Streamers, I always thought they should give 100% to everyone and 200% to the user. This way players would be more incentivized to use them on a regular basis.
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His Static Blast (so the big AoE) is dependent on his Terror Radius, yes. So Perks which decrease his Terror Radius or even make him Undetectable are not really good on him when you want to use Static Blast.
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She is a strong Killer, but unpopular. So only very few dedicated Mains play her, which results in a high Killrate. We had this in the past with Pig, and Pig is way worse than Krasue.
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Can you imagine if a killer whiffs the survivor must stand still and take a hit?
No. But a Killer gains Bloodlust even if they whiff. And technically Bloodlust is also at the point where you get rewarded for playing badly, at least this is 100% the case for Bloodlust 2 and Bloodlust 3. You should not reach those Levels of Bloodlust, there are not really Loops in the game where you should be run around for so long without breaking a Pallet.
And considering that Anti-Tunnel, and Anti-Slugging changes got scrapped without any chances of they actually testing it or that Fast Track gets nerfed after only a few weeks instead of waiting to let things settle or that Fog Vials got obliterated after one week (!!)… I think we know who BHVR listens to. And those are not the Survivors.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4071974#Comment_4071974
The issue is that OTR entered the picture. With OTR + DS, you can bodyblock too much.
DS needs to go back to 5 seconds, minimum, and OTR needs to be changed to be a complete info blackout instead of endurance. No scratch marks, no footsteps, no grunts of pain, no breathing, no aura, no killer instinct, no loud noise notifications, no crows, no bloodpools, nothing. Stopping just short of total invisibility.
That way, both OTR and DS can work as effective tunnelling deterrents without working for anything else.
I think OTR and its endurance are the single most overrated thing in the game. Like, seriously overrated. You can negate the Endurance of OTR by simply hitting someone after the Unhook. The Endurance is not 60 seconds, the Endurance is as long as the Killer allows it to be.
And if you really want to tunnel and you are proxycamping, you will hit the Survivor during the time they have the Basekit-Endurance, which will render the Endurance from OTR meaningless. And you also usually know as Killer if they have OTR.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4071951#Comment_4071951
They seem extremely reluctant to put the 5s back in for some reason. Even the brief period they tried it again they also shadow nerfed the animation to be another second longer, so both killer and survivor ended up getting stunned for about an extra second, which made no sense.
Personally, since they are deathly afraid of 5s, having the perk put the killers power on a short cooldown would be better overall. It hits the mobility killers hardest, and killers like trapper aren't going to care.
It would still have to be in addition to a stun, otherwise an immediate m1 downs you again, but it could even be 3s if you took the abilities that instantly close the gap out of the equation.
Yeah, this is also something I like. Disabling the Killer Power for like 20 seconds or so would be enough. And it would be stronger against the strong Killers and weaker against the weak Killers (in a fact that they would be less affected… A Blight who wants to tunnel would need to walk with 4,4 m/s without any chance of using his power while a Trapper would be able to chase with 4,6 at least).
But I doubt this will ever happen. Another thing would be to make the Survivor have more haste, no Scratchmarks, no Pools of Blood and no Grunts of Pain for a period of time after the stun, which would then help to actually get away.
Because currently the sad reality is that the strong Killers just get stunned and after not even 3 seconds, they are back at the Survivor without issue.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4071916#Comment_4071916
2% Perk token. 3 tokens perk hook. 6% permanent progress at that. Doesn't seem like much but it adds up. Not to mention it stacks with brand new parts. Innocation…etc…it all adds up. The gens fly faster than ever now. The devs said it themselves. You pretty much HAVE to run 4 slowdown if you want really want to "Win" consistently.
The devs said it themselves.
You probably have a source for that claim?
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DS being activated by conspicious actions is fine. The only thing which should be reverted is the Stun Duration, 5 seconds should be the duration. 1,3 seconds are lost in the animation anyway.
And also, 5 seconds are nowadays not the same as 5 seconds pre 6.1.0. We have stronger Killers nowadays and especially the Killers who dont care about DS are those who tunnel (because what a surprise - tunneling Killers are sweaty and sweaty players use strong Killers). Plus Maps are weaker nowadays, when you got to a Jungle Gym basically guaranteed pre 6.1.0, nowadays you will probably only reach some unsafe Pallet.
Obviously, 5 second DS will do nothing to prevent tunneling and the best way for Killers will still be to just eat the DS and continue tunneling. For that we would need actual punishments for tunneling, not a mild inconvenience like DS. But we know that the Devs want Killers to tunnel, it is the intended playstyle. But 5 seconds would be more than 4 seconds and maybe some Killers who then think that DS will be too punishing will not tunnel, who knows.
But it should deactivate when doing anything which progresses the game. When you are doing Gens, you are not being tunneled.
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I am over 13 years old, so no, I dont care too much which Survivor someone uses.
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@DemonicDemons said:
@Aven_Fallen All gens were not done when I got on first hook, like I said I sat for most of first hook while the other two did gens he decided to camp hook anyways, plus at this point there is lots to do, other survivors to down, exit gates to survey like gtho of here with that nonsense.
@PleaseRewind Yes the other survivors kept instant unhooking while I was doing gens, I'm on the first hook for most of the last gen and it popped just before I went into second hook, that's not end game camping, he would have most likely gotten a 4k, I was on hook, there was one injured and one full health, yes he could've easily downed the injure and circled back to hook for us likely securing a 4k, camping the entire hook state is not participating in normal gameplay regardless of whether it's end game or not, in this case it was not end game when he started to camp, and then he proceeded to camp all the way through the last gen and then until I died, from first hook state till last.
If you sat for "most of the first Hook" there, this means that the other two Survivors did not do "Gens", but most likely one Gen before the game was over. So I think the Killer thought at this point that the game will be over soon anyway, so they started camping.
I am always there when it is to complain about Anti-Camp (because it is really bad and more frustrating than no Anti-Camp), but at this point, there is not much for the Killer to do. And against a Dracula you cannot really save, since the Hellfire can hit both the Unhooker and the unhooked Survivor.
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All Gens are done, this is why there is no Anti-Camp. So even if it filled up before, it will not be finished.
Plus at this point, there is not much to do for them to be honest.
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@LinkToReality said:
On killer I also feel like Nostromo is at least every third map or so, some times I get Toba Landing instead but then two maps later it's back to Nostromo. It's really weird.
Edit: I don't really dislike the map or anything but when you get it so often it gets a bit grating xDEdit: I don't really dislike the map or anything but when you get it so often it gets a bit grating xD
Those are exactly my feelings as well. I dont hate the map on either side. It is not my favourite map in the game, but I also usually dont have strong feelings against it. But lately, I dont like to see it anymore. It is far too common and I am tired of it.
I really hope they stop with the Map Boosting stuff. Even if it might help them to get data (which is probably the main reason), there should be enough data without boosting the Maps. But making players play in the same 5 maps basically all the time does not really help the enjoyment of the game.
(And personally, I dont really know why they would actually need data on Nostromo. I think the map is pretty balanced and I feel that changes would tip them only in one side or the other)
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@halcyondays93 said:
I've grown not to like it. Yes, it's a very pretty map, and I can appreciate the work that went into it, but there are some major flaws that bring it down:
- There are a small handful of good pallets and 1-2 god pallets, but the rest are so hilariously weak they may as well not exist.
- Some nasty 3-gens can spawn. The one that's all but guaranteed around shack and the market is particularly egregious.
- Some of the window spawns are too strong if the survivor runs them the right way, so strong that a lot of killers don't have a hope in hell of catching survivors there and will have to drop chase.
- Everything outside of the market feels very cramped. It makes me feel a bit claustrophobic running through the streets between all the different buildings.
- Totem spawns are insanely difficult to find. I've come across maybe 2 or 3 in my 20+ matches on this map.
- Once again, just like with the Freddy Fazbear map, there's nowhere to trigger Balanced Landing. Sometimes you can get Balanced to work dropping down the little ledges in the back of the pizzeria, but it fails more often than it works and there's legitimately nowhere to trigger it on Trickster's Delusion.
Exactly, those are basically the main points and all are valid. When the Map was brought to the PTB, my first thoughts were that it looks amazing, but that it will not be a map which will be liked by the players. Because it has so many elements which were criticized on other maps which were not liked.
E.g. the claustrophobic feeling and the Totem Spawns are signs of Indoor Maps and the map is basically a glorified indoor map. It plays like one, even if it is outside.
Another aspect are the god Pallets and the overall rest of useless Pallets. This is basically Haddonfield before the most recent Rework, where it featured very strong Buildings, but everything else was bad. Now we have some strong windows and some strong Pallets, but the rest of the map is unuseable in chase. And this is neither fun for Survivor, nor for Killer. Once the good things are gone, you basically go down as Survivor. And as Killer it is neither fun to break a God Pallet, nor fun to get guaranteed Hits on the ######### Pallets where Survivors have no chance of actually playing them.
The honeymoon phase of this map is ending and once it fully ends, it will be the least liked Map in the entire game, I am sure of that.
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@AlexisWinson said:
All the maps are awful especially now with all the pallets within 1m from each other
Man, I dont know who you are and whose second account you are, but all your posts have been baseless oneliners claiming that the game is in a bad spot for Killer.
Dead Dawg is neither a big map nor is it a Map where you have strong Pallets back to back. Most of the Pallets on Dead Dawg are bad and aside from the Main Building (which Killers can and should ignore), there is not much which is bad for Killer. It is actually one of the most killer-sided maps.
(Doesnt change the fact that it is far too common due to map boostings…)
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@AlexisWinson said:
This map is made for survivors in mind, not for Trickster himself. You can barely use his power here and chasing is a no-go since he's 4.4m/s and god windows/pallets exist almost everywhere plus big map.
The Map is not even that big. Also I fail to see where god windows/pallets exist "almost everywhere", aside from 2 or 3 pallets and 2 or 3 windows, the map is basically a huge pile of garbage for Survivors.
It is basically a map which is bad for both sides, mainly depending on the Killer someone is playing. Ironically even a map where M1-Killers are better than 4.4-Killers with an ability which would usually make them better than pure M1-Killers.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4071219#Comment_4071219
I don't really agree with this, I like boons a lot and do get value from them. Maybe less so with the dminishing returns though
They aren't a failed concept, shadow step especially is slept on and using it with flow state I can get boons up faster and faster throughout the match.
They do need some love but they are far from useless.IMO no Boon is worth the time to set it up. The only Boon which was worth the time was CoH and this was already not good enough before they removed the Self-Healing aspect of the Perk (basically it was the best and most healthy right before they removed self-healing, before someone wants to act as if I said that Release-CoH was fine).
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First of all, another Boon-Perk is not needed. This is just more Junk. Boon-Perks are bad and every new Boon-Perk released will not give any value at all for Survivors. They are a failed concept and it is bad enough that we will get one with the Community Chapter. But more are not needed, especially not with such a niche effect like you proposing.
Second, Boil Over should be reworked if anything. The Perk is pointless 99% of the time and only annoying in very specific Builds (even tho I dont even know if those are actually possible anymore since Map Offerings got nerfed). It is not even good in said Builds, just annoying. And a Perk like this should just get a completely new effect.
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@Abbzy said:
I didnt read it fully but it reduces stacking some effects from perks like haste or healing speed but doent effect addons or powers I belive.
Correct.
Running Double Speed on Blight will give the full 5% and not 4% for example. Same with running two Speed Add Ons on Medkits, those are also unaffected and will have their full effect.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070874#Comment_4070874
The only Killer Sided Maps right now are literally Rotten Fields, Midwitch and the Borgo Maps.
I play pretty much just M1 Killers. So with that said we need to buff M1 Killers and leave all these maps alone or these maps need to get nerfed. One of the 2.
Badham? Survivor Sided.
Autohaven Wreckers? Survivor Sided.
The game? Survivor Sided.
MacMillan Groaning Storehouse? Survivor Sided.
MacMillan - Ironworks? Survivor Sided.
Garden Of Joy? Survivor Sided.
Crotus Prenn Asylum? Don't get me even started. Survivor Sided.
Nostromo? Survivor Sided. WAY too big.
Ah, M1-Killers. The ultimate strawman nowadays. And when Killers get buffed, they will all play M1-Killers and not just the S- and A-Tier Killers like usual.
I dont know, do you have some screenshots? I have not seen anything strange on Wreckers Yard. And considering it is one of the small maps and does not even feature a dedicated Main Building, I fail to see how it can be really survivor-sided.
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@AbsolutGrndZer0 said:
Wow yeah, haven't watched the entire video yet but that makes Coulrophobia nearly worthless. Good change.
Yeah, because so many people will heal inside the Terror Radius when Coulrophobia is in play… I mean, it is obviously unintended and should be fixed, but come on. At least be somewhat reasonable.
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@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070741#Comment_4070741
as far as i know stakeout hyperfocus fast track is still busted but i guess i have to do research on what perks are affected since gen regression also is affected too
Gen Regression outside of CoB/Overcharge should not be affected. Since something like Pain Res + PGTW would not stack. Stake Out/Hyperfocus + Fast Track are also not affected, since they dont really work like that.
What is affected is Haste-Stacking (both sides) or things like Desperate Measures + Botany Knowledge.
Overall, we have to wait until they do Buffs to those Perks to see if it is an overall Nerf or not. Since making things not stack is good (or less efficient when stacked), but this depends on what they do with the individual Perks. But overall it will affect more things on Survivor than Killer.
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@Dayyay said:
why not fix Legion and return him as soon as possible? Other stuff that was killswitched recently like Wglf was returned asap but Legion is going to be gone a full 4 weeks. Why? its not like you're actually going to be giving him balance changes, so why hold him in the kill switch for so long?
We just had a Bugfix Patch and there are usually only 2 Bugfix-Patchers after a Chapter. So there will just not be a Patch in the near future where any Legion fixes can be deployed.
Plus, we dont know how difficult it is to find the Bug. This is why comparing things does not make sense, sometimes Bugs can be fixed easily, sometimes Bugs can take some time.
And since it is not easy to deploy Patches on so many Platforms (if I remember correctly, it takes around 2 weeks to prepare everything so that it can be shipped on Patch Day), they are most likely not able to squeeze in a third Bugfix-Patch. (And even if they would be able to do so, we dont know if they would have fixed the Bug by then)
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@Mr_K said:
Don't survivors get the abandon option when slugged multiple times? Or is this complaint more for the survivor not slugged?
Yes, this is true. But to get the chance to abandon in this circumstance, you have to rely on the other Survivor to make a bad play and trying to pick you up. (Again, funny that helping your teammate is the bad play in this situation)
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@BloodDiamond said:
Something isn't adding up here. How can a killer slug your teammate for 5-7+ minutes? It doesn't take that long to bleed out.
They said they picked the person up, so my guess would be that the slugged person got picked up and chased for some amount of time before being slugged again.
@Topic:
This does not count as holding the game hostage, since the game will eventually end with the Bleedout. However, I also think it is a big flaw, since the Killer is prolonging a game they already won, just to win harder. I dont know what is going on in the head of those people, but nobody would deny that this Killer won if not all Gens were done and they would get a 3K, even if the last Survivor gets the pity escape via Hatch. (Which is also more in the Killers favor, since they are faster and dont have to hide)
However, as already said, Anti-Slugging is scrapped, so this is how the Devs want the game to play. The Survivor on the ground has to wait up to 4 minutes while not being able to do anything so that the Killer can win even harder in a game they already won.
IMO the only thing which can be done here, if they dont want to do any form of Anti-Slugging, is to let the Survivor on the ground abandon. This would at least get one person out of it while the Killer can still slug for their precious 4K.
As a tip for you, if you see that the Killer is slugging a Survivor to look for you, just hide. There is 0 point in picking up the Survivor, they will not be able to get far away from their location and the Killer will either patrol a bit around the slugged person or be back very quickly. So just hide and hope for Hatch or if you want it to end rather quickly, you can also go into a chase to get some more points. But picking up a slugged Survivor multiple times does not help at all, you will not change the result and you will also only prolong it. (Which is kind of ironic that to get the game to an end you have to be an Antimate because one person wants their 4K…)
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When reading your comments, I think you dont understand what Wifi means and how it shows in the Ping. Wifi means that the connection is not wired and this can result in unstable Ping. E.g. the Ping can spike. So the person can have 25 Ping, but it might not be consistent.
However, this does not even mean that every inconsistent ping is due to Wifi. Wired internet can have the same issues, it is just more reliable in total.
High Ping however is the distance from yourself to the Server. And this can never be capped at 50ms, simply because we dont have enough Servers close to the players, since there are some regions which dont have a Dedicated Server at all. Those people have to connect to the closest Server, which might result in high Ping.
Having those all grouped together will also not really help. Since it is not only your ping to the Server which is relevant, but also the ping from the other side to the Server. E.g. if a Survivor has 20 Ping, but a Killer has 120 Ping, the total difference is 140 ms. This sucks, but this cannot be avoided. However, if you would group all players with high Ping together, you would have people with high Ping playing against each other all the time. So a Survivor then has 120 Ping to the Server, the Killer has 120 Ping as well, so their total difference is 240 ms. And at this point it becomes unplayable. Which is a downgrade to the current system.
Furthermore, people with 400+ Ping you are posting are most likely using VPNs to connect to far away Servers to gain an advantage. And I agree that this needs to stop. But this has nothing to do with Wifi or wired connection at all. -
@GeordieKiller said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070305#Comment_4070305
Right so you believe it has dropped off cause in your games you have seen less of it in use and you personally arent getting any use of the perk im sorry that just bad data, as i can say that in my personal games i seen it used in a majority of my games a mininum of 1-2 survivors using it and it has a huge impact in my games as a killer which is actually acurate
that why i went to nightlight while it doesnt give the whole picture since it looks only at steam, its not influenced by personal experience its every game and that what the results shows
fast track in its current state with permenant progression that you get from killer doing their job is not healthy for the game at all it needs the nerf and im glad to see it getting a nerf and i hope the nerf is a strong one ie remove the permenat progression .
Look, I wont discuss with you the strength of Fast Track, since we will not agree anyway. I think it is weak, you think it is strong. We both think the other side is wrong, so whatever.
But the big point is that instead of waiting until the Perk is settled in and people might not use it as much anymore just because it was recently changed to see its actual value (if it would still be a highly picked Perk, it would most likely give good value). I mean, if we look at nightlight, Fast Track is Number 21 of the most used Survivor Perks. Which is even below Prove Thyself (Number 17), which is also quite unpopular since they removed the Bonus BPs. Granted, its escape rate is quite high compared to other Perks, but sadly the raw number does not really mean that much here. Because you dont know how much value the Perk had to the Escape Rate. E.g. if I escape, but the Killer barely had any Hooks, the value of Fast Track was low. And even if the Killer had a lot of Hooks, but never regressed the Gen I used the Fast Track Tokens on, the value of the Buff was low, since it was making Gens quicker before.
To add to this, I bet the Devs did not even think about the Buff to PGTW. It was the 15th most used Perk before the Buff, now it is the 4th most used Perk. So they buffed an already good and popular Killer Perk, while leaving a lot of Killer Perks as utter garbage. (Even if they want to buff a Gen-Perk, they would have found plenty of very unpopular Gen-Perks on Killer)
(Granted, all those stats are from nightlight and I dont think nightlight is the best source overall. Since it only tracks data of people who upload it)
But the overall point is just that it is another kneejerk reaction due to people being loud. And we had quite a bunch of those recently.
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@GeordieKiller said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070292#Comment_4070292
sorry thats a lie it hasnt fallen off and used less it has risen up as a must have perk especially with good survivors as they know how powerful permenant progression is and how easy it is to get it with fast track.
So im glad to see its on the list for nerfing which it deserves and i hope we can have a bigger discussion on permenant progression as i strongly believe it needs to be changed as there is no counter for this and that is not fundamelty fair
Below are the stats for Fast track and the usage rate plus escape rates from Night Light yes this doesnt give us the full scope as it only takes info from steam but this can give us a clearer idea on how the perk is performing i also have attached a link to the stats if anyone want to take more of a look at its stats
https://nightlight.gg/perks/Fast_Track
I mean, obviously you dont see the fall off in the graphs yet, since it is only 2 weeks since it got buffed. I can only speak for my games and for the builds I can see in those games. And Fast Track has become more rare in those.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070292#Comment_4070292
My thoughts exactly. I'm not going to form a full opinon yet, but seeing it listed here this quickly is as unsurprising as it is disheartening. The perk is kinda crap. I used it in probably 15-20 matches and didn't have one instance where I felt I got genuine value. I checked the scoreboard on all my killer matches and 19 times out of 20, the matches I lost had no Fast Track and many of the matches I won did. It's a low-mid perk being used by gen jockeys who are bad at chase and think it'll give them a leg up. Yet these changes were very fast, and nothing will convince me it wasn't outcry-based.
Yeah, exactly. I am also quite sure that many games which were won with Fast Track in it would have been won without Fast Track. But its usage was higher, because it was recently changed, so more people were using it. Granted, when I tested it, I did a full Gen Build including Toolboxes, Hyperfocus and Stake Out, so I dont even know which Perk did the heavy lifting here.
But overall it felt less useful than other Perks. So I am not really bothered if it gets changed again, it is not like I lose part of my Build. But just the impression once again.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070280#Comment_4070280
The Fast Track that's in the PTB is not going to be the one that goes Live….we're making adjustments from PTB (that we already have planned) so I wouldn't say nerf for the final version but more of a sidegrade.
Still, not really a good showing once again. You are listening way too much to the loud people, the Perk is already falling off and used less, simply because it is still not good (or at least not as good as the more popular Survivor Perks).
It is not that I care about Fast Track at all, I tested it and I dont think it is worth bringing. But it is always concerning to see how fast changes happen when people complain loud enough instead of waiting before things have settled down.
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@FoxGhoul said:
KANEKI CANT DOWN WITH HIS POWER. If you make him 4.4 you will absolutely kill that character. You all already made vaulting with his power pointless, how much more do you want to nerf kaneki just because you either refuse to learn counter play or don't have the brain function to. I know that game has dumbed down the survivor role but you should still need to at least need to use some brainpower to play survivor.
Defending Ghoul and calling that others are lacking brainpower is quite ironic. Ghoul is basically the prime example of dumbing down the Killer role. If you have no success with Killer or refuse to learn how to play Killer, you can just play Ghoul and have easy games with a lot of payout.
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Agree with the general ideas why Doctor is weak. When reading your suggestions, I have some concerns tho. I have played Doctor a very long time and after I played him recently, it is quite obvious how much he has fallen off (I learned him back when you had to switch stances and played him a lot after the Rework and always quite regularly).
To your suggestions:
1 and 5 should obviously not happen together, but I cannot currently see if this might not be too much Shock Duration. It sounds really long, but in reality it will probably be fine. However, if either of those happened, they should do something against his camping potential since you can interrupt Unhooks very reliable with the Shocks.
2 Fully agree on the Slowdown, it is too much by todays standards. 4.0 at least sounds reasonable, I dont think he should be full speed, but not losing distance or only losing a very bit of distance (when being slightly lower than 4.0) should be fine.
I dont like suggestion 3. Simply because with Shock Therapy you at least have to aim, while Static Blast would be an action block without anything you really have to do except for pressing one button.
Suggestion 4 is interesting, but a few things here. I dont think that a permanent 8% breaking Speed increase would be too strong, even when paired with Brutal Strength. Because it will be at least 8%, since you should have people in Madness 1 very quickly. But I dont know if 16% paired with Brutal Strength is not a bit too much, since you cannot go down from Madness 2 as Survivor. But this is just a feeling. Not a fan of Pallets breaking instantly when using M2 when all Survivors are in Madness 3. It will be a once in a blue moon-scenario, but the Survivor in chase would be the one screwed the most, even if they are the one who cannot snap out of Madness at all, so he basically has to deal with it because the team is not snapping out of it fast enough.
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@Silk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068932#Comment_4068932
the killer in question has a power that can down survivor even through walls unlike ghoul but I’m not suprised that you think like that since you have an history of “slightly” biased opinion in this forum
Whatever makes you happy. Not bringing any argument tho. Since your "argument" does not invalidate my post in the slightest.
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It is unreasonable to come to this conclusion. There might be cases where this might happen, but those will be rare. Even nowadays people dont get sandbagged, even if they bring bad builds. I see people who bring a full Boon-Build, they are not helfpul, their Perks dont help at all. Yet they dont get sandbagged. Just as an example.
The positives greatly benefit the negatives. The only question is if players are able to make use of the information. E.g. letting the person with Shoulder the Burden get the Unhook if someone is on Death Hook. Letting the person with Deliverance having the first Unhook. Healing someone immediatly if they have Resurgence. And stuff like that.
But saying that it is likely to get sandbagged for running off-meta… Nah.
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I am mostly excited for the Unknown and Doctor Buffs. Unknown in particular, because I never thought that they are a bad Killer, but they are just too unforgiving for what you achieve. You have a margin of 1 seconds to injure someone with your power before they get rid of the weakened status, this is just too low. I think they were way too conservative with that.
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@maipace said:
This may be a basic question, but isn’t this game supposed to be an asymmetrical horror game?
If so, where exactly is the “horror” element in the current state of the game, when the moment a match starts you already know everything — “the killer is ○○,” “your teammates have these perks,” and so on?I started playing around the 7th anniversary, and even back then, all the information was already visible through the UI, such as who was being chased and what my teammates were doing. At that point, there was essentially no horror element left at all.
I do understand that there needs to be some effort to close the gap between solo players and premade groups, but is that really something that should be added at the cost of destroying the core concept of the game?
And has no one considered the possibility — something I’ve already seen mentioned many times elsewhere — that once a match starts and people see someone running a casual or joke build, some players will just disconnect immediately?
Some people say, “It’s fine because there’s a penalty for disconnecting,” but can they really say that when you look at how high the disconnect rate already is?
Even now, there are tons of people who disconnect for ridiculous reasons, like being the first one hooked or failing to use a perk correctly.This change does nothing but fundamentally deny the horror-game identity of this title, and it has the potential to greatly increase the chances of taking away the enjoyment of players who simply want to play and have fun normally. I can only see it as a terrible change.
The horror aspect of DBD is gone after not that much time to be honest. I would say, if you have 100 hours in the game, you dont see it is a Horrorgame anymore. The Horror aspect is mainly for new players and those cannot really use those information given anyway.
That it is an Asym Horror Game does not justify to leave out QoL or SoloQ Buffs.
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@drag27 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068762#Comment_4068762
How, and why did it needed to be removed? yes to the no stalk cap and more t3 buffs
what do you mean "improved good boy"?
It is obvious that the Tombstones needed to be removed. Especially the Tombstone Piece, it did not take that much stalk to get it to work and even if you "only" kill one with it, the game is won. Plus the design is just incredibly unhealthy, since you can outright be killed with 0 Hooks because someone else was messing up or not paying attention.
So indeed he was held back by the Tombstones. And honestly, they should have removed those and then work from what they had from this point onwards. With more effort to keep his identity.
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Agreed. They should just add an option to make the screen completely black when you are blinded. This is an easy option, nobody gains an advantage or disadvantage from using it and it helps with accessibility.
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@whirlwind931123 said:
They were discussing Springtrap buffs?
Yeah. Basically what they plan to do is to make the cameras more impactful for Survivors to use (since nobody is interacting with them currently) and give him Buffs to compensate. They did not say what those Buffs include.
Personally I would like to see changes to his Doors for Survivors. That being an Instadown if he grabs you in them makes Survivors not use them at all, meaning that it also never happens that he grabs someone. I can probably go for dozen of games on him and still not have the achievement for it. So making it less punishing for Survivor to go through there would allow Springtrap to get more value out of it and maybe make the mechanic in general more interesting.
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@Raptorrotas said:
Stop with the 4.4, its outdated by todays game speed.
Considering that we just had a Killer released who is 4.4 and also strong, it is quite obvious that you are wrong.
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It is a Midchapter, so no. Next Killer Release will be the Anniversary Chapter.
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@[Deleted User] said:
Momo gonna get every high tier killer nerfed by being to good at the game. If BHVR balances the game around Momo every killer in the game with be D tier by the time they are done
The game is not balanced around some weird streamer. Blight receives a Nerf because Blight is too strong, simple as that. And Blight has been strong for years and it is baffling that there were no real Nerfs to him over all those years while other Killers got stronger Nerfs during that time.
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@Royval said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068826#Comment_4068826
there is no spam this is probably the biggest nerf in dbd history. Just because survivors can’t hold w and pre drop.
No, the Forum will be spammed with Threads that Blight should not be nerfed. It worked twice, it will be tried again. The Nerf is really justified for such a strong power, considering that all other 4.4 Killers are still way weaker than Blight.
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Just spam the Forum, works everytime.
(Obviously making him 4,4 is a good Nerf which makes a lot of sense.)
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@Leon_van_Straken said:
BHVR has always been wacky with some stuff.
But sadly some perks are stronger in the hands of some Killers than in others.
Till this day I will never understand why Nurse was able to use Noed after her blink.
The problem is the following:
Bhvr would need to look into evry perk on evry Killer in evry Situation and this would be overkill.
You can make some rules for perks like they only trigger on M1 and stuff but it gets really difficult.
The problem is that all Killers are allowed to use all Perks. Ideally they would change the Perk System in a way that you cannot run strong Perks on strong Killers. Quad Slowdown on a Trapper is fine and most likely needed. Quad Slowdown is neither fine nor needed on a Blight.
I always hoped they would at some point include a Point System. And each Killer gets a Point Value and each Perk gets assigned Points. E.g. Nurse would have the lowest Point value, which would mean that she either can equip one strong Perk and nothing else or 4 weaker Perks.
A Trapper on the other hand would have way more Perk value and could basically equip any Perk he wants.
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@Donkeybqlls said:
I took a break just before this killer was released, started again when 2vs8 got active (for reference, I know she wasn't in 2vs8). So I know of the existence of this killer, but even in all the matches I played since, I've never encountered this killer. So quite surprised to see she's apparently actively used. Maybe it's my region idk.
Come to think of it also saw only 1 dogmaster but a billion Weskers.
I saw a Krasue like 2 weeks ago. And it was the first this year. She is very unpopular, because her gameplay loop is really boring and basically always the same.
@Topic:
As already said, strong Pallets are your friend, since she cannot break them. Bodyblocking while not infected works as well. However, she does not have that much counterplay, on most Loops she will get a hit.
Her infection mechanic got changed some point after release. Initially the infection would not go away when you get hooked, which made the Mushrooms more important. But since it takes three business days to cleanse the Infection, she was very good at tunneling so that got changed. Currently you can basically ignore the Mushrooms, unless she leaves you in a chase, but since she will most likely down you and there is not that much counterplay, this almost never happens.
Learning to play against her is also difficult, since she is very rare. She is super boring to play, so only very few dedicated people who really like her are playing here. (Which is a shame, since the concept of Krasue is really cool)
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068424#Comment_4068424
Frankly, BHVR should not be making changes based on DCs.
Of course they should. It should obviously not be the deciding factor, but it should be taken into account. A good example for that was OG Legion - weak Killer overall, yet one of the most hated (Ghoul took the throne, so only "one of the most hated"). Based on strength alone there was no need to change Legion. But since they were incredible unfun to play against, changes happened.
If there would be a map where Killers would DC all the time, we would also see changes to this map. And rightfully so, since this is a game after all and both sides should have fun. If one side DCs often, it needs to be looked into why it is. Because, even if some people want to claim that, people DCing usually have a reason for it and are not only salty crybabies.
@vol4r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068407#Comment_4068407
This shows that balancing killers based on excel sheet doesn't work. Blight, nurse, kaneki are the proof.
They are too strong and we all know it. They are much stronger than 80% of the roster.
Exactly. And it is sad that BHVR is refusing to do actual meaningful changes to them, most likely in fear of backlash. Because Ghoul and Blight are some of the favorite Killers of the playerbase (plus Blight seems to be BHVRs golden child, considering how ignored his strength is…). And Nurse is very hard to nerf, even tho you can do some things. But those are no excuses why basically every other Killer gets Nerfs and those three not. We had a full list of changes to Trickster, including some Nerfs and while I dont think that those Nerfs were a bad thing (since he got buffed in other aspects), it is honestly a Joke to think about nerfing ANY Killer when Nurse, Blight and Ghoul can exist as they are.
For Nurse:
- Movement Speed Reduction. Yes, she is already slower than a Survivor, but I think she should be a bit slower than she currently is. Because currently, if you make a Nurse miss their Blinks, you dont really get much distance while she is walking after you while recharging.
- Reducing Cooldown on her Power so that she recharges her Blinks faster. This would incentivize to use the Blinks more often instead of walking down Survivors and using them when basically super safe. Would make it also less punishing for players to learn her, since you can try out her power more with less downside for missing a Blink.
- Changing her Add Ons, you basically see Mangled and Lunge Duration all the time. I think especially the Mangled Add On is super dumb, since her synergy with Sloppy Butcher was removed, just to give her an Add On which does basically the same. And since an Add On is less of an investment than a Perk, she basically got buffed with that. Obviously other Add Ons should be buffed or made more useful to compensate for the Nerf of her most used Add Ons.
For Blight:
- He should be 4,4 m/s. Yes, this means that he will suck at some Loops where he cannot use his power. And this is completely fine IMO. One of the worst things about facing Blight is that he just is a M1-Killer without disadvantage if there is one of the few Loops where his power does not really work. And to be honest, there are other Killers who also have trouble with Loops and become M1-Killers, even if they have reduced Movement Speed.
- He should lose Tokens when breaking Pallets. That Ghoul has this and not Blight is baffling. No idea how many Tokens he should use, but if you rushed and then do a Pallet Break, you usually have your Rushes back before or shortly after the Pallet is broken.
- Speed Add-Ons should be nerfed but made Basekit (partially). This would make them weaker to use, but it would make Rushes better, which is fine IMO, especially if he gets two quite big Nerfs. Other Add Ons should also be looked at and buffed, because you basically only see Double Speed-Blight nowadays.
For both Killers those are reasonable changes. Yet BHVR refuses to do anything, simply because those are popular Killers and people keep on claiming that you need to keep those Killers in their current state, because otherwise Killers would not win against the best Survivors. So we keep Killers broken for Survivor Teams the Killer players will not encounter in 99,99% of the time. And what is the result? A person having almost 6.000 games full of 4Ks, while losing 3 times…
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It is honestly ridiculous that it is possible that someone can ruin almost 6k games for the other side while only losing 3 times. And those 6k games in the most toxic and sweaty way.