Aven_Fallen
Aven_Fallen
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662018#Comment_3662018
And when it's from people who do play Pig our opinions don't count.
Yep. Scorpionz has also said that the Nerf to the RBTs does not matter and if someone thinks it matters, they are the problem.
But hey, Pig Main with 11k hours on the game (and most of them on Pig). Surely he does not know what he is talking about.
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Crossplay is enabled?
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Funny that someone uses cheats to get the Dev-Badge and Dev-Banner, but does not care about getting all Perks on their characters.
Priorities I guess.
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Aside from the orange and white Glyph, yes, Glyph-Challenges suck. Not because they are too hard or anything, they are hardly "challenges". But they are just "Play X amount of games" where "X" is the number of Glyphs + any number of games you did not complete the challenge in the Trial. This goes especially for blue and red Glyphs, but is also true for purple Glyphs (if they are really out of your way) and ESPECIALLY for green Glyphs which can take so many games to complete.
Orange and white Glyphs are fine, they are at least a bit of a challenge (even tho, this only applies losely to the white Glyph, but it can be a fun challenge to try to escape with it for the extra BPs).
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BL 2 and BL 3 have no right to exist. BL 1 probably. But sadly nothing will happen since they buffed Bloodlust not too long ago.
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@CLHL said:
There is a reason why all killers with a secondary objetive are among the top in kills in the latest statistics. Bad players don't even know what they have to do, and this is something that they will hardly be able to solve, because people are not going to learn to play overnight. They seem to have decided that the way to fix this is to make these objetives less oppressive, but it's the wrong approach.
Freddy will unleash chaos in soloq no mather what, they will keep dying by Sadako's condene, they will continue winouth solving Pinhead's box and they will not be able to get rid of Pig's trap. This game needs tutorials that explain all its mechanics and from the developers side assume that there are people who are just bad at videogames or just casual players who are not aware of how all these killers work.
I think for Pig it is more the case that her Power can actually kill Survivors. Similar to Sadakos Condemned. And those are really not supposed to be THAT letha. Obviously someone should die when they completely ignore the Trap (or do it very late). But Headpops or Condemned Kills should not be common.
And players not knowing how to play against certain Killers... Well, we have so many Killers nowadays that you can go on for a few weeks without facing a specific Killer. If we look at Pig, she has a pickrate of 2%. This means, you encounter one Pig every 50 games on average. So you will play like 8 hours before you encounter a single PIg. And during that time, you will also encounter many other Killers whose powers you will have to remember.
I think it is very difficult for a new Survivor nowadays to get into the game when there are so many different Killers with different powers and on top of that, you will encounter some Killers just very rarely.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3658173#Comment_3658173
I think part of the invocations "advantage" is the meta-mindgame behind it. The killer hasn't seen a certain survivor all game, are they just hiding or are they completing 95s of gen time, just because the killer is too chicken to lose 30s walking to the shack and checking the basement? What if its a SWF and they all leave gens at 85% completion, to maximise on the impact? A survivor in the basement is vulnerable, but only if they are there. Its the Schrödingers-Survivor dilemma for the killer, with a survivor down there juxtaposed in the two states of hooked and scott-free above; its maddening. They can leave the thus entangled survivor down there or open the box and look themselves, but they risk giving the survivor free progress on gens and wasting a lot of time either way.
With courtesy to you, my honored @C3Tooth , I hope you don't mind that I borrowed one of your designs to illustrate a point.
https://us.v-cdn.net/6030815/uploads/WWLWT3Z1W3K4/sable-schroedinger.jpg
There is no "Meta-Mindgame" if the Perk is so bad that it will not be used.
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The Slowdown is untouched. If you relied on using Tampered Timer and tunneling Survivors with Headtraps, you have a bad time, but you were also bad at playing Pig.
Since it is best to leave Survivors with Headtraps alone anyway, the Nerfs to her RBTs dont matter, as the Slowdown-Potential is unchanged.
However, her chase got better.
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@Pulsar said:
It won't be worth it unless it's brokenly OP.
120 seconds.
In basement.
Only one Survivor can use it.
Weaving Spiders is a horrible perk and I expect the other will be too
Exactly. That the first Invocation-Perk is already super-bad is not really promising for the whole mechanic.
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"What if survivor had unbreakable basekit but it turned off if the killer brought the slug perk?"
Basekit Unbreakable (in a weaker form) was tested and dismissed. So it will not happen.
"What if dead hard went back to the way it was except it only worked if you brought no mither?"
Then nobody would use Dead Hard. The Perk at least sees some use nowadays, but nobody would use it when you would have to run No Mither with it. Especially because it would be only be able to be used for Distance, since otherwise every Killer will wait it out (since they can be very sure that you have DH if you bring No Mither)
"What if killers needed 3 hits to down?"
We have Killers who do this. Nemesis. And he gets quite a good Benefit for that. But overall... Way too late to implement this, the game is balanced around 2 Hits to down someone. It would also make Instadowns way stronger (relative to regular downs).
"What if survivor and killer had the same speed?"
Game is balanced around the current Speeds. You cannot mess around too much with Movement Speed, this would certainly make M1-Killers unplayable.
"What if flashlight saves weren't a thing?"
Then you would remove a big fun part of the game, while also making the game actually more stressful for Killer, since there will be no Survivors anymore who waste their time hoping for a Flashlight Save.
"What if the endgame chat was turned off?"
Then DBD would be a far happier place.
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@Sabraiz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3657494#Comment_3657494
And let us not forget the fact that the survivors somehow all got their hats off before he even got one hook, did he never hook them after putting their hats on? Something is odd here.
And new Pig is damn lethal in all loops in my limited experience. If they don't drop the pallet and you crouch by it, there is nothing they can do against the ambush.
They all started with Headtraps. This is what Videotape does.
But aside from that, they probably removed them and this already takes a lot of time. We are talking here about probably like 4-5 minutes it takes the Survivors to get their RBTs off AND do 3 Gens.
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@AbsolutGrndZer0 said:
I am a Pig main that hates slowdown perks and never use them, but I did one game on the PTB with Video Tape and Crate of Gears and.. with the new changes to Pig's RBT it was so bad as everyone got their hats off and had 3 generators done before I even got a single hook. Then they were predropping every pallet (not even trying to stun me) so being faster in ambush didn't matter. I slugged them all, then I quit and reinstalled live. If the changes to Pig on PTB go live, I'll be joining the 4 Slowdown Meta and slugging.
I mean, is it really a problem with Pigs Traps and not maybe with your playstyle when you dont get a Down while 3 Gens get done?
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The problem is that Slowdown currently is insanely overtuned. You can stack 4 Slowdown-Perks and basically win the game. If you prolong it long enough, even better Survivors will go down eventually, since you can burn through ressources.
And those Slowdown-Perks are even better than Perks which would really synergize with a Killer. E.g. a Perk like Enduring or Brutal Strength would be useful on M1-Killers. But why deal with Pallets faster when you can just slow down the game overall, which has the same effect?
A Perk like Lethal Pursuer allows Killers who are weak at the start (e.g. Myers or Nemesis) to get out of this phase quicker. But why do that, when you can just run Slowdown and have the same effect?
Something like BBQ helps high mobility Killers to get into a chase quicker, so you can run it on Billy or Blight. But why do you need to be quicker in a chase when you can just run Slowdown, which benefits more?
If the Devs would finally nerf Slowdown-Perks in a meaningful way (and I dont mean that fake Meta-Shake Up they did some time ago, this just shifted from Slowdown Perks A to Slowdown Perks B), then we would see more variety. But currently just slapping on the same 4 Perks on every Killer is better than looking for Perks which either help a Killer to get more value out of their power or helps to negate downsides of their power.
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@Pulsar said:
Who cares. It's the PTB and most people understand these changes are bad.
I do enjoy it when people keep spouting the, "It's a Survivor main conspiracy to get these poor abused killer mains experience ruined!!!"
Yeah, I feel that some people really think there is a council of Survivor Mains who decides wich Killrates get boosted now and this council will relay this info to every Survivor Main out there to get it done.
@Topic:
The thing is... Nobody asked for a Huntress-Buff. A Huntress-Buff was not needed AT ALL. Yet, she got a very significant Buff without any Downside, as one of the stronger and very popular Killers in the game.
But, the main reason why people suicide against a Huntress on the PTB is most likely it is not the new Killer. Survivors have instant queues on PTB and no DC-Penalty. They can just go next and queue up again to hopefully play against the new Killer.
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@KayTwoAyy said:
To address the concerns people have about "they'd just pick a 5th meta perk," I would be interested to see a weighted system, in which Killers and Survivors have a certain amount of points they can spend on their build.
This should have been a thing since the start to be honest. And depending on the Killer, you have more or less points to spend (e.g. a Nurse should only be able to run Meme-Perks and bad Perks, a Clown should have access to more points for more better Perks).
But it is way too late now for this.
@Topic:
A 5th Perk Slot for Killer is out of question. This was asked a few times over the years, but it would be highly imbalanced. And with at least 60% Killrate for quite a bunch of Killers, I dont really see the need to buff them even more.
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Thats me after I got only 2 hours of sleep/day for a week. I look roughly the same.
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@tyantlmumagjiaonuha said:
I played the new map added by PTB multiple times for verification and it always generated 20 pallets. Yes, I hope this is not a bug.
Depends how safe those Pallets are. If all 20 are unsafe, there is not much to it.
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The Game has a Basement?
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I was surprised that they did not do it sooner.
She looks great tho.
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@Hex_Ignored said:
Aside from Gideon, no
To be fair, the Map does not really have anything else apart from Pallets. Those are really safe, but once they are broken, the area is a complete Deadzone.
Just saying that a Map has many Pallets or few Pallets does not really work, the map itself needs to be considered. E.g. Hawkins has tons of Pallets, yet almost all of them are garbage.
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Agreed. I did not play Pig for quite some time (I used to play her for hours long time ago) and I am actually excited to play her again. I always said they should give more Love to her Stealth and Dash, since they are really cool features and part of her Power as well.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653669#Comment_3653669
But you still get the slowdown. The slowdown hasn't gone anywhere! It still does the exact same thing, that's the reason that this timer nerf doesn't matter.
The only thing that gets weaker is harassing survivors away from the boxes, both because you can't see the boxes and because the timers are slightly longer. This is both not a very strong strategy and quite an unhealthy one, so it's fine for this to get a little weaker- and it's not even by much.
If you want slowdown, you still have that. That hasn't changed.
^ this.
It does not matter if the timer is 2,5 minutes, 3 minutes or 10 minutes. The Slowdown is the same, at some point the Survivor HAS to get rid of the RBT.
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@monochromeworld said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653526#Comment_3653526
Cause Sadako dosnt being nerf to the ground (just like Pig in the next patch) and all good perks dosnt being nerfed to the ground and killers strategy of defending gen or camping dosnt being nerf too.
Again - you are probably just not as good as you think you are. Try to improve instead of complaining.
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@monochromeworld said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653530#Comment_3653530
And this the most scummy thing dev ever did. I mean you buy a product but developers can change its quality whatever they want
This is completely normal for a Live Service game.
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You accepted the EULA when playing the game. This includes that the Devs can change whatever they like. There is no Refund-option.
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This is just wrong. It is the easiest it has ever been for Killer.
If you struggle as Killer, this is on you.
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Yeah, 90 seconds timer. Not busted at all.
Seriously, the Slowdown she provides is the same as before. The traps are less lethal. But Pig will have better chases with the Buffs to the rest of the Kit.
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Why exactly?
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Others have said it, but it is indeed the low pickrate. The low pickrate indicates that only very dedicated players play with Freddy. He is licensed on top of it, so it is unlikely that new Killer players will pick him up while they are still learning the game.
Freddy being played by Veteran-players AND not played by brand-new players results in an overall high Killrate.
The same happened with Pig in other stats. She is not strong, but she has a dedicated playerbase and those people perform well with her. And the same is the case for Freddy.
(To compare - Chucky has a Killrate 5% lower than Freddy (which is huge!), but he is also the most popular Killer in the stats. So you have more players who are not performing well with him who tank the Killrate)
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653156#Comment_3653156
Guess they are speaking of haddonfield and backwater or red forest where you are just like this sometimes.
https://us.v-cdn.net/6030815/uploads/EWVBSUA77TLU/confusedtravolta.jpg
Thats the thing. Huntress is map-dependent. Which is fine, it is ok when Killers perform on some Maps better and on some Maps worse. Many Killers have that.
And sometimes it can be hard to find lockers.
But those are basically the only issues she has. And the changes dont even help with those.
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@GroßusSchmiedus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653137#Comment_3653137
Didnt BHVR say Trapper is fine in an AMA?
Everyone complains about Trapper being weak and overly relying on stalling perks, yet a Killer that is so good that half their players don't even bother picking any and go full aura reading (which is the Chad way to play Huntress) gets a massive buff.
Even without saying if Trapper is weak or not - I cannot really imagine how they can say that Trapper is fine but then somehow come to the conclusion that Huntress is NOT fine.
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The Beartraps provide the same Slowdown as before. They are just less lethal. But the time wasted for doing the RBT is the same.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652794#Comment_3652794
I'm using Ambush all the time, I get several Ambush hits per game. Frankly there's not going to be an excuse to not use it now. If you're not using Ambush you're not playing her correctly.
As for TR, 28 would be nice, but I always run John's Medical File anyway, so I'm crouched pretty much all the time.
Yeah, I just never liked to see Pigs playing STBFL and only ambushing the Obsession.
I run M&A and Whispers on her for eternity. A bit outdated probably, but I dont play as much Pig anymore anyway. But some time ago I was basically playing only Pig for hours each day, and M&A and Whispers really helped to sneak up on people. Not having to use M&A would be really great.
(And in the end, they are not consistent in Terror Radius anyway anymore. Huntress has 20m instead of 24m, Deathslinger has 32m, despite being only 4,4m/s and Wesker has 40m instead of 32m... So not sure why Pig cannot have her 28m back, which was only changed for consistency back then)
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@AbsolutGrndZer0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652777#Comment_3652777
Yea, if they put her terror radius back to what it was originally. We'll see on PTB how it goes, but the Ambush has never been very useful as survivors either know you are coming because you crouched as you approached, or they finish generators too fast because you're crouching in slowly from too far away.
I personally like to use the Ambush, even if it is not really good. And I always cringe when I see people running STBFL on her.
But, I would agree, a Reduction of her TR to 28m (so back to the original value) would be well-appreciated. Would at least free a Perk Slot for M&A for me...
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I agree. I dont really think that she needs any Buffs at all, Huntress is popular and she is also fun to play and fun to play against (aside from the Fridges she is throwing when it comes to Hitboxes, but nothing which can really be changed).
She is only a bit map-dependent, but none of the Buffs actually fix that (and IMO it is fine that Killers dont perform the same on all Maps).
So I dont understand why they decided to buff her that much. Increasing the Hatchet-Count would be nice, as a follow-up of the Buff she received to Reload-Speed, but the rest is not really needed.
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@AbsolutGrndZer0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652766#Comment_3652766
I find them fun because they allow her to have good pressure without having to rely on the boring slowdown meta. Now, they're going to be only really useful against new survivors that don't know that they need to get them off. Especially with her inablity to see the boxes herself anymore and an extra 3 minutes, survivors are pretty much guaranteed to get the traps off unless they don't even try.
You will still get Slowdown from the Traps. They are just not as lethal anymore.
For fun... The only real interaction was chasing Survivors (away from Boxes), which is just chasing and pressing a Button to put a RBT on their head.
Her dash and stealth are way more interesting, especially the Dash.
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@supersonic853 said:
The buffs arent really that much compared to removing her ability to capitilize on her own slowdown. 3 minutes for a headpop? Well guess ill do a gen before i start actually caring lol. She's pretty bad imo. We will have to see.
The Slowdown is the same. Doesnt matter how long Survivors have before the RBT kills them, they still need to search the same amount of Boxes.
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@AbsolutGrndZer0 said:
YEa, you are buffing her stealth but nerfing her traps. The traps are good for pressure and you call this a buff but its' a total nerf to the most fun part of her power.
What? How are the Headtraps the most fun part of her power?
@Topic:
Finally. I hope they nerf her Add Ons which inflict Mangled or Exhausted as well. Those are only used for tunneling, which is a bad playstyle with Pig anyway.
It is about time that Pig gets more love to her stealth and dash and loses some power on the RBTs. They will still be game delay-elements, just not as lethal anymore.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652651#Comment_3652651
as long as survivors are in a team, there will be frustrated survivors. i don't think i have ever gone next for any reason other than it's a skull merchant or my teammates were... gaming.
but of course they can and should fix outstanding issues causing hook suicides like sm or killers that create accessibility issues for some people like clown plague and dredge.
Yeah, you cannot eliminate it completely.
Like, there is one Survivor I know, they ALWAYS suicide on their first hook. It does not matter if there are 5 Gens left or 1 Gen left, when this person is on their first Hook, they suicide. Also regardless how the Killer is playing, can be the most nice Killer, no camping or tunneling. (Funnily enough, they camp and tunnel as Killer as well... So not sure what they really want from this game)
And stuff like that cannot be avoided. But at least some things can be reduced.
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650962#Comment_3650962
Thank you, I appreciate it. Do you also happen to know if it’s valuable on bubba?
It is not really worth it. Bubba has an Instadown, so you would not need Blood Favor anyway. Also he can get rid of Pallets pretty quickly.
@Topic:
Good choice not running Bamboozle. It is a Perk which really makes Killers lazy and not learn how to run Tiles. IMO some Killers really rely too much on it and while it was implemented to deal with strong Window Loops, people use it on every Loop and just dont learn how to run them properly.
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Luckily I did not see any more Skull Merchants than usual.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652648#Comment_3652648
I still think the only problem of the perk combo is used in the first chase, or in the end game.
Though in the first chase, having a survivor follow and not do gen. Between 2 Gens done with 2 injured survivor, is equal lose to 3 Gens done and a hook. I may prefer 2 Gens done with 2 injured survivors.
I mean, while this is true, it also means that the Killer got a benefit from the Survivor lurking around waiting to use FTP and Buckle Up.
When it got used on me the last time (as I said, I almost never see it), I got a down 10 seconds later. So instead of getting a Down, I got a Down + 1 injured Survivor with a time investment of 10 more seconds AND the fact that the second Survivor did not progress the game.
Sounds more like a win for me than anything else.
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Even tho this thread is a bit older and the topic itself is solved...
I think in general charms should not be restricted to either side. I guess it is for immersion reasons, but come on... We are in a game where Skins like Mr. Puddles exist or where Killers and Survivors can run around very goofy. Having charms which might not fit on Hooks/Survivors is not a big deal, even if it means thate Killers can have very cute charms on their Hooks or Survivors can have gruesome charms on their body.
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Two obvious things:
A Survivor who does not want to play, will not play regardless. At best they are afk, at worst they ruin the game for the rest. It will not help at all if Hook Suicides will be punished.
There are edge cases where punishing hook suicides would make a Survivor, who already feels miserable, even more miserable. For example, I suicided a few days ago, because I was just not getting saved. One Survivor was in Chase (so everyone knew the Killer was not camping), one Survivor was crouching next to the one in chase and the last Survivor was doing a Gen instead of getting me (they ran away from me to do that Gen..). So why should I stick around? It is not like I am buying time for the team, because the Killer is not camping and I wont get unhooked anyway. So why waste my time? Punishing in this case would just be wrong.
Another example would be a SoloQ-Survivor who gets camped by the Killer. Yes, the best thing to do is just to stay on the Hook for 2 minutes to give the team time to do Gens. But we all know that this a) does not mean that they get all Gens done and b) that Survivors will still try, crouch around and so on. Let alone that a SoloQ-Teammate does not really have any obligations to stick around.
And then they should be punished after they already got camped?
The real way to solve this is to remove things which are unfun and make people suicide on Hook. There will ALWAYS be people who dont want to play for the most stupid reasons. It is not avoidable. You can play Clown without Perks and Add Ons and the first person going down might still want to go next. Happens. But at least the Devs can try to remove things which are without a doubt unfun for the other side. (E.g. Skull Merchant needs some work, her Killrate is inflated due to people giving up against her since the experience against her is miserable... Working on something like that will reduce Hook Suicides for example. And there are many other things)
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I almost never see it in my games. Regardless of the side I am playing. But I am sure that people jump on the forums when they see it used once in 100 games and claim it is a problem.
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People who think that Voice Comms are the big advantage of SWF should not say anything in Balance Discussions. Because they disqualify themselves by saying this immediatly.
The strength of SWF is that you can choose your teammates. You remove the RNG. You have 4 competent Survivors in your team.
That being said, not many SWFs will be 4 competent Survivors. Most of them will just be friends playing together. And there should be no penalty for playing together.
Let alone that the idea of slowing down their Repair Speed (as an example) is just not thought out. What if a 3 man SWF plays with a Solo? The Solo will also be punished because they will have 3 people in their team who are slower on Gens.
And well... The game is more balanced around SWF anyway than it is around Solos. Otherweise SoloQ would not be such a miserable experience. If you struggle as Killer nowadays, SWF is most likely not the problem why you struggle.
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Yeah, same here. Currently "Joining Match" and nothing happens. Before that I was alone in a Lobby as Killer and nobody joined for like 3 minutes.
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@TerraEsram said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651975#Comment_3651975
See lot of people saying that the event was cool, but contain too much flaw
Don't see a majority of people saying that they don't like it
I also dont see a majority saying they want it to be a permanent mode.
So "listen to the players" is just wrong here.
The vast majority ranked it between horrible and mediocre, as far as I have seen.
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"listen to the players"
If they would listen to the players, Lights Out would never return. That people want the mode permanently and would prefer it over regular DBD is really the opinion of the minority.
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Usually I buy Cosmetics for Shards. Except for Nea, she is my main so I buy every Cosmetic of her for ACs once it releases. But for any other Character, I usually wait until they are available for Shards.
I buy characters for actual money, except for Renato, Thalita and Skull Merchant back then, because I did not really want to pay the inflated price to get two Skins and two Sets of bad Perks instead of one each time, just because BHVR decided to release two Survivors with it.
But I think I will not spend any money anymore on DBD except for licensed Content. I dont like the direction they go with some changes and I feel they have given up on Survivor (with months without any meaningful content), except if it is for a Cashgrab-Perk which gets nuked into the ground shortly after.