Aven_Fallen
Aven_Fallen
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Great example that the term "bully squad" has no meaning. Nowadays everything a Killer dislikes is called "bullying".
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@ReverseVelocity said:
I don't know why CoB and Overcharge didn't get buffs from the PTB. They are both really bad now.
To nerf 3-genning.
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The Bug is known and acknowledged, yet somehow they refuse to killswitch the Perk.
Luckily I dont see that many Merciless Storm.
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@Sava18 said:
I know he's not the least played but Jakes seem to be gone after 6.1.0
Jake has always been a pretty rarely played Survivor if you compare him to the other 3 original Survivors. It took ages to get his mask back then as Bubba (when Masks still were a thing).
@Topic:
Probably Ash, Yoichi or Jonah. The first two understandable since they are licensed DLCs (especially Ash, since he has nothing going for him if you are not a fan of the Series or the actor). Jonah is "free" and still very unpopular, probably because he belongs to a DLC which was not really liked, has a bad backstory and bad Cosmetics (with the biggest offender the Valentines Set which makes him look like an unemployed alcoholic/drug addict at home).
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@Chocolate_Cosmos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395046#Comment_3395046
Artist is good Killer, but Dragon Artist is the best
Nobody can deny that she is a good Killer. But I think for most people she is really boring to play, because the only way Survivors can actually play against her is to hold w, since Loops become unuseable. And in the end you dont catch up because you outplayed them, you catched up because Killers are faster than Survivors.
Sure, there are Snipes with her and those are pretty fun. But when chasing her gameplay evolves into shutting down loops and following Survivors.
When it comes to the new Skin, does not really help that it is AC-only and linked as well.
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@WesCravenFan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393583#Comment_3393583
I play at intentionally tanked MMR and I can tell you successful Dead Hards are not the sole property of high MMR Survivors. This myth that landing a Dead Hard successfully is some kind of 400 IQ move really needs to die.
Never said this. But yeah, "intentionally tanked", sure.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394696#Comment_3394696
Everytime you leave a comment on a killer complaining discussion, what I have in mind is
Yeah, pretty accurate :P
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394652#Comment_3394652
30 second of not being able to work on generator is 30 seconds loss of gen progress. leaving generator is not good because by the time you get to next gen, deadlock expires but staying there has no productive value. Its easily S-tier perk for camping and Tunnelling strategies. I believe hens team actually lost to a nurse using corrupt intervention+deadlock+No way out and their win-streak was 200+ escapes vs majority killers.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394715#Comment_3394715
killer had 45 second dead man switch and 2 minute and uninterrupted corrupt intervention. to be fair, they had much better perks at the time before considering deadlock.
I did not really count Dead Mans Switch because it only really makes sense with Pain Resonance. DMS alone is not really good.
And yes, Corrupt Intervention was better than Deadlock. However, it was only around at the start of the trial and IMO not really worth nerfing. I would have rather nerfed Deadlock over Corrupt Intervention.
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The main reason is that she is simply dull. She is dull to play and to play against, because there is no direct interaction between her and the Survivors except for classical M1-gameplay. Both sides have interactions with the Drones, but thats it. At least the Drones are not M1 + Skill Checks, but that is the only positive thing.
Other Killers which are more simple to play make more fun, because they directly interact with the Survivor.
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To be honest, Deadlock should have been nerfed long ago. It is just effortless Slowdown and makes camping stronger.
I remember that Otz also was surprised that they did not nerf Deadlock with 6.1.0... It has always been one of the strongest Slowdown-Perks, even if it does not provide any Regression itself.
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Thx for creating an account and letting us know.
And yep - skill issue. SWF is not the reason for your losses, it is most likely you making mistakes blaming SWF because it is too hard to think "Hm.. Maybe I did not play THAT well".
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393923#Comment_3393923
For me, personally, all the map updates are the biggest reason to not use Billy.
The older maps were filled with vertical objects with 90 turns, which were very curving friendly. But the map updates like to add irregularly shaped loops, or extra objects with bad collision, or other things that just reduce the number of opportunities to curve.
Even if Billy was completely changed back to what he used to be, he still wouldn’t be fun on the new maps like he was on the old maps.
Yeah, this is what I mean with Hitboxes. His Chainsaw-Hitbox is gigantic, which makes it easier to get some hits in, but it also means that you get stuck on every twig around. Often enough the things which stop your chainsaw/curve are not even in sight.
And well, all the clutter also reduces his mobility, Red Forest is a prime example. Before the Rework you could easily sprint from one end of the map to the other, now I dont think it is really possible anymore.
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Billy takes a lot of Skill. Way more than Killers like Nurse or Spirit. And this is probably one reason for his quite low pickrate - aside from being awful to play due to his jank animations and hitboxes you wont achieve results as good and as fast as e.g. Nurse.
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@DyingWish92 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392262#Comment_3392262
And 1 pallet dead hard by 1 survivor can cost a killer the entire game. So the 2 uses can potentially be 8. So that's not a good point.
And 1 failed DH has exactly 0 impact for the Killer. But I always forget that you are all at giga-MMR and only get comp teams.
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@TigerSnake said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393137#Comment_3393137
Then what do you propose to be used instead? Ruin? Pop? Thana? Those are garbage perks and you know it.
And this is my first and only account on this site. If you’re trying to compare me to someone else, you’re wrong, and that’s a rumor you better not be starting.
Maybe not stack 4 of them? There are more than enough other decent Perks to use.
And sure, whatever you say.
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I have not seen any increase, except that people still give up against Skull Merchant pretty early. (Which I cannot blame them, she is still way too good at 3-genning. Maybe with the upcoming Patch it can become better)
But against other Killer, I have not seen a change.
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Dead Hard:
Why do people think that it should be an Anti-Tunnel Perk? It just got a requirement in form of being unhooked, but this does not mean that it should be Anti-Tunnel. It just means that the Killer will only have to deal with DH when they got at least one Hook on that Survivor. Which means that at least during the first chase, they dont have to care about DH AND the Survivor only gets DH when the Killer already got pressure (aka forcing Survivors off Gens into altruistic Actions).
CoH:
You cannot really compare this version of CoH with the release version. Yes, it is 100% again, but you completely ignore that there is no self-healing at all. With 100% the Perk is at least not shockingly bad, but still not really worth running. (Seriously, I would rather bring We Will Make It, since most of the time you heal others after an Unhook and it does not require Setup-Time)
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@TigerSnake said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392298#Comment_3392298
It’s not, but you can’t get rid of all the good regression perks while reverting the healing changes. Gen rush will literally be out of control.
No Killer player needs that much Regression.
Why are you not using your other account btw? Abandoning the other for the new is a bit strange.
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Good. Maybe the DBD-Community can be more mature then.
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392662#Comment_3392662
DH is stronger now than the old "DH for distance" because you get sprint burst distance on demand.
DH should give endurance but no movement speed buff. The problem is that it has always given better distance than both Lithe and Sprint Burst and as a result lets you waste more time.
Look at what happened to Eruption - the core effect that made it worth using got obliterated.
DH should get an equal treatment to where it goes down to 1-5% usage among top players.
You cant be serious.
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@sanees said:
increasing the heal reduced tunneling since you knew that the survivor did not heal instantly, and now the survivors need 8 seconds to heal + you need to tunnel because if you do not tunnel the survivor will have dh
How does a Survivor staying injured for longer reduce tunneling?
I mean, in your ideal marshmallow-world a Killer would think that they can go after other Survivors, but fact is that tunneling is still way too beneficial.
And your "you need to tunnel" is the same like now because everything a Survivor can have after an Unhook resolves around Endurance. One Hit = All of them are gone. This is the same now and will be the same after the Patch.
But you cannot seriously say that CoH was buffed or that DH is not weaker than before. (There is a huge difference between having DH after an Unhook or having DH during your first chase, with the first one meaning that the Killer already has pressure)
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392573#Comment_3392573
It’s “better” but not “huge”.
Huge is having to rework all my killer perk loadouts, because all those nerfed killer perks are now complete trash and need to be removed.
Meanwhile, it’s completely fine for survivors to still use dead hard, because it’s functionally just a -1 use per match, most of the time.
You know, playing Survivor sometimes would help you a lot.
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392262#Comment_3392262
sometimes not even with exposed lol. But some people might stay injured so.
Exactly, does not even work with exposed. And some people might not get unhooked in first stage.
Even then, the Survivor cannot have DH in their first chase, which is already huge for the Killer. Because this means, before the Survivor can use DH, the Killer already had pressure because they got a Hook and forced Survivors into altruistic actions instead of sticking to Gens.
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@H2H said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392408#Comment_3392408
25% total regression on one generator once per survivor assuming hook RNG works out in your favor is, in fact, quite a lot to scoff at
I use Floods of Rage as a Perk (dont use Pain Res since I dont use Slowdown-Perks) and I almost always get to use a Scourge-Hook.
It is not like you have to be exceptionally lucky to reach a Scourge-Hook.
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@Ginnypig said:
Remember, without killers youll get huge queues, or face same killers over and over and over.. I knew they were gonna crack on survivor tears. Its 4vs1 after all.
Shame, the game needed a hard change
Making healing absolutely miserable is not the change the game needed.
The changes are fine, the biggest problem was that self-healing was able to be reduced to just a few seconds. Altruistic healing was never a problem in the first place, it is good that they reverted the base healing-changes and only nerfed Medkits and CoH.
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@Coffeecrashing said:
“After reviewing player feedback, we found that many of you agreed that the speed which you heal others was already in a good spot prior to the update.”
How is “many of you agreed” ever a valid reason, when the number of survivor sided voices greatly outnumbers the number of killer sided voices?
If you would have played or at least watched Streamers play the PTB you would have seen how miserable healing was. And this from basically everyone, except some of the most killer-sided streamers.
Healing really felt like bugged how slow it was.
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There are exactly 2 uses. Dont be overdramatic.
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Great changes, cannot complain about a single of them. Also I really like that they buffed this joke of a tile on Autohaven.
Especially the Healing-Changes are great. Base Healing was never a problem, the problem was that self-healing could be done in 6 seconds. This is now addressed without the game feeling miserable when healing others through Mangled or other stuff.
Good job Devs!
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"I would like to see a little buff here: When blind, you cannot see the HUD at all."
The reason of the HUD is to bridge the gap between SWFs and Solos. Such a Blindness-Buff would just make it bigger again.
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"Good news is at least Billy is getting buffed a little he won’t gain that much heat anymore when starting and reving. But he will gain more when he’s sprinting. We have to see how it is."
I dont know if it is a Buff or a Nerf when it comes to Overheat. DId not test it yet and I will not have time to test it on the PTB.
However, the only time I overheat as Billy is when I sprint between Exit Gates after closing the Hatch. And to overheat when using the Chainsaw to down people you already had to basically throw the game and probably not try that many Chainsaws to begin with.
So I guess it will be worse for me aka I will overheat faster when it comes to the only situation where I actually got affected from Overheat.
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One more reason to not touch the base healing.
As if Slugging needed a Buff.
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Slug them when I find them. If they have Crows (either after being slugged or when I find them) I hook them once.
If they are still AFK after the Unhook AND are getting Crows again, I just wait until I am too annoyed and hook them again. (Last thing highly depends on my mood, might be instantly when they have 3 Crows or after 5 minutes of them giving me AFK-Notifications)
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What? 25 seconds is nothing. Even if you would say 25 seconds after the Unhook.
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@sizzlingmario4 said:
They also changed DH, it now also activates if you unhook yourself too. Which means it goes well with Deliverance.
It also just says it deactivates now after use and not on successful use, I think this means you won't get to try again if you fail like what was originally mentioned.
https://us.v-cdn.net/6030815/uploads/U33PI337TYZ0/image-2023-03-29-095522869.png
Pairs well with Deliverance, but I dont know if anyone wants to run two Perks which will not really help when you are the first person found.
Also, if they really changed DH to deactivate when you pressed it too early, one more reason to not play it.
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Currently missing 5 Achievements. The 3 Adepts from the latest Chapter (did not bother with those), Thrill of the Chase, where you have down 10 Survivors who got exposed by the Lock-On mechanic and Skill Huntress.
And I know that I will take ages for Skilled Huntress. Because I am not a skilled Huntress.
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3385230#Comment_3385230
-"A Survivor using a Perk like Lithe or Sprint Burst and being visible for at least 40 seconds afterwards would be too much."
Did you ever stop to think : maybe people are using too many exhaustion perks? Games are healthy when you have a mechanism where A is defeated by B which is defeated by C which is defeated by A.
DBD has been unhealthy for most of its life because certain things are clearly best at all times. Did you ever play when Spies from the Shadows was a top tier perk? That perk was the reason people picked calm spirit. Nobody bothers with either anymore because crows got a triple nerf (massive number/placement reduciton, they can be ducked past, and they have a 0-1m trigger instead of an 8m trigger).
Oni breaking Shattered Hope is a fair point. Do you think it would be problematic for any other killers? If not then just slap a restriction so that Oni Can't get blood from that person (so no Oni would use it).
-"Beast of Pray would just remove a core and fun part of the game"
I want to address this but I can't because it moves into an area of the game which is part of the exploits category.
A killer giving up one perk to remove the red light is pretty fair in my book.
Regarding Exhaustion Perks:
I dont really mind them at all and I am fine with almost everyone running one (I dont run an Exhaustion-Perk myself). But I think if they want to nerf them, they should rather look at the Perks themselves (like they did with DH twice now and they did with Balanced Landing in the past) instead of adding a Perk which provides so much Aura Read.
Because even if the Survivor is not running any Exhaustion-Perk, an Exhaustion Add On would also probably mean that this Survivor is visible for the whole duration of the chase, since even 5 seconds of Exhaustion dont go down during a chase. Also Fearmonger would provide unlimited information which Gens are being worked on.
Regarding Shattered Hope - I still think it is not a good concept to become broken just for being unlucky. Rancor has the same problem (one Survivor at random will become the Obsession), but with Rancor you get a warning and a benefit and know that you have to hide in Endgame. And being broken is a huge Debuff - I mean, nobody uses No Mither despite the Perk having some pretty big positive sides (really good against tracking, unlimited pickup from the ground, increased Recovery). So being chosen at random to have that huge Debuff AND no benefit from it does not sound right.
Regarding Beast of Prey - I am really on the fence of removing the Red Stain by any means (except for Undetectable, since this is usually either capped or with quite some disadvantage). It is such a basic game mechanic and I think that chases can become really dull if many Killers would use this Perk.
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IMO three things should happen:
- Increase of Reward, at least doubled, maybe even trippled. Now Daily Rituals are doubled and they feel better to do.
- There should be 3 Rituals for each Role with the option to change one of them every 4 hours instead of once per day. Plus you get 3 new ones every day (so even if you did not do any of the Challenges before, all will be re-rolled)
- Tweaks to some challenges since some are really easy to do (1 game and done) while others require multiple games (e.g. changing Demos Daily to just Shred Attacks instead of fully charged Shreds, Pig not needing to do 4 Dashes, 2 would be more appropiate)
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@DBDVulture said:
If you deleted every perk on your killer list except BBQ , BM and Terminus it might take survivors a month or longer before they noticed.
If you want to seriously make hexes viable then allow them to be rekindled at any unbroken totem. The only problem then becomes Devour Hope which if you ask me should be reworked completely.
Change BoP to turn off your red light (at all times) and give you undetectable when within 16m of a generator.
Change Shattered Hope to force the survivor that starts as the obsession to play the trial broken (with no other effect).
Change Brutal strength to allow you to break 1 pallet with a lunge attack every 60 seconds.
Change Hysteria to have no time limit; if you are hurt then you are oblivious.
Change Leverage to make the tokens permanent if the person you just hooked was not the same as the last person you hooked.
Change Predator so that you see survivor auras when they are exhausted.
Most of your ideas are really bad and you did not put much thought into it.
Beast of Pray would just remove a core and fun part of the game. Sure, most Killers would probably not use it, but if someone is using it, it makes the game more boring for them (even tho it would be their choice) and the Survivor. Mindgames are just an important part which make chases more fun.
Shattered Hope is awful. Why should one Survivor start with a immense disadvantage, just because they got the 25% chance of being the Obsession? Let alone that it would be really busted on Oni and would remove quite a bunch of his counterplay (once he got his power once he basically has it nearly all the time, but the counterplay is to avoid the first hit).
Not sure about Brutal Strength or Hysteria, those might be fine, even tho I think Brutal Strength is already solid and it might be really annoying to be that one person who gets a Pallet deleted immediatly in chase, because the Perk is not on Cooldown.
Leverage would just make healing even more awful than it would be after the next Patch. Because on top of the Nerf to healing you would have to deal with so much Slowdown while healing... Sure, the non-tunneling incentive is nice, but it might take things too far with the already announced Healing-Nerf.
Predator is too much Aura-Read. I am always a big fan of Aura Read, but having it permanently when a Survivor is exhausted is just too much. Other Aura Reads which work in chase are quite short and have Cooldowns and this for a reason. A Survivor using a Perk like Lithe or Sprint Burst and being visible for at least 40 seconds afterwards would be too much.
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MAYBE if they buff CoH to 100% increased Heal Speed. But surely not in its current nerfed state. If you want heal speed you can rather bring Botany Knowledge (which is also 50%) or We Will Make It (which is 100% for a limited, but still generous, time).
Sure, those only apply to you and not to the whole team, but you dont need to set up a Boon for several seconds. And while We Will Make It requires an Unhook, the majority of the time you are healing another Survivor is after Unhooking them, not many Killers drop chases nowadays because they often have the time to just bloodlust a loop.
Yet, I still fear that too many people will be using CoH. It is already annoying as Survivor to play with other Survivors who bring CoH, because those are really helping the Killer win when they waste time blessing Totems instead of doing Gens. Will be even worse when CoH is worse.
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To add what was already said - people who have been banned did something against the rules, however, you wont see the respective post which was against the rules, since those get deleted.
So there was something which was not right, even if you cannot see it anymore.
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Around 3 weeks (estimate from my side, no official date). PTB with Bloodweb-Changes starts this week.
Read here:
https://forums.bhvr.com/dead-by-daylight/kb/articles/382-developer-update-march-2023?
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You dont even need Coulrophobia. Camping will be stronger with the changes to healing, simply because it will take longer for other Survivors to reset. If you want to save someone who is being camped you usually need at least 2 Survivors to have a chance that it does not result in a trade. So if both are injured you are set at 48 seconds of healing while the Hook Stage is 60 seconds. It is impossible to get someone like this in first phase. And this is without Mangled.
So the healing changes and probably Deadlock will make Camping a lot more viable. And it was already way too good.
So it would be nice to see if they do something against camping, like increasing Hook Stages (which should have been done when they bumped Gens to 90 seconds). And I also expect some changes to Mangled and Hemorrhage as well. (I think Sloppy Butcher will be overtuned when the changes go live as they are)
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@Barbarossa2020 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383017#Comment_3383017
probably just shows how much of an advantage using coms is, 4 randoms trying to interact via sign language is going to be a mess
Nope, Comms are not that much of an advantage. If you have 4 players on Comms who know what they are doing and those 4 players not on Comms, you will have roughly the same result.
The main strength of SWF is to reduce/remove the RNG of your teammates. (And the Matchmaking is basically random at this point. Ranks were better back in the day - sure, they had the problem that playing a lot was also beneficial if you are not that good to reach Rank 1, but from my experience, at least the first 2-3 weeks after Rank Reset were really enjoyable. While basically everyone and their mother reached Rank 1 on both sides, depending how fast you were you had some really good matches.)
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Nah, Mindgames are the fun part of chases. It is equally satisfying when you mindgame someone as Killer and get a hit/down compared to countering a mindgame and gaining distance on the Killer.
And this idea is equally bad compared to the idea to remove the Red Stain from Killers. Both would make chases more boring.
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@ad19970 said:
The heal nerfs without regression perk nerfs would be insane. Not a good idea at all. It's needed. Even if the devs settle for less than 24 seconds, gen regression perks, at least the 3 that are getting touched, would still need to be nerfed.
Dont really get how people cannot understand this.
Call of Brine is probably the best Perk when it comes to 3-genning (after Eruption got nerfed, before the Nerf Eruption was the best Perk for 3-genning). Gen gets kicked, Survivor gets chased away (most likely injured), they have to heal and when they come back, the Gen lost a lot of progress. Would be even more with nerfed Healing.
@Zephinism said:
"I´m coming from 5 defeats in a row... 3 thousand hours playing this game"
Not gonna lie, this sounds like a skill issue to me. Is your MMR inflated?
Possible inflation due to the high use of Slowdown-Perks.
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@foods said:
they just made solo the same level as swf. sometimes its even better information with exact gen progress displayed rather than estimates from voice comms.
survivors being bad isnt a dev issue.
You did not even read OPs post.
This is not about the HUD. The HUD does not help with the skill of your teammates. Or tell them what to do.
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Yeah, I wrote something similar. If you want to rescue someone who gets camped you will need at least 2 healthy Survivors. But if both are injured (which can easily happen that all Survivors are injured at some point and they need to reset), it will take almost the entire Hook Stage to heal two Survivors. Not really much time to save at this point, even less in SoloQ. So I would expect that more often than before a Survivor will be left on the Hook to focus on Gens. (I dont think it will be a super common thing, but more than before)
And all of this is without Mangled taken into account.
Let alone that Deadlock still exists - a Perk which requires 0 effort from the Killer and can slow down the game drastrically, even if the Killer is just camping.
Hook Stages should have been prolonged when Gens got increased to 90 seconds anyway. But now that a side-objective is nerfed as well (healing), they should really increase the Hook Stages to make camping less attractive.
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From what I have seen so far, most people are fine with CoH, Medits and DH being nerfed. But are not happy about the general nerf to healing. So I dont see that they will revert DH or CoH, but the actual healing speed should be reverted IMO.
The thing is, it was never a problem that Survivors can heal themselves or that they can heal others quite fast (Survivors healing means they are not doing Gens, after all). The problem was that you were able to heal in just a few seconds when you ran a specific combo of Perks and Items. (Same can be said about Gen Regression - there is not really anything wrong with most of the Perks, however, having 4 of them is wrong)
I said it before and still stand by it, I think it would be better to put hard caps on how fast and slow things can be in DBD. So that you can bring a green Medkit with Speed Add On, Desperate Measures, Circle of Healing and whatever but wont get that insane heal speed. I think this would have prevented quite a few nerfs on both sides.
And overall, I dont think that Killers will be happy once the healing Nerfs went live. Last time the Devs increased healing by 50% many Survivors were just focussing on Gens. This time it is 50% again, but 8 seconds instead of 4 seconds. So I expect quite a few complaints about Genrushing, just because Killers realize that Survivors will adapt and just dont heal as often anymore.
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@Aurelle said:
I agree. With it's nerf, it should be a regular hook perk and affect all generators.
"all generators" - no, not at all. One Hook and instantly up to 45% of overall Gen Progress gone? So 4 Pain Resonance Hooks would have the potential to add up to 2 more Generators to the Trial...
@Topic:
I would agree, it should not be a Scourge Hook anymore. Does not really make any sense when you only get 4 uses out of it IT and only works with a newly hooked Survivor (which is good, because it gives an incentive to not tunnel or at least dont hook the same person twice in a row, even tho, tunneling is obviously still better) then the Killer should not have to rely on RNG.
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Lets wait how many days or hours it will take after the Patch went live until Killers complain about Sprint Burst. :)