BaconyToast
BaconyToast
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2721688#Comment_2721688
What I meant was old ruin just slowed down gen progression so long as survivors couldn’t hit greats. New ruin on,y slows gens if the killer is active by forcing survivors off of them.
It’s only oppressive on specific killers such as blight or nurse. Otherwise it isn’t
What they did was correct though. They reworked a badly designed perk into a better more healthy one
It's not really what they did with it it's the reason why they did it.
They started off by saying
- It's used too much
- It's too hard for new players to play against
- It takes too little effort
Then remembered" wait we can't show them we're biased"
- THINK ABOUT THE VETERANS!!
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2721688#Comment_2721688
What I meant was old ruin just slowed down gen progression so long as survivors couldn’t hit greats. New ruin on,y slows gens if the killer is active by forcing survivors off of them.
It’s only oppressive on specific killers such as blight or nurse. Otherwise it isn’t
What they did was correct though. They reworked a badly designed perk into a better more healthy one
Being active is a part of your job, it still influences the gens passively.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2721688#Comment_2721688
But it isn't based solely off of random chance (skill checks), the killer must put in effort to get value (chase survivors from gens), and has a more equal effect on both types of players.
It went from being passive from random skillchekcks
to being passive from doing your job as you normally would do it
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@dugman said:
Sorry, what does any of this post have to do with MMR?
Is it not obvious..?
High mmr survivors bring nothing but meta perks. Hence the 15 (16 if swf) meta perks.
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@bm33 said:
Grades just mean those players have played more often than you. If you DC often it makes sense you'd have lower grade because you're losing pips rather than playing out the match to atleast safety pip so you're not moving up in grade like you probably should.
Devs have also said DCs are considered a Null so by you quitting you aren't even dropping your MMR because the game doesn't consider a DC a loss - those survivors need to escape through the door for your MMR to drop to get easier team to go against.
They've said before that high usage rates have them look into perks to see why they're used. They've done it for both sides.
DS was a survivor perk with high usage rate, they looked into it, saw issues with how it was being used and nerfed it.
OoO didn't have high usage rate, stats showed person using it died more than escaped, they still nerfed it because killers were unhappy playing against it.
I'm not talking about grades I'm talking about their high density of meta perks.
I dc'd because I'm not playing against 4 deadhards as Huntress
Survivors use Deadhard because it's a free second chance that is now literally so consistent it's broken
DS still has a very high usage rate regardless of the nerf
OoO did not get mentioned but as long as you have, the change was not a nerf. If anything it was a buff. Killers were unhappy because it literally invalidated Trapper. Only new killers hated it, any experienced killer would know that OoO was just free information on where they were.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2721682#Comment_2721682
Their reason for nerfing it was pretty simple. It gave passive value that the killer had no control over and it relied on skill checks which are completely random. The perks was oppressive as hell against new players while being terrible against good ones to a point where some just didn’t bother cleansing it. It’s a better perk for both sides now
Fact: It still gives passive value and still takes no actual input from the killer. You have to keep them off gens in general
Fact: It's still oppressive
Fact: They started off by saying that it's used in 80% of games and that new players find it hard to play against.
They do not care about veteran players, they do not care if what they did was correct.
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@Aven_Fallen said:
Can we for once stop to pretend that the high usage of Ruin was the only reason why they nerfed it?
Can we stop pretending that the devs have any other reason for nerfing it other than "new players find it annoying" and "It's used too much"
@Peanits said:
https://us.v-cdn.net/6030815/uploads/409/320VJA64405N.png
Welcome to our Designer Notes, a series of blogposts presenting the fine details of upcoming design changes. Today, we’ll be going over the first update of 2020, which includes changes to The Doctor, the Gatekeeper Emblem, and Hex: Ruin.
DOCTOR UPDATE
In the next mid-chapter update, we will be changing core elements of The Doctor's gameplay. He's been a polarizing figure since his release, and we felt it was time to revisit his kit with an eye to making it less frustrating to play against him. We will keep his core identity as a Killer who shocks people with electricity and causes them to go insane, suffering several different kinds of afflictions and hallucinations. Some of his abilities and most of his add-ons will get an update pass.
We identified a major source of irritation to be his Static Field. The problem is that The Doctor gets periodic notifications of Survivors' locations in his Terror Radius due to their Madness levels increasing passively. It's the lack of action needed on the part of The Doctor to find nearby Survivors that makes it feel annoying to play against. With that in mind, the update centers around removing Static Field and replacing it with another ability.
The new ability replacing Static Field is called "Static Blast"; this is mapped to the Active Ability button. After charging the ability for a short duration, it releases a blast of static electricity throughout The Doctor’s entire Terror Radius. Any Survivors caught in the area of effect are shocked causing them to scream and acquire an amount of Madness. If their Madness level increases, they also reveal their location to The Doctor as usual.
While charging Static Blast, The Doctor's movement is significantly reduced, and the ability has a long cooldown. The idea behind the design of Static Blast is to make it powerful as a location tool, but very difficult to use while in a chase, hence the limitations on its use.
As Shock Therapy and Static Blast are now linked to separate inputs, we've removed the different Treatment and Punishment stances to improve the gameplay flow. The Doctor's base movement speed is still 4.6 m/s (the "regular" movement speed for most Killers), but he can now use Shock Therapy more easily as he doesn't have to switch stances to gain access to it. So we've added a brief pause after using Shock Therapy before he can attack or use another ability.
One last thing we've addressed is the frustration of using Snap Out Of It to drop from Madness level III to Madness level II. After the update, missing a skill check during Snap Out Of It will cost the player 25% of their progress instead of resetting it entirely. Also, if they stop the interaction before it's complete, they will not lose their progress and will continue from where they left off on the next attempt.
HEX: RUIN AND GATEKEEPER UPDATE
The upcoming mid-chapter update will also include a major overhaul to Hex: Ruin, and an associated update to the Gatekeeper Emblem. Recent data show that Hex: Ruin is used in over 80% of all games in the red ranks, and across the entire userbase it appears in about 45% of all games.
We took a close look at the perk to identify what makes it so frustrating to play against. Three key issues were identified:
- Its punishment of new players or those who can't hit Great Skill Checks. Newer players trying to help veterans with generator repairs tend to make the situation worse rather than better.
- The passive nature of the gameplay pressure it provides means that there is a huge amount of potential with very little effort or risk on behalf of The Killer.
- Its inconsistency due to the random nature of the appearance interval of skill checks.
We also looked carefully to see how it functions as part of a Killer's loadout. Beyond the obvious desire to slow down generator repair, Hex: Ruin functions as one of the very few perks effective as slowing generator repair in the first couple of minutes of the Trial. This is important to Killers' rankings because the Gatekeeper Emblem highly rewards keeping as many of the 7 generators incomplete as they can for as long as possible.
Because Hex: Ruin is one of the few tools a Killer has for getting an Iridescent Gatekeeper Emblem, the update needed to respect that. Just a straight-up nerf without considering the consequences for that Emblem wouldn't be a good plan. So before getting into the Hex: Ruin change, let's go over the Gatekeeper Emblem.
Currently, Gatekeeper's underlying points are scored as a number of points per generator remaining to be repaired multiplied by which minute the match is in. Additional points are scored for any remaining generators at the end of the Trial. This provides much less of a reward to a Killer who loses three gens quickly, but then doggedly keeps the last few until the end of the match.
The new version of Gatekeeper is simpler: one point is scored per generator remaining to be repaired per minute for the first nine minutes. At the end of the Trial, if both Exit Gates remain closed, additional points are scored. With less focus on keeping seven generators up, we can move on and change Hex: Ruin without making it significantly harder for Killers to do well in Gatekeeper.
The new Hex: Ruin is simple:
All Generators are affected by Ruin; if a Generator is not being worked on, it regresses at [1/1.5/2] times the normal regression rate.
The Hex effect persists as long as the related Hex Totem is standing.
This version of the perk has many benefits:
- Survivors who are working on generators are unaffected as the perk no longer affects Skill Checks.
- Killers must be active in pushing Survivors off generators to get value from it.
- It is less useful in the early game, but very useful in the late game. Survivors now have a more interesting choice about when it is necessary to find and cleanse the Hex Totem.
The changes outlined above, along with the Lery’s Memorial Institute rework, are slated for the mid-chapter update and will be available to test on the Player Test Build (PTB) starting tomorrow. Please be sure to let us know what you think once you’ve had a chance to try them out!
"Its punishment of new players or those who can't hit Great Skill Checks."
"The passive nature of the gameplay pressure it provides means that there is a huge amount of potential with very little effort or risk on behalf of The Killer." < This never got changed it's still little effort and passive
"Its inconsistency due to the random nature of the appearance interval of skill checks." < Valid but not the actual reason they changed it
"Recent data show that Hex: Ruin is used in over 80% of all games in the red ranks, and across the entire userbase it appears in about 45% of all games. " < It's used too much is their reason
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2714184#Comment_2714184
Pretty much every killer is weak against a strong team. If the killer can't beat them, there's no point in arguing that they can beat a disorganized solo. We should be aiming for these killers to 4k top level, or at least have a chance to, which they don't. You're saying that most of these killers have zero over-arcing issues, which is not even close to true. Unless you're getting constant downs AND the survivors are doing gens slow, you can't win. Pig, Ghost Face, and Wraith have never come close to being top-level viable even in their prime. Killers that don't have instadowns take way too long to down even in their fastest chase scenarios. And aside from those few instadown killers, it's an impossibility to "guarantee" a 2k let alone a 1k, because survivors can just use BT/DS/DH shenanigans against you when unhooking, making your timing and targets on basic attacks completely pointless.
I guess I should just stop giving my opinion, because no matter how many hours I put in, I'm always gonna be accused of not being good enough or knowledgeable enough, and my arguments get instantly dismissed.
4king in top level in an equal match is a sign of a killer being broken. The game is loosely balanced around 4king against bad players, 2king against good players. They fall short on many many killers but they stated that that is their intention.
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@wewantbetterfun said:
Just to see how truly powerful this perk is and how much more kills killers get without this totally busted perk, proving even more to the devs that killers complains about this perk are totally valid, that this perk is way too powerful (even if they most definitely know it) and show the survivors running it since forever how little skills they actually have.
They changed ruin because of how much it was used, time for dead hard.
They'd see how disgustedly broken the perk is, then do absolutely nothing about it because they only cater to survivors.
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@Predated said:
Flashlights are arguably the weakest item in the game, blinding is one of the very few things they are capable of doing, and flashlight saves are one of the few things that blinding is actually good for. So it's understandable that having the weakest item in the game being completely useless is like rubbing salt in a wound. There are no perks that even come close to doing similar things to medkits or toolboxes. The best you have is broken status effect for medkits and incapacitated for toolboxes, both which last quite a short amount of time.
Lightborn is by no means an OP perk, it's rarely worth a perk slot unless there are more than 2 flashlights in the game, but it fully removes the use of flashlights and event items(that are 1 time use, and thus an entire waste whenever lightborn is used).
So instead here is my suggestion:
- Bring Lightborn back to its old state of being harder to blind, but not impossible, making flashlight saves still mechanically possible, just harder to time.
- Remove all other blinding effects instead and turn it's duration into aura reading instead.
This would at first seem like current Lightborn being nerfed for the sake of flashlight saves, but there is one major difference: Survivors think you're actually blinded, meaning you can actually use the perk to a benefit. You could fake the quick attack and have survivors think you caught them by sound alone, never expecting you to actually lunge when they blind you later on. You could actually stalk as a Myers or Ghostface and pretend to be blinded instead, without survivors realizing you can. It would reduce any blindness related tech to smithereens(people dont ever use those techs when you have the current lightborn since you're never blinded from their POV)
It would overall have more utility than just being a hardcounter to flashlight saves, without actually fully screwing over 2 entire sets of items that are already quite weak and easy to avoid in general(flashlights and event crackers).
You're actually asking for a nerf of one of the worst killer perks in the game
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@danielmaster87 said:
There's just so many bad killers in the game, and some who used to be better but I will no longer play because they've been nerfed.
Right now I play Hag, Pig, Clown, Plague, Demogorgon, and Blight. Hag, Plague, Demogorgon, and Blight feel powerful and I can win with them. Pig and Clown are very weak, but I like how they play.
That leaves 20 killers that I basically never play outside of dailies. Some I despise playing so much that I'll roll their daily for another. They're either not my style or they're too weak.
Nurse is too hard to control.
Spirit I'll only play with her best add-ons, since she was nerfed and because she's not my style.
Pyramid Head's ranged attack is too inconsistent and dependent on range add-ons.
Artist is too weak and will probably be nerfed.
Leatherface is boring and I bump into everything somehow.
Huntress is too hard to aim and survivors have to walk into your shots.
Oni's power is too hard to control and gets dead zoned.
Myers is boring and reliant on stalking add-ons and Tombstone Piece/Infinite Tier 3.
Nemesis takes 3 hits to down people and has zombies that don't do anything.
Twins are a walking self-counter, and were nerfed.
Trickster is too hard to aim and suffers from sunk cost all the time.
Trapper takes too long to set up for too little benefit, and then everyone disarms his traps.
Hillbilly is too hard to aim, has stupid overheat, and was nerfed into the ground.
Pinhead's power doesn't do anything, assuming you even hit it, and chain hunts never happen because the survivors see the box aura from cross-map. Also, I ran out of Engineer's Fangs and he needs it.
Doctor is way too add-on dependent and his anti-loop doesn't work half the time.
Wraith is basic and was still nerfed into the ground.
Deathslinger was decent but was nerfed into the ground.
Freddy used to be decent but was nerfed into the ground.
Legion's power is to injure.
Ghost Face gets kicked out of his power and is extra countered by stretched res.
Pig I don't know why I even play because the gens are done before you even use up all 4 head traps. Her dash attack appeals to me I guess, which is also add-on dependent.
Clown is good only with Pinky Finger. When that gets nerfed, me and him are done.
So you see, most of my reasons for not playing these killers has less to do with me not liking their playstyle, and more to do with them not being strong enough to win. They can beat noobs and inefficient teams, but never the top. They're just not at that level, because they have way too many things that need to be buffed and worked out in their kits. And the scary thing is, with the exception of Pig and Demogorgon, I can see the few killers I still play getting nerfed.
I'm going to preface this by saying: by "viable" I mean you're able to at least 2k in a normal match against normal players. Not including pro teams or the top 5% of MMR players because lets face it, most of us will never play against either of them.
Nurse: You remove her from your pool because you don't want to learn her, she's not impossible to learn most people just get destroyed after 1 game and never play her again.
Spirit: She's viable even after being nerfed, her mobility is insane and her movement speed is fast enough to guarantee hits at most tiles
Pyramid Head: That's a you problem, you're not using their power correctly. You use it to 1) get them tormented for caging, 2) deny vaults and pallet drops. Inconsistency appears when you attempt to use it for anything other than those 2 options.
Artist: She's viable right now, she has a moderate skill ceiling but also a moderately high skill floor. Likely won't receive any nerfs but it's also BHVR so who knows.
Leatherface: They're not good but not for the reason you stated. The reason you stated is a skill problem, the reason they're bad is because you can loop them like a normal M1 killer or force them to M1 you- diminishing the value of their power.
Huntress: Skill issue, she's viable and capable of snowballing quickly.
Oni: Again, skill issue. The real difficulty of this killers is that until you get your power to pressure survivors, you're purely M1.
Myers: Being boring isn't viability meaning you're excluding them because you want to, that being said Myers is quite ######### because they're literally pure M1.
Nemesis: On one side "hold W" counters them but if you get to mid-late where there are no vaccines left and Nemesis is Tier 3 then you're screwed- same if a zombie blocks your gen.
Twins: Literally the most broken Soloq killer there is. The only counter to this killer is pairing up to heal/kick and running away from Victor. So I have to say that this is a skill issue as well.
Trickster: Being hard to aim is a skill issue, they're ######### cause it takes too many knives to down survivors while being slow as hell.
Trapper: The benefit of setting up traps is easily snowballing and instantly ending chases so you're just plain wrong there. However, against a coordinated team they're bad- against Soloq they're okay but I wouldn't call them viable.
Hillbilly: From the fact you said their power is "hard to aim" it leads me to believe you aren't very good at Hillbilly, so skill issue. Also on that note, while you are correct that overheat is an issue I also believe you never actually got good enough at Hillbilly to see overheat as an issue.
Pinhead: They're literally great and viable. Their power denies extra loops and pallet drops. The Box locates every survivor on the map and slows the game to a crawl for 30 seconds + however long it takes for them to find and solve the Cube.
Doctor: They're not really. They give you all the tools to win pretty easily. M2 denies vaults, pallet drops, and slows them. Ctrl shows everyone in your terror radius. Pretty viable without addons- addons just make him easier to play.
Wraith: He was BUFFED not nerfed so I have no idea where you got that from. He got purple windstorm basekit and some of his worse addons got changed to be better. The only "nerf" was the insanely broken lunge out of cloak. However, they still stuffer from typical looping as they are pure M1, still viable against most teams.
Deathslinger: They were not that good to begin with, just cancer to play against, and did not deserve to be nerfed.
Freddy: Literally the only thing they changed with Freddy was added a slow to him while placing traps, absolutely nothing else changed. Traps are still okay at denying extra loops/forcing pallet drops and their main power (the global teleport) is still extremely strong with Ruin and Tinker. Skill issue I must say.
Legion: That's.. just a description of what most powers do. Legion suffers the same problems as Wraith- get an easy first hit but become a pure M1 killer after, and he suffers even worse than Wraith because Wraith can catch injured survivors off guard. Thankfully though, Legion is getting a rework soon.
Ghostface: Yeah that's intentional? Perma-stealth M1 killer would be busted. Stretched Res is an exploit the devs can't really fix nor detect. The killer is still viable however because your average team is Soloq meaning no coms, and most people don't even use Stretched Res.
Pig: Skill issue, Pig has the highest kill rate of any killer. Properly using her traps for pressure will literally bring the game to a stand still. One person on hook, one person running to save that person, chase another, the last survivor has an active party hat so they're not doing gens, it brings the game to an instant halt. That being said, her lunge is lack luster- she shouldn't roar before the lunge has even started.
Clown: Clown isn't even good WITH Pinky Finger.
"So you see, most of my reasons for not playing these killers has less to do with me not liking their playstyle..."
- Nurse is too hard to control
- Spirit I'll only play with her best add-ons, since she was nerfed and because she's not my style
- Leatherface is boring
- Huntress is too hard to aim
- Pyramid Head's ranged attack is too inconsistent
- Oni's power is too hard to control
- Trickster is too hard to aim
- Hillbilly is too hard to aim and has stupid overheat
- Wraith is basic
- Myers is boring
Less to do with how you feel about them hmm?
" and more to do with them not being strong enough to win."
Almost all of the killers you mentioned are strong enough to 2k every game.
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@Dino7281 said:
https://www.youtube.com/watch?v=i_7B1y9--ik
But validation is against lagging killers, right?
Validation is probably bigger issue for me than CoH. I have under 30 ms ping, so I don't really feel like any validation is deserved.
I have lost a lot of games, because I got validated multiple times and that just sucks. Nothing can make me stop playing more than that.
Yes, I had option to wait here and bait DH, but that's not always an option when you are near pallet for example.
That's why I advocate to entirely revert the deadhard "validation". SURVIVOR lags and gets rewarded, as long as the Survivor pressed E and would've been downed- they don't and get more invulnerability than the perk normally would've given in addition to the Killer's normal lunge being stopped prematurely resulting in even more stun time. Old Deadhard was fine, it's the servers that need fixing.
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@SadLegion said:
Are they even doing anything about it? I played yesterday and the day before, and the amount of hackers is unbearable. 3 hackers each day minimum, and thats not counting fishy nicknames and profiles that i dodge in the lobby. Usually they try to act subtle, but dumb enough to reveal that they are hacking. I play trapper and its very easy to spot wallhacking Andy's, cuz they all think they can just disarm traps in the weirdest places, in the grass, beeline from one trap to another without hesitation, and this will not give any hint about their hacks. But to make things clear, they all confirmed it later by other means. Either used speedhacks, never hesitated vs mindgames around Jungle Gyms, or did all totems as well as gens in 6 minutes(deactivating Noed).
I have a fun match probably 1 in 7 games nowadays. Other games its either a hacker, or suffering as an M1 killer against 4 DH + 2 Circles of Healing. Playing DBD just feels like ######### today.
no
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You act like
a) The devs care about any of our opinions
b) The devs care to do their job
c) The devs have incentive to do either of the above
Its been proven time and time again the devs have severe survivor bias, they don't give 2 shits about any of our opinions- fog whisperer or not, and there's no reason to do either of the above because everyone will still play this game and spend money.
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@Daldal said:
Dead Hard finally works as intended. Yeah it's really good but like...next y'all gonna cry about Sprint Burst. Like...
It works too well, far outside its intended range. I rarely saw people be able to predict me faking their deadhard and then getting close to hit, but they save it and deadhard before my mini swipe, but now it happens all the damn time because of "validation".
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@xxshyguyxx said:
Had a match as Bubba at Ormond against a 3man TTV swf, and a random.
I went in going okay, thus won't go well for me so chill, have fun, try for good mind games. That was my mindset.
Well, as predicted, gens flew. I mean flew. It was on of those 5 or 6 minute matches. However I did surprisingly well all things considered.
I mind gamed loops, and got hits. I downed with chainsaw when appropriate. I got more hooks than I thought I would have considering how fast it went.
In the end, I got 2k. Not bad for what I had to go with.
In the chat tho. They weren't mean but I was running NOED. They said NOED was lame. I kinda laughed considering 3 of them were running borrowed. One was running DS, 2 were running COH....
I mean... really tho? Your gonna complain about my 1 perk? To your how many second chance perks? I never understood that mentality.
As a survivor, when you go in knowing your geared up and notice in match 3 gens pop b4 the killer even gets 2 hooks don't you guys feel like the match is done at that point as well?
The sweat picks up. Why do you guys get mad about it? You feel and see that the game is flying by with hardly any chases so what exactly do you want?
Just do gens and go?
So why get mad at the end when things get crazy, and actually start turning? You get more points this way.
Why do so many survivors wanna blast out 5 gens and bounce in under 6 minutes? How is that fun?
Because people don't like resistance. If you bring a perk that is "meta" and "powerful" people will complain and call you bad. Even if you're playing old Freddy with NOED, they'd still complain. Just toggle chat and move on imo.
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@Daldal said:
entitled killer main crying when the number of camping/tunneling increased drastically for toxic reasons like "oh he brought a flashlight! he's toxic, imma tunnel him". How about you all stop victimizing yourself for once.
This forum is riddled with crybaby killers.
Considering the population is 1 killer for every 4 survivors, I'd say it's filled with entitled survivor mains more than killers.
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@Sakurra said:
How are you playing as killer that you get survivors like these? What perks are you using? What add-ons? The best ones? Are you tunneling, slugging? If yes, I'm not surprised you get these survivors.
Okay? So I'm being punished for being competent at the game. I shouldn't be forced into high mmr sweaty fiestas just because I can play x killer.
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@Akumakaji said:
Gosh. Even as a killer main who thinks that DH is a bit too strong and prevalent right now, all this thread's are tiresome and bore me to death.
then dont read them?
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@Akumakaji said:
You are exaggerating, to my experience both, CoH and Shadowstep, aren't as that prevalent, as in SWF groups you might have just one dedicated health mage, but you are right that the survivor meta is so condensed, that the perk soup cooked down to just 6-8 perks.
My personal feeling is that if 8 perks are in 85% of the builds, then this perks are too strong, ie so strong that they become no-brainers or auto includes. If all the perks were equally strong, we would see an even spread.
Of course, in such a game some perk or combination there of will always be the mechanical strongest or stronger choice, but in most of my games 3 survivors have DH and I can't remember the last time (ignoring the first few matches after rank reset) were I didn't face at least 2.
DH, BT, DS, IW, Proof Tyself and CoH are probably forming about 70% of the 16 perks you will face as a killer. Sometimes someone has a certain build in mind or favors another exhaustion perk, but this perks are meta for a reason: they are way stronger then tyne competition.
On the killer side you also have meta perks that nearly everyone runs, ie you got a pretty good chance to face a killer who runs any combination of BBQ, Corrupt Intervention, Pop, Tinkerer, Discordance or that Pinhead regression perk that I can't remember right now, but I feel that with killers, you also more often see vastly different builds, like a complete hex build, or a carry build with Agitation/Starstruck/Mad Grit.
Survivors can do the same, and some do, but the vast majority will cluster around that 8 meta perks plus 1 or 2 personal favorites and in my eyes that shows that either this perks are too strong or everything else is too weak.
Normally it feels aweful when cool stuff gets nerfed, so its better to buff everything else, but in this case that would be pretty daunting and maybe things need to be curbed a bit?
Sadly BHVR has a tendency that if they commit to a nerf, they overcommit and often go too far instead of trying something more gradually.
My 2 cents (or 2 bucks)
Killers are forced to run slowdown perks because Bhvr has made it so survivors can blow through gens otherwise.
Survivors run meta because they have the freedom to, they are the power role, survivor has to adapt.
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@LoneSlinger said:
https://forum.deadbydaylight.com/en/discussion/comment/2702730#Comment_2702730
Not saying your any of that stuff but I just feel like you should know you would be shocked how fast games can go due to survivor spawns, prove thyself, and multiple people on gens
Just the other day I had a game that ended in 4:30 and ik because I timed it
It was barely enough time to hook everyone once and one person twice
You can already guess that I lost that game
No joke I spawned into the match, ran to the furthest gen, and as I got there the gen ######### popped.
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@ThanksForDaily said:
Another one...
Yes another frustrated killer player [BAD WORD] tired of playing against:
4 deadhard
4 decisive strike
4 Boon: Circle of Healing
4 Boon: Shadowstep
every
single
[BAD WORD]
game
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@Laluzi said:
You lost me when you said she had less counterplay than Nurse.
Pay attention to where she aims her birds and... don't go there. Leave a loop if she sets up, and she slows herself down and gives you some distance. And if she shoots 3 birds at once, you're totally safe to repel even if you get hit, because she can't throw another bird until her cooldown is over, which is longer than the repel action.
Most of the killers you listed don't play even remotely like Artist. Hag using her power in chase is only a fraction of what she can do with it and typically a Hag scares me much more than an Artist. And Clown? Really? Of course Artist is better than Clown.
I didn't say that, I said she's stronger.
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@Shroompy said:
I stopped taking this seriously as soon as I read the title
Sure Artist is strong, roughly the same strength if not a tad bit stronger than Huntress. But Nurse? Artist throws birds through walls, Nurse throws herself through walls, and even doing a double blink she has a second longer cooldown than Artist throwing 1 bird.
Also quick tip: she slows down quite a bit when throwing a bird, or even placing them. Once you see her setting up at a loop there is nothing stopping you from running to the next loop
So your input is useless, thanks.
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@jesterkind said:
Legion and Ghostface are the ones they're looking at next, according to the last QnA stream, so there's a relatively high chance that Legion will get some buffs whenever they figure out what they want to do there.
I do sympathise with the devs, though- Legion was a busted mess when they released, so it's got to be kind of hard to balance them without them becoming a beast again. My guess is that they're either going to completely tear down their whole power and start from scratch (which seems kind of unlikely), or they'll be receiving some minor numerical tweaks and addon changes, which seems like it'd at least help.
I hope they update them. I really like their theme of able to run around fast and mostly ignore pallets, but you're basically just a weaker Plague. Sure you can get injures fast, but you're purely m1 with no power when it comes to actually downing somebody.
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@jesterkind said:
Surely the fact that getting better at a killer makes the games much harder is more a problem with the game's balancing, rather than the MMR system?
Also, to your other point- your Hag's MMR would be based on the data they collected prior to the MMR being released, the only way you'd get the fresh-start MMR (which isn't fully neutral, since that'd be a bit unfair to pair someone who knows how to play Killer in general against newbies) would be if you haven't played that Killer at all before.
It gets harder because I get put against better survivors, at no point does being good at the game feel good because I'm constantly re-adjusted to be put against equal survivors again. The only time at which you could out pace survivors and 'feel better than them' is if you hit the top mmr and are just significantly better than the top survivors.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/299865/there-is-no-individual-killer-mmr
Here's how it works.
When you start a 'new' killer, or haven't played that killer for a certain period of time (3 weeks if I recall) you get given an MMR pegged slightly below the MMR of your best killer.
That's...really, really silly.
However, once you start playing, your MMR will gradually adjust and as long as you don't stop playing that killer for weeks on end, it's MMR can rise and fall independently of the others.
https://forum.deadbydaylight.com/en/discussion/comment/2694013#Comment_2694013
It's certainly not perfect, and it feels like it too often prioritizes queue times over match quality - but it's a million times better than ranks were.
Yea that's ######### stupid because I cant be Nurse levels of powerful with ######### Legion.
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It's a rated M game.
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@hiken said:
ianmgine if nurse worked perfectly, she already is mad strong and almost uncounterable, imagine if there was any problem with her... the complains would be... way worse than they are, i suggest not complaining much about her you are just gonna get her rolled by BHVR if she starts working perfectly cause she would be stupidly strong. (more than she is)
and i read the thing, most are things that been there forever and others only happen when they dont know or didnt understand how she works.
Nurse working perfectly wouldn't make it any easier to play her. It would just make her consistent and not annoying to play for the people who can actually play her. And with this, you're basically saying having game-losing bugs for Nurse is a good thing. Imagine if Blight randomly couldn't dash half the time or his hits didn't register, people would be furious and demand fixes.
Compared to how Nurse should work, she wouldn't be stronger than that if she was not riddled with bugs.
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@danielmaster87 said:
For how strong she is, yeah, she's got it super bad. Can literally blink through walls but it's not strong enough because of inconsistency.
The fact you "read" this and only got that "she isn't strong enough" tells me you didn't read it. It's literally a bug list and a description of how irritating it is to play her but you just had to make it about your hate for the killer.
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a.jpg@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2608334#Comment_2608334
Yea. Color me skeptical that you've been playing for years. The boons are rediculous and changed a lot
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Yes, they literally changed Ruin because "It was annoying for new survivors". They exclusively cater for Survivor, they will not nerf boon totems in any real way.
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Get good?
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Shadowstep is extremely strong against Nurse but other than that I think they're fine. HOWEVER, putting out a totem should remove the ability to bless that totem for 1-2 minutes.
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Coming from someone who has been playing for years, the totems havent changed much. You just got better mmr and are now playing against people who are slightly more capable of playing the game.
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This would remove her identity as Nurse and just make her a worse Hag.
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@shanny_boi said:
So you want them to nerf nurse? Again?
Since she already exists and you can't really nerf her without changing her power, no. Nurse has counterplay as seen in comp squads beating her, I just want her bugs to be fixed.
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@TripleSteal said:
https://forum.deadbydaylight.com/en/discussion/comment/1923109#Comment_1923109
All the killers (except for tier1 and tier3 myers) share precisely the same lunge move speed and duration; range is an output rather than a basic input parameter.
However, due to power specifics and lunge requiring you to be moving to work properly, hag and nurse have a rather awkward small lunge if you go for it immediatly after blinking/teleporting. In order to build enough momentum for a full 6.9 m/s speed lunge attack, you need to slightly delay it after completing your blink.
This could be the root of your problem, but it's possible that it's something else, too - I don't see a video record so I can only make a guess.
Make sure you're not using White Nit Comb, I had this issue once but it was that addon. I meant to put on Wooden Horse.
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@TripleSteal said:
https://forum.deadbydaylight.com/en/discussion/comment/1923109#Comment_1923109
All the killers (except for tier1 and tier3 myers) share precisely the same lunge move speed and duration; range is an output rather than a basic input parameter.
However, due to power specifics and lunge requiring you to be moving to work properly, hag and nurse have a rather awkward small lunge if you go for it immediatly after blinking/teleporting. In order to build enough momentum for a full 6.9 m/s speed lunge attack, you need to slightly delay it after completing your blink.
This could be the root of your problem, but it's possible that it's something else, too - I don't see a video record so I can only make a guess.
Nurse has a longer lunge after a blink and a shorter lunge when not blinking.
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@Terro said:
https://forum.deadbydaylight.com/en/discussion/comment/1925491#Comment_1925491
That's the irony of the situation. The killers complained about gen times and the devs decided to rebalance the maps to match the gen times.
Although, outside of that what other nerfs were there? I went scrolling through the patch notes. The last thing that was a true nerf was appraisal (I'm not including something that's a bug or something they fixed that happens to be detrimental to survivors) and I kept scrolling up. There weren't that many.
I commented on their comment, it has been 11 months since any nerf has occured. It was changing Great Skillcheck Progress from 2% to 1% Progress and nerfing op map loops.
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@MrsGhostface said:
All these survivor nerfs over the months and you’re still whining about gen times... they’ve already been looked at. Git gud
"All these survivor nerfs" LMFAOOOOO
4.0.2 - Nerfed Executioner, No Survivor Nerfs
4.0.0 - Buffed Clown, No Survivor Nerfs
3.7.2 - No Survivor Nerfs
3.7.1 - No Survivor Nerfs
[APRIL 2020] 3.7.0 - Buffed Repair Efficiency, Nerfed Great Skillcheck Progress, Buffed Great Skillcheck BPs, Nerfed op maps
It's been 11 Months since Survivor was nerfed and it was -1% on Great Skillcheck progress and fixing broken maps.
3.6.2 - No Survivor Nerfs
3.6.1 - No Survivor Nerfs
[MARCH 2020] 3.6.0 - Buffs: No skillchecks on sabotage and keep items when fully used
Nerfs: Wiggle reduced from 33% to 25% upon being dropped, can no longer remove Trapper's power via sabotage, Nerfed Toolboxes, Removes addons when escaping
TL:DR, You're lying to keep Survivor from being rightfully nerfed.
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@CashelP14 said:
The thing is if you make 2 man gens take longer then every survivor will just do solo gens. Instead of losing 1 gen in 47 seconds you'll probably lose 3 in 80 if your first chase isn't an immediate down.
Totem spawns are quite good right now. The reworked maps have better totem spots and the old maps with bad spawns (Coldwind and Disturbed Ward) will be getting updated soon. Undying is nerfed but it's a good change.
You can actually get to other gens to pressure them then. Still, you can have someone follow you around and complete them in say 60s instead of 80.
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@SpitefulHateful said:
Halp! Survivors are doing objectives. I'm afraid I won't get to be all smug in the endgame chat!
Noooo! Don't discuss how easy my objective is to complete and how unfair it is to the other side!!! Ur just mad!!!
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It could be reduced lunge range, I'm for sure in range to be hitting them. I'm on PC. Average ping is 40-70ms. I definitely feel like I'm being nudged backwards. Whenever I blink within range of Lunge but not Swipe, there's a 50% chance when I lunge it will hit and 50% chance it wont even though it's the same distance every time.
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Theoretically, if you run the Plague's perk that moves your terror radius to the Obsession on hit, would you see Killer Instinct on those in that radius?
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@Auron471 said:
Desperation: A general perk that everyone has now
When you are unhooked, or unhook yourself, you can recover from the dying state and wiggle 50% faster for 60/70/80s. You can pick yourself up from the dying state when desperation is active.
Recovering a health state, touching a generator, or escaping the killer's grasp removes this effect.
Good synergy with flip-flop i guess. But that perk will still be trash lmao.
So basically another perk that picks you up off the ground?
Also this would be very broken with FlipFlop + Breakout
It would also give you 2 pickups if combined with Unbreakable
All around this perk is broken and the average survivor already has lots of second chances.
Also does this not have a cooldown? If it doesn't then it's literally just an infinite No-Mither with no downsides.
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@Witas said:
The new doctor's great, I cannot stress enough how much I appreciate the work that went into him, but ... There are still many more killers that need changes. Clown, Cannibal, Legion, Wraith and Trapper all need smaller or bigger changes to be brought up to par with the rest of the killer cast, then we have Pig and Hillbilly, who need full add-on passes. Then there are Oni, Huntress and Hag who need new Very and/or Ultra rare addons ... Point is, there is still MUCH work to do when it comes to old killers.
I honestly can't wait to see who'll get love next, I hope it's Clown, since he's by far the weakest killer imo :P
But who do you think should get changes next ? What kind changes would you like to see ?
Legion needs to have addons reworked and not lose their power when hitting people outside of using it.
Clown needs a real power
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@MrGummeBear said:
Lately I have been indulging in the guilty pleasure of tunneling lately. I don't tunnel just any survivor. I Go For The Bill.
I was inspired after Blazing it up watching Kill Bill and after playing some good old Dbd that has been ticking me off.
But Now I must Kill Bill !!!! Bill must Die.
During the pre game lobby I message survivors KILL BILL! Protect Your Bill .
Poor Bills getting tunneled for fun.
What ways you play at times for pure fun and don't care?
Moris for swfs
Hag for streamers
Generally fun addons if I'm going to screw around, like the addons for Nurse that make them scream and when you hit a survivor after blinking you gain movement speed.
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@Cabbage said:
Just curious, I like to see who everyone else prefers playing. I know survivors are basically just skins but just for the heck of it.
For Me Personally:
Survivors: Meg & Steve
Killers: Pig & Huntress & Demogorgan
Survivor - David
Killer - Hag, Nurse
