BastardKing
BastardKing
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2988947#Comment_2988947
B? Damn people B generous 🤣
Seriously though I cant even play nemesis and not have my zombies stuck constantly for no reason lol
I once had a zombie doing a gen with the survivors. It was not blinded.
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@OneGoodBoyDemo said:
Nemesis should only be nerfed if the Nurse is buffed, no exceptions.
Nerf Deathslinger, got it.
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@Nihilistine said:
I am not sure if this is connected but an issue I realised is that when you teleport to double lockers, it seems to always prioritise the locker that is locked. Like I will pick a locker with two locks and I cannot choose one individually and it picks the one I know is locked. Something I need to test a little more but I am pretty sure is happening.
Yeah, you play against him by locking only a single locker at each group.
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I just want to throw in, Epileptic mode please. >>
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2987909#Comment_2987909
Ok yeah the infamous Freddy is probably the best example here. Fair enough, that was pretty bad, but I didn't experience that because I didn't play DBD at that time yet.
I think the only example of a killer being overnerfed in the past few years was Hillbilly, and I for one don't think it was as bad as some people said it was. Honestly, I would probably still play Dredge a lot if he got that same treatement.
But I am positive he won't. I think the most likely nerf he could get, besides toning down the darkness of Nightfall and nerfing his tunneling potential a bit more, is a small nerf to his teleportation back to remnant, making it take a bit longer, which would give survivors a bit more counterplay at loops. Because that's the most common complaint I have seen besides the Nightfall effect being too much. Of course it's too early to tell if he would need that nerf yet. But I surely wouldn't mind it.
Deathslinger and Spirit too. Peoples' complaints were literally "The guy aims his gun and shoots, and most of the time, if he aimed right, he hit. No counterplay." (Despite things like weaving, cover, and lead time)
"Great, let's give him a 32m terror radius and no gun control."
Spirit had problems, but they didn't get rid of those, and instead nerfed things that were perfectly fine. By making it so that Iron Will overrides Stridor and making it so that Spirit is directional, they actually created a situation where the survivors could hear where Spirit was but Spirit could not hear where they were. But they left in the stand still 'mind game' which has absolutely no tell or counterplay. This was probably their most offensive nerf because they said it 'raised the skill required to play as and play against Spirit'. However, this was objectively not true; they reduced the skill required to play against Spirit massively, and made it so your skill did not matter by adding a feature that no amount of skill can overcome; if the survivors can hear your direction, even if you try to fake it, they can hear you go back. A lot of loops Spirit could play became unplayable. You can actually see clips of high MMR streamers who, after the change, could follow Spirit's exact location. At that point, her power is just go fast but with the disadvantage that she cannot see. Even worse, the changes they made only really impacted the highest MMR where the players already knew you could mess with Spirits with mind games and jukes. Lower MMR players wouldn't be able to pick up her exact location as well, so this only helped destroy her at the top level while leaving her just as problematic at the lower level. The very definition of skill capping.
Like, it was a bad nerf, AND they were very, very insulting in how they phrased it if you go back and look at that actual update.
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@Daniel28 said:
https://forum.deadbydaylight.com/en/discussion/comment/2987727#Comment_2987727
We won't have this problem if they played the game right, and I understand if only 2 gens are left to camp/tunneling but not when 1-0 gens done and have 4-5 gens to do to escape
No, you still have that problem. There are plenty of videos of killers outplaying survivors constantly and getting down after done in fairly rapid successtion, but if the survivors play right (AKA, do gens), they objectively always finish first.
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Honestly, I prefer those challenges to "Finish 10 gens while working with other survivors." Like, okay? Play 5-6 normal games. Or worse "Escape with X Survivors escaping before you." The one I just finished required 9. Assuming the game is balanced (It's not, but assume), I would escape 50% of games. So escaping 9 times should take 18 GAMES. Then, I have to have people escape BEFORE me. In a balanced match, only one other person should escape. So let's say I can influence it 50% in my favor. I make a conscious effort to leave last, but sometimes the killer hits me first, so I have to leave or go down, or I am at the gate and the other survivor is hiding for hatch. That is still only a 66% chance that if two survivors survive, that I am the one who exits last. That means it would take 24 GAMES as a solo to reach that number, on average. 24. Games. There is literally no killer challenge that, if I dedicated myself to it, I could not finish in 6 games, and those are the Glyph challenges you can only do one per game. And then on top of that, there are MORE survivor challenges than killer challenges!
The crazy ones are at least INTERESTING. The ones I cannot stand are the chore challenges which are basically "Play normally, but play a lot."
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@Valik said:
Camping is bad, yes.
If you want the killer to stop camping, stop bringing powerful perks and rushing the hook.
Many campers do what they do because survivors have made it sadly an incredibly viable if not necessary-at-times solution to increasingly brazen interactions.
On the dev's side, having a change in BP yield to make camping less lucrative for points would also push killers out to chase and gain points more efficiently.
Honestly, just getting rid of Deadhard would make camping less powerful. For low lethality killers, Deadhard is a 50% increase to the game duration. (One outplay for the injure, one outplay for the down, or if you have deadhard, two outplays for the down.) No one WANTS to sit there and face camp, but deadhard punishes you for actually playing by making it so your rewards are negated. Camping is actually more beneficial, tactically and BP wise, than a chase that ends in nothing cause they deadharded.
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@dugman said:
The building being strong aside, I'm guessing at the moment killers probably won't do as well on that map simply because it's new and it's not obvious how to loop it as a killer yet. I also found myself getting caught on some bushes and things I wasn't quite used to on that map (like around the gazebo and some thin fences and such that make it tricky trying to hug the edge on a loop when you're not used to them.)
But yeah, I just kind of instinctively treated that main building like the Saloon in Dead Dawg as a killer and ignored it for the most part, I figured my chances were way better trying to get people on the outside than in that house. The outside is definitely weaker.
For sure, except that it is worse than Saloon. It is like Saloon if Saloon had no breakable walls, and a pallet at the top of the stairs heading to the gen.
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@ad19970 said:
I definitely agree, he is awesome.
I would love to know which killer has been nerfed into the ground though, in the past. BHVR has been pretty good with their careful nerfs to killers, so I personally am not worried.
i do think his Nightfall should be toned down a bit, the range at which you can see should be increased just slightly.
They had a habit of listening to complaints too early when people said the killer was OP on release, rather than waiting for people to take time to learn to strategize against it, so the killers would get nerfed, then the strategies would develop, and they would be stuck underperforming. They have gotten better about it though.
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One of the best killer powers there is. Not even OP, just cool, but also functional and viable.
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I always hear about these hard core face camping/tunneling killers, but in the last two weeks, I have seen it ONCE out of probably 30+ survivor games, and that was today. And we just gen slammed them. The only reason they won was because I lagged a bit while going for a save, and so the bar didn't start charging until about .5 seconds after I clicked, and I got grabbed. If not for that, they would have gotten wrecked.
Most of the time people complain about getting face camped, they are at like, 2 gens and the killer needs an artificial way to increase pressure. And unfortunately, that is not the killers' faults. Survivor objectives are objectively quicker because they are concurrent and because their progress regresses slower. (A single health state takes two survivors 16 seconds to solve without perks or items, for a total of 32 seconds of survivor time. Those 32 seconds, if on a gen, give it about 30 seconds of progress. A killer without perks or add ons needs 120 seconds of that gen not being worked on to undo the progress of two survivors working for the same time it takes them to undo one single hit. So the survivors already have 4* the number of people, and their progress takes slightly less than 4* the time to undo, without perks. That is why slow down perks are so META.) Most of the people I have seen tunneled were either really bad, throwing down every single pallet immediately then running back into dead zones, or BMing the killer.
What is way more common is people complaining about getting tunneled or camped when the killer has hooked everyone at least once. THAT I have seen 2/7 times today alone.
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@LastTourniquet said:
I am very curious to know if you feel the same way about survivors who get cucked because their teamamtes DC'd before they could activate their perks...
I would say it should if the survivors were not in a SWF with each other, to avoid it being abused.
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@Dream_Whisper said:
https://forum.deadbydaylight.com/en/discussion/comment/2981821#Comment_2981821
That, or at least make Exit Gates have a regression when not activated. I not a fan of Gates being 99% unlocked, instead of being fully opened.
I know the Devs said that Regression has been tested and not fun, but we haven't seen it in action and give proper feedback on it yet. I think it should be implemented, as Survivors can still hold the endgame game hostage by 99 Gates, can avoid Blood Warden, and can easily get out once everyone is saved and ready to flee.
"Tested and not fun" is true of 99ing as well. Unless you are Trapper, a 99ed gate is basically an open gate without the drawback of EGC or risk of Blood Warden. I imagine having to unlock the whole thing would be far more exciting.
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@SimplyPixelated06 said:
https://forum.deadbydaylight.com/en/discussion/comment/2981814#Comment_2981814
Their job isn't to stand still at hooks and wait for survivors to die. Their job is to hook and sacrifice survivors, does camping lead to that? Yes, but there are many other methods to do that, that doesn't make survivors unable to participate in normal gameplay
I have made this point before; unfortunately, simply standing there and waiting for them to die is a method that actually works. The number of second chance abilities and actions survivors have makes it so that outplaying a survivor does not mean you are rewarded. If you chase a survivor and out play them, they still have a second health state, so you have to outplay them a second time. Then they likely have deadhard, so you have to outplay them a third time. Then they can be flashlight/pallet saved. Then they can be bodyblocked. Then they can be saboed. Then, after all of that, a survivor can undo that progress with a 1.5 second channel. The other methods have so much against them, it makes sense that killers camp. Camping only has one real counter, and that is to blitz the hook, and that rewards the killer because they are getting zero effort hits/downs.
The game is, unfortunately, currently designed in a way where camping gives more rewards than chasing.
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@[Deleted User] said:
https://us.v-cdn.net/6030815/uploads/SMC0HXQFNEMF/image.png
These used to exist but they removed them from the blood web when they added the ability to buy original killers with iridescent shards.
Honestly i wish they could be added back, but with one change :
- You cannot get the offering if you already own the killer
You couldn't. I never once got a splinter because I purchased all the killers when I first started. (Doctor was the newest killer, so that was only 2-3 chapters) They ONLY appeared if you didn't have the killer purchased.
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@JaviiMii said:
https://forum.deadbydaylight.com/en/discussion/comment/2980822#Comment_2980822
.... if a skillcheck was immediately triggered after getting on the gen that might be an option. Given that skill checks sometimes take well over 30 seconds to pop up.
I mean, no? Then it is just 'can you hit a skill check while moving'. The point would be that stopping a regressing generator should require time and effort, not just a quick touch.
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@Dream_Whisper said:
If I want to make keys useful, I wouldn't mind a minor buff in which they help you open Exit Gates faster; considering the killer has some strong perk to make escaping difficult. (No Instant Door Open, just increase the speed to open it.)
But I prefer they have no plans to revert the changes to hatch; as it very frustrating to do a early escape before the gens were done.
Honestly, I think the Exit Gates should be opened slower, at their old speed, and Keys should give a moderate buff to it. At base, the exit gates open WAY too fast. I have literally had games where I closed the hatch, went to the right exit gate, and it was open before I could have even crossed the map to get there. If it is because they brought an item to specifically do that, that is more understandable, but as it stands without those perks end game kinda happens in seconds.
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@darkshadows8326 said:
The 5m range to penalty is too small and the the penalty is too minimal. Two fixes that can deter hook camping further is either a much heavier penalty to your points or to increase the range from 5 meters to 15 meters of the hook.
Why is the solution always to punish killers for doing their job?
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@Kalinikta said:
Free unhooks for everyone, eliminate any pressure on the survivors for going down and being hooked? You don't see how survivors can abuse such a mechanic?
Makes the game more "fun", without any consideration for the killer player. Maybe figure out why so many people use a tactic if it would be more fun to play differently?
Because the game is designed so that survivors can have way too many second chances and easy outs. Going around and playing well doesn't reward a killer because when you out play them they can just deadhard, or when they botch a play and two people get injured, Circle of Healing means that there is no long term consequence or difficulty, or when no matter how well you out play them the map they are on always has more pallets in range. Killers tend to camp and hook because actually playing well doesn't get good results. Sitting and camping, unfortunately, does.
Deadhard on a killer without insta-downs increases the game duration by 50% for survivors, if used correctly. That time has to be made up for, and camping is actually one of the best ways to do it, because getting a survivor with deadhard from healthy to down requires outplaying them three times, and it will almost certainly take longer than a minute. And that is against a single survivor. Or, you can keep one survivor locked down and the others can come, increasing your pressure while ruining the gameplay.
If you want to have a good idea, play through a day of survivor games with deadhard, count how many times the killer would have gotten a down but couldn't just because of deadhard, and imagine how the game would have gone if they got each one of those downs.
And that is just ONE of the perks.
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Personally, I like Map Offerings because of Challenges and Achievements. If I am doing a "Drop from great distances while being chased" challenge, I want to make sure I get The Game or Midwich, and not Fractured Cowshed or Dark Woods.
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"Downs" is censored. There are challenges where it explicitly states that knocking a survivor to the ground is called 'downing' them and that you need to 'down X survivors', but you cannot say 'Downs'.
Edit: No, capitalization doesn't affect it.
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I would make it so that the regression only stops once they make a good skill check.
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@JosephN said:
I think a great straight forward solution to camping and the inevitable tunneling that will follow would be a base kit reworked borrowed time. Instead of borrowed time's current effects, make it so the unhooked survivor simply loses their hit box for say 15 seconds (to deny killer or survivor body blocks), but can deactivate with similar conditions to decisive strike. The killer will then be far more incentivized to go for the unhooker than the unhooked survivor if they cannot even hit them and this could hopefully allow the survivor enough time to reach a pallet or decent loop. This solution doesn't fix the fact that certain killers like bubba can almost just outright deny the unhook entirely, but it would still help and I hope to see something like this in the upcoming perk overhaul mentioned in the 6th anniversary stream.
Actually, I like this idea, because unlike most, it addresses potential survivor exploits. I would do it like this;
A survivor off a hook loses their hitbox for 20 seconds and cannot interact with generators, totems, or pallets for 40 seconds or until they are fully healed. Borrowed time adds an additional 6/8/10 seconds. No Mither removes the requirement to be fully healed or wait 40 seconds. Removed hitbox, BT, and DS should be disabled once all generators are complete. Bam. While the game is still going on, camping and tunneling is way less effective because if they get off, they get away no matter what, but they also lose a significant portion of time, so it isn't like a 40 second killer chase gets negated with a 2 second unhook action + BT. Them being unhooked isn't as detrimental if they cannot immediately start working on gens again.
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Increase the time it takes to open the exit gate, and make keys a viable tool for speeding it up. As it stands, opening an exit gate is way too quick. I have had plenty of games where I close hatch, and by the time I get to the exit gate (Even if I chose right) the door is already open. Make it associated with escaping the way flashlights are boldness, medkits are altruism, and maps/toolboxes are objective.
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@Mazoobi said:
I don't experience vacuuming whenever I play survivor.
Plus, it was WAY worse in the past.
This. It does exist for killers a bit, but that is latency. It never happens when I am playing survivor, and the distance is actually kinda small as killer. It used to be MASSIVE.
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@Arkatharate said:
Hi everyone,
Excuse me if my english isn't very good, I'll try my best to make me understand.
I want to submit a request about something we all know : macro with flashlight and this annoying noise and attitude.
Macro flashlight : You sure know some people are using macros. In my opinion, when someone use a software or something which change something in game and do something not supposed to be has to be removed if it creates a bad attitude and some "pain". I mean, some people are sensitive about repetitive and fast noises, some other people are photosensitive. You have to do something against this because EVERY macro's user are toxic poeple who just want to bully or trash talk a killer. I'm speaking as a player who plays both side (mostly killer I have to say). I hate this attitude if I'm playing killer or survivor, the noise is the same and it gives to some people a real headache. I'm part of this.
Flashclicks : Same thing but about the photosensitive fact (a real and medical fact which can cause seizures to some people). Flashclicks are USELESS in game. It's used by people who wants to annoy the killer or their mates. The kind of guy who bodyblock you in a corner while t-bagging. Flashclicks are pointless and a way for toxic people to make them heard.
I really think DbD is a good game but the toxicity is a real deal. You can change this by doing simples things. The fact that someone use his flashlight a lot of times per second can just kill the item with durability and you fix this problem. It concerns health for people and also the toxicity for a lot of your players.
I'm in the "suggestions" forum, so I give you one to deal with two bad habbits and an easy thing to do against the toxicity and also helping people with disability about repetitive and really noisy sound and photosensitivity who can play "regular games" without those bad manners using a software (not in the game, I repeat this, it's like the way you fix strech resolution) and toxicity.
Sound management : Can you give to the players a better management of the sound. I mean "object sound" "interaction sound" "chase music sound", etc etc so people can do what they want and help themselves. I heard a lot of people talking about how a specific sound of the game is really noisy for them and can creates headache after two or three games and it can be fixed like you fix the problem for colorblind people.
I think those suggestions are legit. I'm hoping those changes will be possible. It's about fighting the toxicity, helping people with some disabilities so it's not crazy.
Thanks for reading all this and have a good day !
I have been bringing up the photosensitivity issue on this and Lerys for years. Nothing happens. (I also brought up Haddenfield, but that one got better)
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@SuzuKR said:
I would like to have a rational discussion with proof and explanations. After all, no reason to believe anyone without proof. I will do the same. The post may be lengthy, but I would appreciate those offering disagreements to read it, as it covers a lot.
History of Games accepting bugs as features
To preface, games accepting bugs as features has been done for years. Some of the following examples have saved or boosted the success of some games, and became well-liked fun inclusions. Examples: fighting game combos, DMC’s airborne mechanics, DOTA creep-deny, b-hopping, wavedashing, rocket jumping, GTA police car bug, nuclear Gandhi, Team Fortress’ Spy origin, etc. If you want asymmetrical examples like Blight is to survivors, then you have cases like Riven’s animation canceling from League of Legends (only one of each character can be picked per game in ranked) where even if others can do some animation cancels, she has by far the most.
Not all of these started balanced or unanimously liked, and some are still hated today by others (eg, Riven) as well. Inclusion as a mechanic is precisely what allowed for smoothing out inconsistencies and balancing. Case in point: DBD started as a hide-and-seek game, but people liked looping and chase more as a gameplay system. This was in a time where DBD was not balanced around it, so you had literal infinites that you could not catch someone on no matter what. Literally gamebreakingly overpowered. However, to the hate of some and the love of others, it was turned into a mechanic instead and smoothed/balanced out.
A close look at hug teching
With that aside, let’s get specifically into hug tech. Hug tech is: (1) Well-received by a significant chunk of players. (2) Made Blight’s chases more interactive and skillful, both as and against the Blight. (3) Going off the earlier point, fully mindgamable. I agree Blight has problematic add-ons that need addressing, which is why this will be going off base Blight, as those add-ons shouldn't be an issue to begin with. Additionally, bump logic is stronger and more reliable than hug tech or sliding, because the former does not limit you to only a few paths of approach. The reason hug tech is valuable is because it situationally provides advantages such as using less rushes or unconventional directions, in return for risks such as being locked to only certain areas of pathing. In the first place, hug teching is situational and not always the best option regardless.
Well-received by at least some portion of players
Something being unanimously liked will almost never happen regardless. Players are not a monolith. The point is one major reason for inclusion of bugs rather than removal is they were all liked by at least a significant chunk. If no one liked it, no reason to keep it. Blight is a popular pick, and hug tech is well-received by a large chunk of them, as well as non-Blight players.
Increasing interactivity of chases for both
Without hug tech, the options in chase for both at some loops are "Blight will use bump logic and thus have X potential routes for approach, and thus moving to deny the connective ricochet is the mindgame to that." With hug tech, it now adds "Blight may use hug tech for potential route Y instead, and thus separating off the loop is the mindgame to that." The counter to bump logic will usually not cover the counter to hug tech and vice-versa. However, same goes for the Blight. If you expected the survivor to play around bump logic and so you go for a slide but the survivor actually predicted and avoided that, you become incapable of transferring off. In short, it adds a whole new dimension to mindgaming that can reward and punish either side, based off who makes the better calls.
Countering and mindgaming hug tech & sliding in general
Now, the actual part that can be proved: Showing it can be mindgamed just fine. Keep in mind, inclusion of a mechanic allows for further balancing. Not all bugs added started so. AKA, further balancing can be done if necessary if it is a mechanic. This is to prove that it is possible to respond to the technique on an inherent base level. AKA, that it's not inherently uncounterable by design. Hug tech is another form of sliding that starts from momentum 0 at the loop. Counter-play wise, it is the same as sliding in general. Whether they start from a standstill or from approaching at a distance does not really change the sliding itself on the loop itself. If you can see the Blight, it becomes even easier if you're at a location such as a pallet, since he must come to you anyways. If you cannot, both of you must mindgame the other as neither side will have that info. The following are examples of sliding or open-visibility counterplay for those stated reasons.
Examples of play against sliding or open-visibility approaches
https://www.youtube.com/watch?v=KrKo7-NNU_s&t=824s is an example of mindgaming and making them commit to a false direction with the scoot surf even in the open at point-blank.
https://www.youtube.com/watch?v=p-JdvyLQ68I&t=734s is an example of making the Blight chase you in an area with extremely messy collision that cannot be slid around in the first place, and the only way to reach the survivor is through the pallet. IE, no matter what, the pallet will go instead of the survivor.
https://www.youtube.com/watch?v=eDv7Kt1q2S8 is another video from Hens with many examples of avoiding a sliding Blight successfully. 1:19 is the Blight committing to a scoot surf from too far away, but not having other options because of angle of approach. 1:40 would not have connected even without the Dead Hard, and is an example showing how trying to "re-correct" via a lunge means sharply dropping momentum and only having a certain maximum possible reach. 1:50 is messy collision. 3:57 is an example of the Claudette waiting too long instead of at the pallet and thus being hit because she read the Blight wrong. 7:06 is an example of Claudette going inside the shack where she cannot be reached by sliding, which the Blight did not have LOS of until doing so. 8:44 is an example where there's a pallet + visible sight, so regardless of sliding or not, the Blight cannot land the hit.
https://www.youtube.com/watch?v=ArWKXCVLCuo&t=135s is a guide from Hens on avoiding hug tech.
https://www.youtube.com/shorts/U6MjsOMjGLQ is an example of cutting off LOS, and then breaking away in the other direction off the loop. The Blight who is sliding will not have the vision to readjust before committing, at which point the momentum will sharply drop and prevent re-correction to a high enough instantaneous extent to land the hit.
https://www.youtube.com/watch?t=167&v=e-29j3uWNrA is an example of knowing what cannot be slid around and bringing the Blight there. Objects in a map will always have the same collision as any other identical object in the same map. For instance, a car that can be slid on Wrecker's Yard means that exact car on Wrecker's Yard will always be slidable. Same for non-slidable objects. Thus, it can be learned, same way the Blight will learn what can and cannot be slid on.
https://www.youtube.com/watch?v=KWdJaPSDKA8&t=168s is an example of the survivor leaving the loop when the Blight expected them to stay looping it, thus making the scoot surfing (not hug tech, but still same result) attempt completely useless.
Sorry, I only skimmed it, but in the first 4 or 5 paragraphs, I don't even see a description of what Hug Tech is. Just speeches about how it makes things intractable and why some bugs are good.
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Happened to me on killer and survivor. The Killer's hook stage counter will be wrong.
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Same with me. Was coming to report it.
Platform: Steam
Maps: Springfield and Wretched Shop
Perks: BBQ and Chili, Agitation, Scourge Hooks: Floods of Rage, Scourge Hooks: Pain Resonance
Add Ons: Hairbow and Memorial
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Survivor and killer for me. Like BearTrap, I thought I was getting hacked, because on killer, twice times aligned with hooking someone, once when I downed someone, and I remember there was a thing where Wake Up used to crash the killer's game, so I figure it was possible somehow, but it also happened on survivor once.
I used to get one DC a month, if that, but I am up to 4 in 10 days.
Also similar to BearTrap, I have a wired connection with no disruption in service from Steam or ISP.
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@psychobandit7 said:
Xbox one - generators finishing without a sound as a killer
it happens every game and every killer
my friends stream dbd on xbox and they have the same problem
sorry i don’t really know what else to add,
tldr gens don’t give a notification sound for finishing
Happens on PC. Not every generator, but happens when I have two generators left, moving to one generator left almost every game.
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@Unifall said:
Chase drop perk? LOL what are survivor mains calling killers "chase droppers" now. Lol thats the silliest thing I've read all day. Tinkerer is fine. It only provides information if you're chasing a survivor at the end of the map. Chances are you won't make it to the gen. These balance changes people want are pretty bad. Just killing another perk for no reason.
They clearly do not understand how the game works on even some basic levels. You cannot possibly beat optimized survivors on any killer except Nurse and MAYBE Blight (Since Spirit is getting nerfed), even with slow down perks. It is just not mathematically possible.
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@Mandy said:
I don't really see the issue at all with NOED - first of all it can be removed from the game before it's even active and secondly, the killer is down to 3 perks throughout the entire match. I'd also refute that it's used on less skilled killers, i see it used a lot on low mobility killers, which I think is perfectly understandable as those are the ones that are likely to reach endgame more.
My issue isn't it's power, because it has plenty of counters, but that it really artificially inflates kill counts without improving performance. You are only getting one hit while hasted, but if someone is already on the hook, and you are playing solo survivors, most of them are just going to ditch the other two. Now a 2-3 hook game has become a 2 kill game, which really misrepresents how well some killers can do. Deathslinger is a great example of a killer I see beaten often, 1-2 hooks all game, then he has NoED and one totem wasn't found, and bam, two people are down. I am not hunting down that last totem with an instant shot Slinger, so those two are just going to have to die, despite having perfect performances all game. That Slinger didn't actually play well, but the game registers him as getting two kills.
The above can happen to a LOT of killers. Anyone who doesn't rely on M2.
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@ThanksForDaily said:
This chase drop perk promotes bad gameplay with a result of boring and longer matches.
You basically get hard carried by your perks and chasing gens instead of survivors. Free hits, free regression with ruin up.
Make it trigger in 77-80% and 1 gen at the time.
Maybe this nerf break the most over used training wheels perk build in the game by far. (Ruin, Undying, Tinkerer, Corrupt, or Pop) Every single game.
"My Tinkerer proc, gotta go"
I don't think you know what good gameplay is. Staying in bad chases when an objective is threatened is bad gameplay.
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@Duskk said:
I truly think 95% of the time I’m DSd as killer, it feels un fair. They got un hooked, I chased and down and hooked the un hooker. I go to a gen to patrol it, there the un hooked person is presumably about to begin working on it to finish it, they run to a loop, I mind game, get the M1 hit and go to pick them up. And BANG I’m DSd. I still don’t see how that’s “tunneling” I hooked someone else, found them, won the mind game, and got them down. And I’m punished for it? I get I’m supposed to just slug them till the timers out, but it’s so boring to play that way. DS needs a rework IMO. Every game when I get DSd I sarcastically say to myself “oh man I guess I tunneled”. Cause it doesn’t feel that way despite what the purpose of the perk actually is.
It's not an anti-tunneling perk. If it was, they would have made it turn off when you hook someone else or when EGC started.
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@OnryosTapeRentals said:
I'm always for accessibilty. Hopefully the developers see this and are able to work something out for epileptic players.
I have been posting this for months. Maybe over a year. I do it whenever I get a game of Lerys that gives me a headache. Also know as any game of Lerys.
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@Duvie said:
https://forum.deadbydaylight.com/en/discussion/comment/2536665#Comment_2536665
If DS disabled during egc it would literally be such a bad perk, 90% of its uses occur in the EGC. It's so clear why you're making this argument, you're upset a survivor Ds'd you and escaped during the egc. Well tough luck, the nerf it previously got already did more than enough to make it just a solid perk, stop complaining about it. Especially to be disrespectful to that other guy and claim that he cries about tunneling, dude no one agrees with you, move on.
Correction. You don't agree with me. There have been and currently are posts agreeing with me.
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@R1ch4rd_N1x0n said:
https://forum.deadbydaylight.com/en/discussion/comment/2536652#Comment_2536652
Yeah, it is. As I said, they would just have someone else open the gate if gate opening cancelled DS.
The suggestion was removing it during EGC all together. And no, it's not. Tunneling is focusing on someone to the exclusion of others, even when there are viable targets. If it is the end game, they are heading to the exit gates, and no one else is injured, there are no other viable targets. You just sound like one of those survivors who cries camping tunneler whenever they lose.
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@venom12784 said:
https://forum.deadbydaylight.com/en/discussion/comment/2534987#Comment_2534987
You have been playing a year longer than I have and your still complaining about noed and survivors killing themselves on the first hook. You also have only seen a survivor let on hook once in the 4 years you have been playing that's sus
Like I said, I was tracking it through multiple games. And I am complaining the Devs balance around kills, then have something like NoED in the game that artificially inflates numbers and then they nerf someone. Your lack of reading comprehension is not my fault.
@feechima said:
Frankly I'm amazed so many people are managing to kill themselves in your games. The few times I've tried it someone always yanks me off the hook, and I never even struggle to second stage. They literally won't let me die on my second hook unless the gates are open. :(
Higher MMR, you don't go for unhooks right away. You finish gens then go get the unhooks, to get maximized time utilization. Especially with killers being more defensive of hooks. Each gen is 20% of their objective gone, but that extra 30 seconds to finish it doesn't add anything to their objective being completed. That being said, almost all of them did it the second they were hooked, which is another thing common in high MMR. Some survivors are used to winning easily, so when they go down, they get mad that it wasn't an easy win.
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@R1ch4rd_N1x0n said:
https://forum.deadbydaylight.com/en/discussion/comment/2536638#Comment_2536638
If you don't wanna have an invincible slug crawling their way out then don't tunnel. Opening gates is fine dude.
Dude, in EGC, you don't have a choice on who you kill anymore. It is whoever you can get. This is some survivor main mentality here. "Oh, we are all running for the exit gate, and I am the only one injured. If they down me, it's tunneling!"
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@BeanLag said:
Dude im killer main too and ######### is this post, like literally anyone who replied actually understand what op is saying, anyone XDD. I understand what you are saying, and i actually agree, but i also think it would just be unfair to getting it temporaly removed, even knowing it would be better in the future to us (killers) due to bhvr being able to track killers performance more accurately, because yes, noed makes games in which you are going to get 0 kills change to having from 1 to 4 kills, depending on what survs do and how they play against it. If a "normal" deathslinger without noed gets an average of 2k lets say, if every deathslinger uses noed the average would became 3k and bhvr would think: "Oh, deathslinger is strong!" when its not the case, its just noed free kills, deathslinger doesnt have the skill to make 2k on average (all this stats and talking about deathslinger is just an example obviously)
Holy crap, someone has reading comprehension! That's like seeing a unicorn!
@Dreadnight said:
I don't know what they are based on to balance the game, but I sometimes play a endgame build without noed (Remember Me, Rancor, Blood Warden, No Way Out) and many times the kills I get them in that phase of the game.
If the survivors are very altruistic I can turn the game easily. It is simply a strategy, and it does not mean that by getting kills in the end I do not deserve the victory.
Hex: Ruin is more powerful and can make you win many more times than Noed.
I don't know the data that BHVR uses, but they should check the duration of the chases for each killer and the time it takes to make 5 generators in high mmr.
They have made it clear they consider the number of kills, not the number of hooks or what point in the game, is what is considered most important.
@Harold_Shipman said:
Depending on how MMR works, NOED is going to grant ######### killers kills they don't deserve and award higher MMR than they should have. Then they'll just get bullied by higher MMR survivors because they never learn how to play the game and just wait until end game for free kills.
Thank you! Another person with reading comprehension! My only concern is that it isn't just about ######### killer plays, it makes the actual killers (Like Deathslinger) look like they are performing well because they can get kills easily with NoED.
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@R1ch4rd_N1x0n said:
Yeah and it should also deactivate when searching a Jigsaw box, opening a chest, cleansing, and vaccinating!
But no in all seriousness, it would be stupid if opening the gate cancelled DS, as that's literally what you have to do to escape. Plus, they could just have their teammates do it instead.
Gens are also what you have to do to escape, and it cancels during those. We are talking about not having invincible slugs just crawling their way out.
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@Nathan13 said:
Boon perks are already a huge nerf to NOED.
Please read the actual concern.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/2534622#Comment_2534622
I'm just giving an example as to why some people just have to leave prematurely. Not everyone has time to play this game. There's 100+ reasons why someone might need to leave early.
A 5 minute ban might not be noticable for me since I never normally DC but others who might have kids or people they need to care for might not to leave matches earlier than expected.
Sorry mate but this isn't something they can punish, only something they can try to discourage. If it's annoying you that much then you should try and get a swf.
They don't even do anything to discourage it though. It is primarily used to throw a tantrum, and if you had to take care of a child or someone else, the five minute ban wouldn't matter, because you would be doing that. An occasional instance wouldn't be a huge issue. This is to address people who do it constantly, because ban times stack. If you are DCing often enough that you get a sizable penalty, play something solo you can pause so you aren't screwing over teammates. That is just basic human empathy.
@Foxfire47 said:
If this was bannable, then more than half the DbD playerbase would be banned at this point, lol.
I wouldn't say half, but I would say about 15-20%. Which honestly needs to happen, given how absolutely toxic the people doing it usually are.
@Tricksters_Wife said:
It is quite annoying, playing on either side and someone suiciding on hook. In my opinion people should just suck it up and either play out the game or just take the DC penalty rather than going around the penalty system to get out of a game. I find it questionable when people say they suicided because of a certain killer being played and/or certain perks being played. I do have personal reasons for having this point of view. In every single other game I play it has it as a reportable and bannable offense if you "suicide" such as throwing yourself off the map, feeding the enemy team, etc. IMO if someone really wanted to get out of a game — they should take the DC penalty. It's the risk and small punishment you take for abandoning your teammates and each time you do it the punishment will get worse.
If it makes up for it, even in a small way, I try and treat suicides on hook like DCs and give someone hatch. Or if the survivors give up I'll farm with them. And I'll apologize for the suicide(s) even though it wasn't my fault.
Exactly. Someone gets basic human empathy here. It is not an uncommon thing, and other games are not worse for having it.
@venom12784 said:
https://forum.deadbydaylight.com/en/discussion/comment/2534689#Comment_2534689
How long have you been playing. While it's not something that happens every game it does more than you have seen.
2200 hours last time I checked, playing consistently since ~August 2017, so 4 years.
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Everyone is pointing out that it isn't uncounterable. I am not saying that. I am saying it is a perk that heavily skews data. It is entirely based on survivor performance, since them not cleansing but fixing gens quicker is what gives it to you, and their altruism or lack of determines what you can accomplish with it. Almost nothing about how the killer plays changes, but it turns losses into ties or wins very easily, making it seem that killers who underperform without it are performing better than they otherwise would be. Please stop pointing out a totem can be cleansed. That is basic game understanding. Even in the posts that object to it like this;
@R1ch4rd_N1x0n said:
https://forum.deadbydaylight.com/en/discussion/comment/2534653#Comment_2534653
https://forum.deadbydaylight.com/en/discussion/comment/2534681#Comment_2534681
^ this
I run Detective's Hunch every game and break all 5 totems to stop this perk. While doing this does waste some of my time, as I could be getting gens instead, that's kind of the point. Like DS and BT do to the Killer, it conditions Survivors to play a specific way, to either take the time to get the Totems, discouraging gen rushing, or to be mindful of NOED in the endgame.
The perk exists to prevent genrushing. Like DS and BT exist to stop tunneling.
Admits that you just tell your friends to give the killer a free kill. That is what I am saying shouldn't happen, because it makes the killer seem to get more kills than they should. Deathslinger is one of the best examples of this. The number of Deathslingers who get extra kills from NoED made him seem way stronger than he was, when the numbers drop drastically when you look at the ones who don't use NoED. So what happened? He got nerfed for 'Overperforming'. But Deathslinger wasn't the issue, it was NoED messing up the data. A similar problem exists with Clown, Doctor, and several other killers.
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@whereismykebab said:
Well adept Nurse suggests that you're actually good at playing Nurse, so you get it by getting better ;)
It's actually fairly easy with Nurse, chose Midwitch or Dead Dawg which might help.
Some other killers however have it harder due to their scoring event. For example Pig has a hard time getting Deviousness. You get 2000 for the traps, but then you need 12 dahs attacks which is not realistic against decent survivors.
Ghostface has the opposite problem, if you use his power well, you end up with barely any Hunting points.
If it helps, go for adept after the reset. Your survivors won't be easier now, but the requirements for Merciless Killer at grade 20 are a lot lower than grade 1, so you could even get it if one escapes through the hatch.
Plague is a bad one too, since she leaves survivors broken, chases are fewer and she gets less hits, so the game thinks she is doing worse. You almost have to not use her power.
@destroyer20016 said:
https://forum.deadbydaylight.com/en/discussion/comment/2532022#Comment_2532022
To get better at Nurse means I have to do hundreds of games with a killer I don't enjoy playing as, I just want to complete the achievements... I believe it's only fair to lower the requirements of Adept to 4 kills since survivors only need to escape, not get 3-4 red emblems. I'll try playing on those maps in the meantime, thanks!
So, weird thing, but if you are good with M1 killers, there is the add on that turns her into an M1 killer for a while after a blink hit. I like it because people never know when it is up or not, so they have to change their gameplay style back and forth.
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@TamboRhyyn said:
I think a good implementation for Coup would be to change the way the perk works so that it only consumes a token the moment a standard lunge exceeds the base lunge distance. It feels awful using Coup and getting no value from it from a short or normal lunge, and this would make it feel much better, and way less like you're wasting a perk to do base Killer functions.
Honestly, I think it should be killer Deadhard. Instead of tokens based on generators, you should hit E during a lunge to get extra distance then go on a 40 second cooldown.
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@Pirate said:
Survivor PERK - ALL FOR ONE
https://us.v-cdn.net/6030815/uploads/FIK4P0IIIQZU/6054a58fbbf46-omuorvgtzub7mqzt.png
Effects:
- As soon as any survivor sees the killer the you know also the identity of the killer, if you are the one who spoted him everyone also knows what you know
- if any survivor sees the killer you also know the position of the killer, if you see the killer every survivor also knows the position of the killer
- if any survivor sees the killer use a tactical power like traps, stealth, blink charge, chainsaw, etc you also know of this and where it is happening, if you are the witness every other survivor will know what you know
- if any survivor sees the killer mindgame you get the mindgame revealed, if you are the one seeing the killer you reveal it the all other survivors
- the position of hooks, totems, generators, exitgates, boxes and killer property is revealed to everyone as soon as any survivor knows of its existance
- pallets dropped by other survivivors are revealed to you and you reveal them to other
- if any survivor does get knowledge of any perk the killer uses you also get the knowledge and can share the knowledge with other survivors (mistakes can happen - its "buggy" XD)
- the position of any survivor is revealed to you and you reveal your position to any survivor
- the needs of any survivor are revealed to you e.g. if they need aid, healing, generator help, distraction or leaving them alone is revealed to you and you reveal your needs to all other survivors
- tactical cooperation can be used against the killer
Perks level and effectiveness is depended on experience of the user.
The Fun part about this perk as a spoiler:
Yes you just read what is SWF in comparison to solo. GZ. thx for your 2min of life. I hope I opened your eyes.
Solo should also get such info so we can finally buff killers without screwing with solo gameplay.
Try to list every perk in the game that is obsolete because of this "perk".
Feel free to add stuff I forget but dont make it obvious that its SWF to people who did not read this spoiler.
Not sure that should take up a perk slot.
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@venom12784 said:
@BastardKing so would it also be bannable if the other survivors let the person die in first hook ?
Also all this will do is make it so after irst hook they will just stand there and wait for killer to hook them so they can die on second hook . It won't fix anything
I have only ever seen that happen when the killer is facecamping, which sucks and needs to be fixed, but honestly the way you screw over a facecamping killer is staying alive as long as possible so they can get gen rushed.
And AFKing is already bannable. I do understand the main problem is the community, but the goal is to ultimately make it harder for them, or make it so the toxic players aren't part of the game as often.