BearMerchant
BearMerchant
About
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- BearMerchant
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Comments
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it's probably low on their list of priorities but i would love to see her model updated to look more like the original. she's too skinny in DBD and her features are really off.
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if you can't wait out 5 whole seconds before hitting someone, that is a you problem. if anything they should make basekit BT longer because it currently does nothing to actually prevent tunneling
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I'm lucky enough to not have encountered a hacker yet but what I've seen from content creators is that the situation is pretty dire. Between this, the lack of a proper fix to camping/tunneling, and the insultingly low BP gain per match, they've lost a customer. I'm not buying the Project W chapter unless they address these issues in a meaningful way.
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the lack of BP gain, the aggressive monetization in a buy-to-play game, and the 6.1.2 patch have killed any remaining interest I have in potentially buying the RE chapter. unless they make some serious changes to address the grind and main pain points in the game, I won't be spending another real life cent on it.
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absolutely not. prove thyself is not as strong as people think and it's one of the few perks left that makes solo queue remotely bearable. just stop.
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i seriously stopped playing survivor because of how bad it's gotten. it feels deeply unrewarding right now and the lack of BP after a match of getting camped or tunneled hurts even more. but the killer queues are insanely long until the evening so i can't actually play the game even if i want to lol there's no point to logging in to play until late at night anymore
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eruption's actual regression rate is fine. they need to revert the incapacitated back down to about 15 seconds because nearly 30 is just brutal and there's no actual counter for survivors. you can't predict when a teammate is going to go down without perfect verbal callouts in an swf.
thano's nerf just makes it even more useless for any killer that isn't legion or plague. the actual effect this will have on both killers' matches will probably stay around the same, since it's so easy for them to upkeep injuries on an entire team. not the nerf i was hoping for but i'll take it.
i just want them to not go through with making pain res force survivors off the gen again, that combination with DMS was obnoxious and they could've addressed the issue with Mercilless Storm literally any other way.
overcharge doesn't need a nerf, it needs to be fixed. it's currently bugged badly if you pair it with call of brine.
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Why did they claim they wanted to reduce grind and then add more arbitrary grind that literally gives you nothing for the points you put in? Leveling already feels super unrewarding with the sheet bloat of useless items present in the bloodweb (looking at you wreathes and flowers, and chalk pouches, and green keys, etc etc)
Imo they should remove the BP cost for prestiging entirely and also look into a Bloodweb overhaul. Or, at the very least, look into removing a solid 50+ items that literally no one uses.
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I'm not sure how to feel about stalk progress not resetting on a survivor you injure but I do like the idea of them changing up some of his green add-ons. the ones that just make it take longer for downed/hooked survivors to reveal him feel really bad, like they ran out of ideas and didn't know what to do with them.
I also would've liked to see them further reward players for using his power correctly by having the cooldown reduced by a few seconds when you get a hit in your shroud: 2 seconds for a regular M1, 4 seconds for downing a marked survivor. that way if you use his power correctly you have a 20 second cooldown at basekit.
and the reveal mechanic is somehow even more messed up than before. as a survivor I struggle to reveal him when I'm staring head on but I almost always manage to accidentally pull him out of shroud when he's in the corner of my screen. he definitely needs a few touch ups to push him into a better feeling spot.
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i'm getting killers that clearly have less loop knowledge than i do winning anyway because of the changes to bloodlust and the nerf to injury distance. many loops are now easy for killers to simply hold W at instead of learning how to mindgame them properly or breaking the pallet. they don't have to do anything.
imo they should never have touched the injury distance or bloodlust at all, it's leading to horrible situations where you can't even make it to a tile or loop before you go down again. it's especially bad when going up against hypermobile or projectile killers.
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I'm fine with DS and parts of OTR being disabled at endgame. I don't think you should be given a guaranteed escape, but I think the secondary effects of OTR (the aura reading and noise reduction) are perfectly fine at EGC.
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what they need is proper context for their statistics. many of the changes they made this balance patch were attempted fixes for core design issues they've ignored since the game's launch. reducing killer hit cooldowns and nerfing survivor injury distance are frustrating band-aid fixes for poor map design and tile generation RNG.
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I wish they'd revert both, just make it so you can still hear survivors breathing with iron will enabled. Keep DS disabled at endgame but the rest is fine.
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the game is more fun for killers and downright miserable for survivors. I don't even bother mindgaming anymore because a killer can just hold W with their tier 3 bloodlust that they get 30 seconds into chases lol
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they should've made calm spirit increase blessing speeds instead, to be honest. I don't like these new penalties they're inserting into survivor perks that provide no interesting decision making for survivors. there's nothing fun about losing medkit charges or cleansing/blessing even slower than before. the tradeoffs are pitiful at best and not worth it for the benefits you receive.
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@yes_hello said:
I don't think Claudette's perks should have been touched, personally (however, I can reasonably accept efficiency nerfs to SC, and even BK). I totally agree Medkits should have been targeted, because her perks on their own SHOULD provide a survivor with advantages, as they are perks (and the advantages pre-nerf weren't even that advantageous, per se). Medkits definitely were abusable and oppressive when combined with them, and that is coming form a 99% solo survivor player with over 6k hours lol.
BHVR wanting to change the meta is fine, but when certain aspects of the data reflect different demographics for different reasons (i.e. Claudette's perks being fantastic for solo players), that needs to be taken into account. I don't think they did, this time around. Those perks were nowhere near as oppressive as others.
*After proofreading, I admit the majority of my opinion stems from my strong opinion of the speed nerf to self-care. THAT is what I think needs to be reverted before all else, personally. I still concur with everything you said, and stand by everything I said :) I really hope they understand what this does to their solo survivor base
yeah like I said I do acknowledge that self healing is incredibly strong — but without CoH, it's at the very least limited. you could only fully heal yourself twice in most situations. this could effectively negate killer pressure where it counted but it means that you only had so many charges, and when they were used up you were done.
and yeah, I agree, they ignored the context of why certain perks were picked so frequently. they absolutely should revert the heal speed nerf on self care. the efficiency bonus removals were fine, but as someone who also plays a lot of solo queue I only see pure nightmares ahead where newer players sit there healing themselves for a full minute. it's one deeply baffling change amongst a lot of other baffling changes.
many of these nerfs shouldn't of gone live at all imo, not without updating solo queue QoL first.
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i love stealth killers actually. just because you don't enjoy how they play doesn't mean they don't belong in the game. they don't have to be top tier to be enjoyable.
stealth killers could use a bit of love but they make things interesting.
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I'm considering switching to killer or just not playing the game if the changes go live as they are. Tunneling might go down a smidge but camping is going to get even more brutal in solo queue and I don't know how many more times I can bear to watch with Kindred as my teammates throw and dive bomb the hook.
Increasing gen repair times without introducing critical HUD changes for solo queue or fixing problematic maps is a huge mistake.
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@nikodemo said:
https://forum.deadbydaylight.com/en/discussion/comment/3018299#Comment_3018299
quoting again for emphasis. yes, please, this. and for me it's not even about the BP, though i understand ppl's points in here. i really, really don't want to lose the positive reinforcement for healthy playstyle choices. those stacks were instructive for new players, encourage and reinforce healthy play, and DbD, imo, needs that baked in. it's a great teaching feature that would be such a shame to lose.
you highlight another important point about the game: a lack of instruction. the "tutorials" don't actually teach anything beyond what a hook is and how to vault. facilitating community health has to come from the ground up, and they have to do it by attaching positive reinforcement to desired outcomes.
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I think they should've made the bloodpoint bonuses a base part of the game. It would encourage healthier playstyles and still help out newer players — because while a 75% reduction to the grind is great, there's still a flat 100% nerf to actual BP gain.
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I agree. Increasing gen repair time is only going to make the most boring aspect of the game even more boring. I understand the nerf is to help killers maintain pressure but this issue should've been addressed in a different way.
The current problem I feel is that some maps are simply too big or safe for M1 killers to keep up. Eyrie of Crows and the Red Forest are both way too big, and Eyrie in particular suffers from being both too large and having too much verticality. Maps like Badham and Garden of Joy have too many safe pallets and infinites available.
That being said, I understand that reworking entire maps is a resource intensive undertaking. Increasing the base regression and also base kick to 5% instead of 2.5% would've been a good middle ground until they are able to address larger design problems.
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Aside from it being an unfairly strong counter to stealthy killers, Spine Chill was a perfectly balanced perk. It did a little bit of everything, combo'd nicely with other perks, and wasn't insanely strong on its own. Now it's a redundant perk that does basically nothing other than take up a perk slot. I'm sorry for the hard of hearing players that are now going to struggle even more to enjoy a game they love.
I think the nerfs should be reverted and the activation simply disabled if a killer has undetectable. That would've been perfectly fine without leaving the deaf and HoH community in the lurch.
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I think removing the buff to healing on medkits was fair but the hit to its healing speed was unnecessary. It's already a newbie trap and with status effects like mangled it's going to result in a lot of low MMR teammates self-caring in a corner for a straight minute. I think that part of the nerf should be reverted, it's way too punishing when CoH exists.
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The fact they added a downside to this perk is baffling. Making totems silent when you cleanse or bless them is already an incredibly niche use. People likely still wouldn't take it even if there was no debuff to action speeds.