Blueberry
Blueberry
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That must not be the main reason as afking has almost entirely dissapeared since that change. I haven't seen it once since then.
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Blights design was one of the better ones I'll give you that.
Blights perks however are bad. The only one that was good was gutted so now none of them are worth running.
Built to Last and Desperate Measures are fair perks so I'm fine with those. Visionary is just new a player learning perk, that's about it.
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Very unbalanced at the high end. Unless you're at those high levels though don't worry about it as everything's viable at low ranks.
You can't opt out of certain maps.
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As long as they were chill and not toxic I'll typically give hatch. The MMR component is irrelevant to me.
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Spirit isn't easy, most survivors are just bad. She actually asks for a tiny bit of skill out of the survivors. Spirit doesn't need a rework at all.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2047691#Comment_2047691
He needs to maintain SOME audio cues and global sound cues though.
Could you imagine just how awful Demo would be to deal with as survivor on indoor maps, or maps with a huge volume of LoS blockers?
I never stated that he should have zero audio queues. I was just pointing out how excessive it is.
"Could you imagine just how awful Demo would be to deal with as survivor on indoor maps, or maps with a huge volume of LoS blockers?"
That actually doesn't seem that bad to me at all, honestly.
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A crypt beneath a pyramid.
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Really hope this extra time is giving him some significant buffs because this is looking like Twins 2.0.
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He looks good on paper but doesn't pan out in practicality.
His biggest issue is that he gives way too much information to survivors. He has so many sound queues to where survivors almost always know where's he's at and what he's doing. It's like you're giving the solo queue group some built in voice comms.
Next his portals are a mess. To have them close enough to get location pings from them you need them right on top of gens, which counter intuitively means you aren't placing them where you could get a surprise from. These features contradict one another. His Undetectable out of portals is also near useless as his footsteps make him sound like happyfeet to where he's so loud it defeats the entire purpose of his Undetectable in the first place. Not to mention you gave them a global sound notification that you might be popping up anyway.
His footstep sounds in general also just make it very easily to triangulate his location mid loop which hinders mind games more.
His addons need a full rework. The vast majority of them are trash/useless. His best addon is a grey and most the rest of them are irrelevant.
We could go into how to fix him but these are the issues themselves which answers your question.
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@Haddix said:
https://forum.deadbydaylight.com/en/discussion/comment/2047599#Comment_2047599
yeah I don't think plague is weak, but I really hate this guy's argument for why she isn't lol
red ranks are the exact same as green ranks lol. full of trash players.
Yeah the ranks are a whole other issue as well. That's why I typically say good vs good instead of rank 1 since rank 1 is a mess right now and has been for a long time.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2047368#Comment_2047368
That's no true. Mid tier is overpowered in low and mid ranks and underpowered in tier 1 red ranks which makes up about 3.8% of the player base.
You do not determine how good a killer is based on low and mid tier ranks. You base them on good vs good players.
Almost every single game balances from the top down and there's a good reason.
Clown slaughtering a bunch of rank 20's over and over doesn't mean Clown is strong, it means those survivors are terrible. This is cause and correlation.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2047345#Comment_2047345
As a Plague main, she is not weak and her design is probably one of the better designs in the game and she's just plain fun. She's no where near the strongest but she's definitely in the middle.
Middle tier in DBD is weak. Mid tier means you rely on significant amounts of mistakes from survivors to win. Relying on survivor mistakes is nothing that I would categorize as "strong". Your win condition relies on how well the survivors play.
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Weak, poor design implementation, survivors control your power.
I love Plague thematically but she just has a slew of issues that need reworking.
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You make her react to you, not you reacting to her. You have to be proactive, not reactive.
Give her false information and force her to guess.
It's the complete opposite of most killers. If you're looking for feedback from her you're already playing against her wrong.
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Remove stalk limit and bring back multi-stalk.
His point is supposed to be finding the weakest link and using them to take down the better players.
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Because generally speaking the game makes it way too easy to rank up currently and the poor rank reset change means it's almost impossible to go down. It needs to be significantly harder.
Someone can be quite bad and still get to rank 1. IE if someone still can't get to rank 1 given that, they are definitely not very good.
The ranking is quite flawed don't get me wrong, but it does mean something.
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I just run all the bad addons when my intention is to run no addons as they're almost the same thing.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2044821#Comment_2044821
Precisely.
I've gone up against teams that were awful at chases but just did gens. I didn't feel pressured because I was winning chases so quickly and literally couldn't hook them fast enough before they got the gens done. Granted, I didn't tunnel anyone, nor did I camp anyone, but the point stands.
You can be bad at chases (like me) but if your team does gens, you can get out easily.
That isn't their fault, it's the games fault.
That's the absolute worst feeling when you feel like you won every single chase (sub 15 seconds) and still lost. You feel handicapped because you simply picked the wrong killer for that match.
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@Jack_TheJolteon said:
https://forum.deadbydaylight.com/en/discussion/comment/2044773#Comment_2044773
That is not entirely the post since you are given a option of what you can do and not the entire reason
"you are given a option of what you can do and not the entire reason"
That's entirely my point.
You simply pointed out ways to essentially pressure the survivors and slow down gens. That's good information for lots of people, but not the issue.
The issue is that regardless of these factors if the survivors are good and want to win the game it will be over quickly (IE gen rush). These extra factors you mention to prevent "gen rush" won't stop it from happening if the survivors are good. Emphasis on the "good". Against average survivors you run into at rank 1 of course this all applies and you can prevent "gen rush". We're talking "good" survivors though typically when mentioning gen rush.
Also it really comes down to gen efficiency more than anything. The survivors can be absolute potatoes but if they know how to be efficient, hold m1 and not waste time, you will lose bar some off exceptions like Nurse etc etc. The average survivors you run into in solo queue are just really bad and not efficient.
As Pulsar mentioned, I don't blame survivors for gen rushing as that's their objective and what they should be doing. I blame the devs for balancing the game in a way that allows the gens the ability to be done that fast. Same can apply to killers with camping/tunneling against good survivors.
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@Pulsar said:
I do not blame people for slamming gens, I blame the game for making it so easy and at times necessary.
Similarly, I do not blame Killers for camping or tunneling, I blame the game for making it necessary.
^ This.
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This is missing the entire point of what people are talking about when they mention "gen rushing".
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I was a former store manager, mutual funds manager, real estate agent, and most recently an English teacher living in Asia. I just recently moved back to the states and finished my RN license (I have a previous degree in marketing as well). I’ve got 7,000 hours in the game and I check these forums multiple times a day typically as I’m quite invested in improving the game. I’ve been playing the game since near release, been on these forums since it’s release, and I was decently active back when it was just steam forums as well.
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Meme builds, not much else for it.
People don't realize how short 30 seconds is. You are not getting a hit on someone in those 30 seconds unless they're just playing really bad.
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I really hope this is a future Legion buff. Poor Legion.
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I agree it needs buffs, it's pretty bad. That's saying a lot especially seeing as we're in a meta where you can literally guarantee everyone will be running an Exhaustion perk and it's still not worth running in its best scenario.
However I'd rather keep it focused on the injured survivors as that's supposed to be its niche.
First remove the cooldown. It's just flat out unnecessary. The perk already has its counter of healing and requirement of getting downs.
Second apply the Bloodhound effect to the Hemorrhage effect.
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Now the perk has counter play of healing and is only applying its effect if the killer is successfully getting consecutive downs while still maintaining map pressure (keeping people injured).
Now it's decent with a skill requirement.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2038317#Comment_2038317
Those map reworks really destroyed Trapper,right?
So many fun spots are gone,really killed my enjoyment playing as Trapper ._.
I always thought they really shafted Trapper with the grass. Like literally double the grass on most maps, there's barely any. Would add so many more potentially creative trap placements.
I also thought they should've added a "grass" replacement on indoors maps for trap based killers. IE trash on the ground, thick floor fog in areas, etc etc. Something to pseudo have the same effect as grass would so trap killers aren't hard shafted.
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Visually better.
Balance wise, barely improved. They are better, don't get me wrong, but still for the most part quite unbalanced.
IE when we said we need map reworks to better balance the game, this hasn't been it.
Also some maps like many Autohavens really need reworks in the form of just how they play to make them more interesting. They still feel so boring. They're just a big, open field of pallets and loops without much mind games (low walls).
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2038283#Comment_2038283
Broken and oblivious could probably work together, but I think it is weird that 2 of p head's perks inflict the oblivious status effect.
Oblivious itself is usually weak because it is very situational in all other perks and just not useful because it doesn't last too long, and you aren't always going to find the survivor afflicted with it.
PH's other ability is Undetectable, not Oblivious technically lol.
"Oblivious itself is usually weak because it is very situational in all other perks and just not useful because it doesn't last too long, and you aren't always going to find the survivor afflicted with it."
Well that's why this is one of the situations I actually like it because it does last long enough to matter. IE with Forced Penance it would be lasting 80 seconds, so that's long enough to matter. I agree a lot of the other situations of applying Oblivious it doesn't last long enough to be significant.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/2038194#Comment_2038194
https://us.v-cdn.net/6030815/uploads/VP539G6E33F8/ad.png
The range is already 10, it just doesn't work and never procs on any perks as it's most likely bugged like protection hits were for years. If devs actually made the 10m range on injured survivors work, protection hit based perks would be so much more reliable.
Devs are just ignoring fixing something so minor as it must be very low on priority list compared to all the other broken bugged stuff in DBD.
Ah so it technically is already 10m, it's just been bugged and not working that way for pseudo forever. Gotcha
They really should get on that. I wonder if they even realize it because it's been bugged for quite a long time. So long I thought it was supposed to be working that way lol
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2038232#Comment_2038232
No, I meant a survivor healing that downed survivor. The savior of that survivor could be afflicted with broken and maybe hindered if they are healthy. I am unsure, but that is a concept that could be made to work with forced penance. It could also work if the downed survivor is in your terror radius.
Ah okay so you're referring to it effecting the rescuer, not the rescued, got it.
I typically lean away from Hindered effects (same as repair speed) as many find it "unfun". What if it applied Broken and Oblivious to protection hits and to the slug rescuers (but only if they're already injured, IE it doesn't cause an injured state).
I like Oblivious as a status effect as it's strong enough to matter but still has reasonable counter play. Oblivious also makes Broken actually matter as now being stuck injured is a danger. Without Oblivious the Broken status effect is just flat out bad. It causes survivors to not waste time healing and just gen rush you. Without the added danger of Oblivious being injured just isn't threatening enough.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2038194#Comment_2038194
Yeah, the main problem with the perk is that it requires a protection hit to activate which are uncommon. I would change it from a protection hit to maybe being in range of another survivor or some other condition, but that would go against the lore of the perk which is to punish survivors for being altruistic. The buff I have could help a little, but the main problem is how infrequent you will get protection hits.
If I was going to change it, I would make it do what I suggested, but I would make it have to do with rescues on a dying survivor and protection hits.
So if a slugged survivor is picked up off the ground they would have the broken status effect applied and their aura shown for 5 seconds when leaving your TR for the duration?
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The issue is how often are protection hits really happening? Especially once they know you have the perk.
You could give it this affect you proposed and make it apply Oblivious to those people for the duration as well and it still wouldn't be ran. That's how bad it is.
Protection hits are rare enough that the pay off needs to be extreme. I mean honestly once every few games protection hits are procing...at most. The only time you really see this is two scenarios: 1) SWF squad, which once it applies once, it's never happening again. Is it worth a perk slot so survivors won't body block you? No, absolutely not. 2)They're potatoes and they're just hook trading, which in that scenario they're throwing the game anyway and the perk is irrelevant.
Anyway I like your idea. Just pointing out how weak the perk is in general when its power hinges on protection hits (which is its real flaw), regardless oh how much we keep attaching to it.
TBH the real solution to this perk is expanding the radius of what's considered a protection hit tremendously. IE maybe like as long as any other survivor is within 10m or something it's considered a protection hit. NOW we're talking. That is much more reliable.
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If those are the 2 options, use Ruin. Thanata is bad.
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@HectorBrando said:
Aparently the early game slowdown was scrapped or I remember reading someone from BHVR saying so, I believe the glyphs are just leftover stuff from diferent ideas that got recycled into a secondary objective for the archives.
Do you have a link to that? I watch everything quite closely and don't remember them ever giving an actual definitive statement of it being scrapped other than our own speculation given how long its been.
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Ironically I just watched that movie last night. Quite a coincidence that you mention it lol.
I don't feel like the red glyphs really match it that much though.
I personally think the glyphs are their experiments for their future "early game collapse". I think they'll be part of the extra objectives to slow the game down. This is them testing the waters with the feature to get people more used to it.
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@Zayn said:
lmao play crossplay off and get Spirits who moonwalk phase. Then come back and tell us what you think.
People really like to say this exaggerated claim all the time but it's just not reality. In near 7k hours I have not once ever seen a killer moonwalk to avoid a Spine Chill proc. Not to mention the killer doesn't know for a fact they're running it, just simply through observation. So you're talking about moonwalking to every.single.gen on the chance it's being ran. Simply impractical. Also without going into how facing away can literally have them walk away without you seeing them because you're in fact not even looking towards them.
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@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/2035012#Comment_2035012
No I'm using playing against good survivors. Instead of assuming I'm mistaken read the words for what they are.
"If people can play killers like Wraith and Trapper at top level no one has an excuse"
No one with any inkling of experience in this game is referencing simply rank 1 with "top level", they are referencing "good" survivors.
IE either my assumption was indeed accurate or you are misusing the phrase "top level".
If you are actually meaning "good" survivors in your original statement then you are flat out wrong. Those people playing Wraith and Trapper you are referencing aren't playing against good survivors. Wraith and Trapper do not win against good survivors unless they are playing like potatoes.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/2035313#Comment_2035313
Technically, you can run early with Spine Chill against every Killer btw. It's good against literally everyone.
But the point isn't what's uniquely good against Spirit, the entire point of the post is what simply is good against Spirit. Whether it's just Spirit or includes other killers is entirely irrelevant.
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@gatsby said:
Spine Chill is good against Spirit, sure. Mainly because it saves time because you can commit to gens and know when the leave instead of being scared of her phasing noises.
But if you're injured and she has Stridor its pretty much GG.
And if you're not injured she just lost at least half a generators worth of survivor objective time for going to that gen and getting nothing. That is huge. People like to only ever talk about while injured while completely ignoring the half the entire game spent uninjured where you are at a significant advantage.
Not to mention even if you are injured and literally just start running in a straight line from the time your spine chill goes off bar good addons she generally won't even reach you before her power bar runs out.
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@th3 said:
Hey guys look at my one match anecdotal evidence that proves the complaints about this killer are wrong.
That is what I'm getting from this post.
The same thing done in the video is repeatable over and over. Anything he could post bar a statistical data spread sheet of hundreds of games you would call anecdotal. IE almost anything anyone posts here is going to be anecdotal.
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@TheArbiter said:
If you are at a loop and she does the "fake" standing still but stares at you the whole time, Spinechill will light up regardless which makes it useless in that situation.
And then you literally take 2 steps to your left and now it works just as OP describes. You're not gonna stand in front of her staring at her face and then be like look guys it doesn't work now.
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It does hard counter her quite significantly.
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I can't take this seriously.
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@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/2034980#Comment_2034980
If people can play killers like Wraith and Trapper at top level no one has an excuse
Your using playing killers at rank 1 and playing killers against "good" survivors as synonymous when they're not.
Players are not playing Wraith and Trapper against "good" survivors.
Players are playing Wraith and Trapper at rank 1.
Referencing people playing Wraith and Trapper and doing well against average (aka bad) survivors is irrelevant. Wraith and Trapper will be losing against good survivors.
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Tru3 made some mistakes but that's completely irrelevant to the topic of the post.
The topic was referencing the caliber of survivors of which they did seem quite good. Top % could mean top 1% and it could mean top 5% etc etc.
The only time they get much better is when it's a SWF and they have added coordination from mics and info. IE when we look at Dowseys match that someone posted for example, the only real significantly noticeable difference was the SWF coordination component, not necessarily the individual survivor skill (top %).
There's also of course the component that content creators in general post exaggerated titles for clicks so taking any of them too literally is already not quite accurate.
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This is mixed.
For most the player base it's not too bad.
For the higher tier of players it's awful.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2031061#Comment_2031061
Are you excited to play Trickster vs high-level? Imagine if you could play him today with MMR on. I am enjoying playing survivor. My teammates are remarkable now. Survivor is super fun now. The killer games are very high-level so for once like last week. I enjoy challenge of playing but I can't imagine anyone playing low-tier killers like Trickster or Clown, Myers etc. in such competitive environment. Let's say Otz try to do 50 win-streaks vs actual good players.
I'm not excited for Trickster for a multitude of reasons even unrelated to MMR. Lots of issues with Trickster.
That said, I'm not excited to play Trickster or any of the other weak killers for that matter against high-level teams. We could go into a whole topic on this it's just already been said ad nauseum. The MMR system is gonna have problems.
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@Ruma said:
https://forum.deadbydaylight.com/en/discussion/comment/2032838#Comment_2032838
I would agree with that but i know many others wont.
If anything it's slightly too weak.
If I know huntress if running that I'll just never heal. A 110% movespeed killer with only 1 hatchet feels like a pretty easy win to me. Maybe just make her 115% when she's using the addon and has no hatchets. The extra slow down you added with a hatchet feels unnecessarily weak.
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Scratch the second part.
"-You always only will be able to have one hatchet at once"
Is all the addon needs.
Insta down hatchet but you only ever get 1 is balanced.
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I'd less like the the option to turn it off and more like them to just turn the volume down. It's way too loud.