Blueberry
Blueberry
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Anyone with a decent amount of hours into the game at high ranks on both sides knows this isn't the case.
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These are questions we've been asking them for years.
They put ridiculous cooldowns on perks unnecessarily. Probably at least 75% of the perks with cooldowns could either have the perks cooldowns removed entirely or at least halved and they'd still be totally fine.
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It's better than nothing so I'll take it.
However, does it actually fix Wraiths problems or make him any more significantly better? No, it doesn't.
It's honestly so soft handed. Just give him full invisibility regardless of range, and then bone clapper and windstorm built in. Now he's solid.
He's currently just way too addon dependent with addons that feel like he should just have in default. They don't improve his kit, they are minimum to just make him function as originally intended.
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Over nerfed imo.
One maybe extra totem cleanse for an entire perk slot? Really?
Your worst case scenario is Undying gets cleansed first and you wasted a perk slot for literally nothing. Now your best case scenario is they just have to cleanse one more totem...that's garbage.
Now as if that wasn't bad enough we also had the aura reading gutted so that now it only shows on dull totems...which is useless since we no longer care about those since it isn't jumping to them anyway.
If you're going to risk an entire perk slot for a hex totem that may do nothing that's a big gamble, so there needs to a high reward chance to warrant that high risk chance. That high reward chance is longer there.Your best possible outcome is pretty mediocre.
Not worth using at all any more. Undying was also the only thing making Ruin good, without it Ruin is mediocre.
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It's garbage.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1854140#Comment_1854140
As previously stated though, it encourages unhealthy survivor play once 2 other survivors are dead, sometimes just with 1 dead. Not touching generators anymore.
That's assuming ruin/undying is still up from all game long. That either means they played very badly to lose 2 players that fast when they ignored totems to just focus gens or you just got very lucky as killer on your totem spawns. These aren't your typical scenarios.
Even with all this said, if Tinker causes them to not touch gens anymore then that's bad play on their part. I let him get his Tinkerer proc, open my eyes, and watch for him. If he comes I loop while the other guy finishes another gen. If he leaves I go back to work on the gen.
This is generally a losing scenario for the killer bar some odd very lucky circumstances on his part or the survivors just having really bad teammates.
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New Tinkerer is just average. I'd be closer to buffing it than I would nerf it.
It only looks stronger when it's paired with Ruin/Undying and even then it's just "good". Not even remotely too good.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1846627#Comment_1846627
well I think survivors with second chance perks didn't deserve the escapes they get because they weren't skilled enough at the game to use their first chance well enough
does that mean they should suddenly all be changed
The subject of this post was about NOED specifically, not problematic survivor perks with the same issues.
Me thinking there's a problem with NOED doesn't imply I don't think there are problematic survivor perks, because there are and much more of them. Many survivor perks are unhealthy design and need to be changed. That just isn't the topic of this conversation.
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People don't hate NOED because they think it doesn't have counter play. Everyone knows it has lots of counter play.
The reason it's disliked is because it rewards the killer with kills he didn't earn. He gets them because the survivors were lazy, not because he earned them.
People aren't saying NOED is unbalanced. It's just unhealthy design.
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I think this change doesn't fix its problem and falls over other perks uses.
Just make Lightweight and Predator respectively increase or decrease footstep sounds while walking and running.
Boom. That's it. Now they're decent.
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You have to play against her differently than other killers. Against other killers you are reacting to what the killer does. If you do that against Spirit you will be one of the people in here complaining she has no counter play. It's because you put yourself in that situation.
Against Spirit you have to make her react to you. So the complete opposite of other killers. Don't force yourself to read her, force her to make a read on you.
One example: She's chasing you across the field towards a jungle gym. You see her stop half way across the field so you know she's phasing towards you. Now you force her to make a guess. Fast vault the window and then slow vault back over after a couple seconds. All she saw was scratch marks to the window and she heard a fast vault over it. She now has to decide if you went over or faked back over. Most survivors don't know what to do against Spirit and will just keep going, so most likely she is going to go straight around to appear and now see you on the opposite side of the window.
You just wasted 10+ seconds of hers in chase and now her powers on cooldown where she shouldn't be hitting you without it with how slow she is for another 10+ seconds. That's 20+ seconds x3 for your other teammates, IE 60 seconds or almost an entire gen you just gave your team and she hasn't even got one hit yet. She needs two to even get a down. Time is not on her side and even those numbers are being conservative. If you're decent they can be much higher. Almost 20% of your teams objective completed from that scenario for 0% of hers.
That is how you outplay Spirit. Force her to make the read, not you. It's the complete opposite of all other killers.
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Low points/not pipping if they all died either means the survivors were extremely bad and way outclassed or the killer only got his kills from playing really degenerate, IE facecamping survivors on first hook to death. Most normal 4k's yield high points.
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A degree or slugging, camping or tunneling is required to have a chance against equally skilled good survivors.
Most killers default to slugging as it isn't as scummy as the other two options while also having plenty of counter play. When people complain about a killer slugging it just shows that they clearly don't play much killer. Telling the killer not to slug is the equivalent of telling him to just lose the game.
A killer simply does not have enough time in a match against good survivors to take turns one hooking each of them one at a time taking turns between them. It's just a fact.
Emphasis on the good survivors. None of this applies against average survivors.
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No perks on survivor are necessary, even at rank 1. You get some facecamping killers here and there but honestly it's typically exaggerated and usually more manageable than people can admit. The amount of matches where me or my team playing differently couldn't have handled the killers camping/tunneling and still won is slim. I don't think a lot of people realize how bad they play and how much those second chance perks are carrying their bad plays. Instead of realizing this they say that the reason they died so much without them is because they are necessary instead of recognizing their or their teams mistakes.
As I tried to emphasize, this isn't always the case obviously. However it is the case much, much more than people want or are able to admit.
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/1845816#Comment_1845816
I have no clue, I didn't get the game till it released on switch because it was the only platform I owned that it would work on that also had it. I noticed that problem starting the first match I ever played as her and to this day it still happens. Which is sad because I think the idea of a diseased killer is kinda cool.
Oh I agree. If we were talking only thematically, she's my favorite killer. It's just disappointing that her strength and play style don't follow suit.
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One of my gripes with the perk as well. Just have it pause while on the ground or hooked. Good change.
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You would gain more distance not flashlighting and just running, generally speaking. The only time it's gaining ground for you is if the killer is just really bad.
So in other words it serves no purpose other than farming the killer, aka yes to your question.
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This issue with Plague has been going on for what, 1-2 years now? Hard to fully remember but it's basically ever since dedicated servers came out as the issues are generally ping related. Seeing as it's been that long I've lost faith in it getting fixed ever.
Even if it did get fixed Plague is still an underwhelming killer that has a lot of design issues. The main reason people don't play her is because the survivors control your power and that's just not fun, strong, or good design.
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I would call Iron Will meta.
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@Pig_Is_Pog said:
https://forum.deadbydaylight.com/en/discussion/comment/1844643#Comment_1844643
no there not, they were weak in the ptb but not anymore.
even otzdarva and dowsey put them in A Tier.
they just have a different play style, there definitely not weak anymore.
They're way over ranking them.
None of her core issues balance wise were fixed coming out of the PTB. All the "buffs" they did were mediocre at best and did not address her issues.
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The complete opposite actually. They're one of the weakest killers the game has released in a very long time. That's why no ones playing them. They're also quite buggy.
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I'd like to have Exhaustion perks turned off for a weekend and see how it effects death rates. I bet it would be massive.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1842177#Comment_1842177
Have you seen a tournament nurse or spirit? They will destroy 80% of teams, teams which are meant to be the "best" fyi. Sure you can try and balance for high ranks but that also means killing some of the broken stuff on killer side as well, somethign I don't think many killer mains would be onboard with.
Well first of all, tournaments for this game are a joke. The game isn't remotely balanced well enough for a tournament. There's a good reason why most tournaments make up their own additional rules, it's because they're trying to add artificial limitations to compensate for its problems.
Even with those limitations, most Spirits got destroyed in those tournaments. I'd also argue there were a lot of bad players in the tournaments as well. A good Spirit still gets beat by good swf on coms.
A really good nurse is the only one with a solid chance but as I already stated, those level of nurses are extremely rare.
What broken stuff are we talking about on killer side? The only real overpowered things on killer side were mori's and those got reworked. NOED is unhealthy design and should be reworked but it's not overpowered.
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A full time job, a social life, and working out 5 days a week still leaves quite a good bit of time for DBD. Even with that criteria it hasn't stopped me from amassing a lot of hours so I'd imagine it wouldn't stop others. Now if you also have a family to be involved with I could see an argument there.
I'd also say the average person probably doesn't work out nearly 5 days a week, so most people would gain some extra time there.
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Well now that they made ranking extremely easy to do and the terrible rank reset change barely moving anyone, everyone is piling up at red ranks. Somewhat on killer, but extremely pronounced on survivor.
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You can balance for high ranks without hurting lower ranks, I don't think it's mutually exclusive.
Also, Ruin/Undying Blight or Infectious Nurse is not even remotely equivalent to death squads. Nurses at the level of actual oppression are extremely, extremely rare. Most nurses just aren't that good. I play significantly more than the average player and I run into one of those nurses like once every few months. To be at a death squad level with mics on you don't even have to be that good, just decently good as the mics and gen efficiency will carry a lot of the game alone. Not even sure why were mentioning ruin/undying blight as there isn't even anything oppressive about that at all, pretty average.
There are things high rank swf squads take advantage of that lower ranks don't that you can use to bring them down a notch.
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@Freddy96 said:
With reworked maps he could bring 5 traps at once and he would still be trash.
Sorry that i cant play my main anymore but the survivors i am gonna get with traps on reworked macmillan, yamaoka and autohaven won't be higher than r8.
Grass is too thin and darkening traps will hinder myself even more considering that the ground is now yellowish.
I hope that they're gonna fix this because noone yet aknowledged that trapper is unplayable on those maps.
This ^
5 traps at base and he still wouldn't even come close to A tier.
Trapper has to run his absolute best addons just to even be an okay B tier. Keep in mind that B tier is trash tier in DBD. B tier killers only win when the survivors are bad. Luckily for a lot of killers, there are a lot of bad survivors on average.
That's just how bad Trapper is, he needs a lot of help. Much more than a minor change.
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@Brhoom said:
https://forum.deadbydaylight.com/en/discussion/comment/1837578#Comment_1837578
''If you seriously get tunneled or face camped that often you are either inciting it, playing badly or just exaggerating. I don't run the plethora of second chance perks and hardly ever get tunneled or face camped. Too many survivors think things are camping or tunneling that simply aren't.''
You're saying it's the survivor's fault if they get camped or tunneled.
Also, your experience =/= others.
Because that is a factual statement. Exaggerating meaning it isn't always the case but sometimes it is the killer actually doing it. Sometimes it's not the survivors fault, you just make it sound like it's more often than it is.
My experience = way, way, way more hours than the average player to have a better comprehension of what happens.
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Your title and the video have absolutely nothing to do with one another. You got hit because the dedicated servers aren't great. IE his video would show you as being much closer to him than he was on yours. I'm not sure how we get from bad dedicated servers and hit detection to now the game isn't survivor sided. Quite some stretches we're making here.
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There isn't really a debate about what side the game favors.
It's pretty unanimously agreed upon by everyone with high rank/high hours that game is survivor sided and always has been. Typically the only people not agreeing with this are the newer players who don't have as much experience in the game yet to have a good understanding of its balance.
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@Brhoom said:
https://forum.deadbydaylight.com/en/discussion/comment/1836354#Comment_1836354
Ah yes, I got hard tunneled and camped because it was my fault.
Lovely victim-blaming you've got there.
You're not being victim blamed because you're not a victim. The victim hood mentality these days is ridiculous. Have some self agency and take responsibility for your situation and actions.
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It was already tested long ago and abused by the survivors so it was scrapped.
I think camping/tunneling happens way less than people act like. Many times the survivors are just making bad plays and getting punished. Not saying it doesn't happen, but even on survivor I see way, way more games where the survivors accuse the killer of camping or tunneling, than there are games that they actually tunneled or camped.
All that said, the reason many killers camp/tunnel is because of the games poor balance. It incentivizes them to do so. The way you fix this is not by punishing them for camping/tunneling, you fix it by making it more efficient to leave the hook and down someone else than it is to focus the same guy.
IE you are trying to cure the symptoms of the disease(camping/tunneling) rather than curing the disease itself (game imbalance).
The killers camping and tunneling is them backed into a corner from poor balance and feeling like they have no options left. Just gutting them for that with nothing else doesn't make them stop camping or tunneling, it makes them quit the game.
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There are a few exceptions, but generally speaking the best perks for each killer are almost the same across the board for the most part. Quite a few of the perks mentioned here are definitely not their best perks and for quite a few of them they aren't even good perks for them at all, much less best.
There are quite a few niche perks in the game that should be extremely good for specific killers, but most of them are all way undertuned.
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@Raz_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1836354#Comment_1836354
actually.. its the other way around. im good at looping.. means when i loop a killer to long i get facecamped, and then slugged and bodycamped.
that is how the game works. you play well = facecamp, tunnel, slug
That isn't what I experience. High rank and good killers wouldn't chase you that long anyway.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1836354#Comment_1836354
Id say the closest to small pp for killers is stridor spirit or god nurse because both are very hard to counter if possible since nurse and spirits making mistakes is confused with counterplay.
Well Stridor is a tough one because while I can see your point, if you took Stridor off now she's trash against survivors with IW. You are then literally guessing completely. It's basically required. That's a flaw in base design. There is still at least some counter play I'd argue though even with Stridor.
A god tier Nurse feels like near no counter play but honestly how often do you run into that? I run into a Nurse like that once every 6 months and I play way, way more than the average person. Most Nurses are either bad or just decently good and even a decently good Nurse can be counter played quite easily.
I don't think there really is a small pp build for killer as everything on killer side is given loads of counter play. I think NOED is unhealthy for the game and rewards bad players, but it at least has counter play. Stacking gen slow down perks can be strong but most require you to actual play well to get value or take high totem risks. Not to mention that the games current gen speed completion is so overly fast that I'd even argue stacking gen slow down perks simply gets game speeds down to what they should have been at base in the first place.
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You're conflating strong with no counter play.
It doesn't get the term small pp build because it's strong, it's because it lacks counter play. All the other examples you mention are just strong things, not things lacking counter play.
If you seriously get tunneled or face camped that often you are either inciting it, playing badly or just exaggerating. I don't run the plethora of second chance perks and hardly ever get tunneled or face camped. Too many survivors think things are camping or tunneling that simply aren't.
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@valvarez4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1835313#Comment_1835313
He won’t lose. He won’t 4k but probably 2k. The problem of killers is they think win is only 4k
That's not what they think, that's what people think they think.
If he gets that 2k it's only happening from some heavy camping or tunneling, I wouldn't call that balance.
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It isn't becoming survivor sided, it always has been. This is agreed upon by almost all the high rank/high hour community.
Is the game less survivor sided than it used to be? Of course
Does that mean it's balanced now? Definitely not.
Killers can look stronger because the average survivor is really bad. However if we had a match of equal skill really good survivors against a really good killer, the killer will lose almost every time bar some off scenarios such as playing Nurse etc.
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Even if we ignore all the ridiculous amount of bugs involved with them and just look at them in terms of balance/fun, they've been extremely disappointing to me. They're probably the weakest killer they've ever released. They've just got counter play, on top of counter play, on top of counter play stacked on them to unnecessary levels. They also have the same issues Plague has where the survivors have control of their power. This is not good design for balance or simply fun reasons.
The hold time on lockers isn't even remotely long enough, like literally needs to be doubled.
Why is there a global notification for them switching between each other? There shouldn't be a notification at all, much less global. I feel like a toddler on survivor having my hand held. How about the game just expect me to be cognizant of my surroundings and watching for a Victor coming? Is that really so difficult?
On that topic, why is Victor so loud? What's the point of no TR on him if he's so loud with his noises that it's essentially a pseudo TR anyway? Defeats the entire point.
Victor should be able to be recalled instantly, there's no reason survivors should have control of him. His aura also should be shown instantly as well.
While a survivor is holding Victor Charlotte should gain some kind of increased strength, be that increased move speed or Undetectable. This is to make the survivor actually scared and want to get Victor off.
Victor unkickable after a successful hit. He should only be getting punished for a failed attack.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/1814810#Comment_1814810
if they removed the cooldown, basic attack requirement, increased the range from 16 to 32 meters, increase the duration to 20/25/30 seconds and show the auras of blocked pallets. Then would it be good?
Then it would at least be alright. Still not good enough I'd run it though.
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Well she isn't very strong, doesn't get many blood points and the survivors get to control her power which isn't fun for the killer. She needs some small reworks but instead gets ignored so hardly anyone plays her. She also gets hurt tremendously by the bad dedicated server ping where the vomit hits don't register.
Few people playing her = less money made when making cosmetics for her.
This is why you see lots of cosmetics for Legion, because lots of people play him, IE more money.
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It's really, really bad.
You could completely remove the cooldown entirely and it would still be really bad. That tells you how bad it is.
It counters something that good survivors don't do in the first place.
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They've already stated that all killers will get their own chase music eventually.
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All killers can maintain rank 1 running zero perks and zero addons. However, this is because of ranking/rank reset problems putting people at higher ranks than they're supposed to be, IE you're facing people who aren't really rank 1.
When people talk about "non-viable" killers they're typically not referring to playing them at rank 1, they're referring to playing against actual "good" survivors, of which then there are a lot of issues with all the weak killers that you're referring to and their level of play-ability in those instances.
You could summarize this all with saying that we have multiple bad/flawed systems that artificially cover up the balance issues to an extent. In a world with a hypothetical perfect MMR and rank reset system you would see a lot of issues with the games current balancing.
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The more reasonable change would have been requiring all survivors to be hooked once before they could be used.
Requiring 2 hooks means they are now just useless offerings filling up the blood web.
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We need more exhaustion addons, not less.
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@JaydenZapata said:
I'll pick random people I guess. @NoOneKnowsNova @TheClownIsKing @Raccoon @smappdooda @MadLordJack @Blueberry @Dabihwow @Dwight_Fairfield @Wamps @JPLongstreet @Mushwin @BigTimeGamer @Xyvielia @GoodBoyKaru @Jyn_Mojito @Unicorn @Io\
Thanks bud :)
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Aw thanks :)
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Best advice I can give is to watch a really good player, whether that be killer or survivor. My friend is pretty new to the game which means he dies fast but I just tell him to spectate me afterwards to watch my loops/choices/camera angles. Just having him watch me makes him improve significantly faster.
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I personally think they turned on mmr silently in the background to test it some more with out saying anything. I suddenly have started getting matches with groups ranging from literally rank 1 to rank 20 in all my matches as killer and survivor.
As for your question I think it doesn't really matter until they fix the ranking and rank reset system as the ranks are skewed incorrectly anyway.