Blueberry
Blueberry
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1655103#Comment_1655103
It is hitboxes as well. There was once a clip showing the crazy hitboxes on a standing survivor. And there are even more things, like the hitboxes of survivors are exceeding their models because they have a pill form and the hatchet hitboxes are actually balls, not boxes. And injured survivors lean out of their hitboxes
The pill shape isn't an issue though or the ball hit box on the hatchets. The devs had a stream a long time ago where they went over it in a lot of detail so we could see the exact size. They tried as well in the past to make the hatchet hit boxes match their shape and it caused a whole slew of other problems so it was scrapped. Injured survivors "look" like they lean out of their hit boxes, but their hit boxes have not changed. It isn't making them easier to hit.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1655103#Comment_1655103
That's what I thought forever until I saw this. It seems like either the hitbox really is bad or there's just a crazy amount of desync in that clip. https://forum.deadbydaylight.com/en/discussion/comment/1639352
I think that's just a recent bug as the dev mentioned.
In general we don't see things like that happening. Most the other "huge hatchet" hits are from the poor ping we're getting related to the dedicated servers. Not saying that makes it okay, it's very much a problem, just not related to hit box generally.
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He has a lot of good points. I still think he missed a lot of problematic perks, thought a lot of killers were fine that aren't and many of his buffs to weak things weren't significant enough.
While those "nuclear" problems are big issues in the game, I wouldn't put them as the biggest issues. I think map design/problematic perks are the biggest issues currently.
I disagree with him on Undying as well.
He also thinks the game is in a much more balanced state than I do personally.
Overall good changes though, generally speaking.
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Yeah that's how it feels, but it's unrelated to hit boxes, the issue is from ping.
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That's a great question we all want to know.
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No killer is OP even remotely.
I find DS and Hag the most annoying/least fun to play against though. DS has almost no interactivity at all and Hag is usually just a camp fest.
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I'm happy they are both getting buffed, but honestly neither of the changes addresses why they are terrible. Both will still be really bad and never used.
Cruel Limits 32m needs to pop around the killer and last longer, like 60 seconds. You shouldn't be going to a completed gen anyway.
Mindbreaker needs the gen progression limitation removed, it doesn't make any sense to have a downside on a weak effect. After that's removed, bump the time up to something like 20 seconds. Anything under 10 seconds is honestly a joke.
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I've always thought it should do that. His Torment effect is pretty underwhelming.
I was originally hyped for the extra time it would save, but in reality it doesn't.
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@FFabeq said:
https://forum.deadbydaylight.com/en/discussion/comment/1650387#Comment_1650387
First they would need to nerf spirit, because that "downside" would make her 100% op with stridor.
You choosing to run a certain perk would make spirit op?
How about just not running an exhaustion perk?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1650387#Comment_1650387
a downside to a downside?
Exhausted isn't a downside, it doesn't hinder you in any way whatsoever. All it does is prevent the perk from activating over and over.
A downside would be like STBFL where you have to intentionally avoid hitting the obsession. It is causing you a negative effect that you would not have otherwise.
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Now that would be a nice downside to exhausted.
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While their intention wasn't to buff or nerf him, the change they did was definitely a net loss. 1 second extra recovery on attack isn't worth losing his reliable anti-pallet/window hit. His attack needs to be faster to land as well to even this out.
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@ZCerebrate said:
https://forum.deadbydaylight.com/en/discussion/comment/1647316#Comment_1647316
My god could you imagine the forum topic flooding in if exhaustion addons emerged on every killer not just Huntress and Clown (two that come to mind immediately). I'll agree that Balanced Landing might be "good design" but it's going to underperform outside of specific maps that doesn't limit you to like 1~2 tiles on the entire map to use it (Haddonfield and Midwich are two that BL is extremely powerful in though) when compared to these other exhaustion perks with "no downsides" as you said. The worst feeling is running BL then randomly rolling into Macmillan Estate - Shelter Woods which is just one large flat map with no drop offs other than the basement stairs and running up the side of the big tree on the middle of the map at the right angle to barely trigger it
There would be a lot of outrage but it's because people have become so entitled with how many "overpowered" things that have been left in the game for so long without any checks or balances. They've come to expect a level of strength that isn't balanced or appropriate.
"The worst feeling is running BL then randomly rolling into Macmillan Estate - Shelter Woods which is just one large flat map with no drop offs other than the basement stairs and running up the side of the big tree on the middle of the map at the right angle to barely trigger it"
I agree that situation does feel bad, but that's part of why you have a consideration on running it. To me any perk that is auto picked almost every game by someone who wants to win because it will always be universally game swinging is a perk that is unhealthy. There needs to be some risk/cost/skill requirement involved if it's game swinging.
Kind of like how perks should be either highly situational, but extremely strong when the situation does arise or not very situational and happens a lot, but just an average effect. That is balance. Currently we have quite a few perks (main ones being the second chance and exhaustion perks) where they aren't situational at all and game swinging effects. On top of the fact that they have no risk/cost/skill requirement as I said earlier, that's just ridiculous.
These perks also cause another side effect because of this which is perk diversity. Those perks are so good that they crowd out other perks from being considered because they're just that overbearing. Completely hypothetical as I don't want the perks just removed, but to make an example, if all the second chance and exhaustion perks suddenly didn't exist we would see quite a diverse range of perks being used. I think that illustrates an issue.
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I find it interesting that even a "low" exhaustion perk usage is still at 89%, that's crazy high. Rather than nerf exhaustion perks as that's never fun, they really need to add more counters to them in the form of exhaustion addons or better exhaustion perks to where there's actually "some" risk involved. There should be at least some decision making when deciding if you should run an exhaustion perk. Currently there's zero downsides and the only reason you wouldn't run an exhaustion perk is if you don't care about winning and want to meme. To me that isn't good design.
An example of where there is good design in the exhaustion perks however is BL. You do consider if this one is worth it or not because of how situational drop offs are. There's some consideration to be made because of the risk, that's good design.
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Other than some things already mentioned I think all the second chance perks need reworks (and yes I include noed in this). I think they're unhealthy for the game and also crowd out perk diversity from happening.
I also think the exhaustion perks could use changes, but rather than nerfing them, I'd rather increase their counter play by giving more killers exhaustion addons or make the exhaustion perks we have good enough to be worth running so that there would actually be some risk involved in running exhaustion perks. Currently there's absolutely no reason not to run an exhaustion perk unless you literally just don't care about winning and want to meme.
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The only change we need to fix the solo survivor problems is increasing the rank up difficulty. It's so overly easy to rank up that you have potatoes at ranks they don't belong in. If we increase the ranking difficulty the overall quality of your teammates will go up. We currently have people at ranks they don't belong in. We also need to revert the previous rank reset change as it's made it almost impossible to go down so everyone is piling up at the top. This is also part of what causes longer queue times as well.
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When you have a good player in your game spectate him after you die and watch how he plays. This is what I do with my friend that's new to the game. I just tell him to watch me and see where I'm looking, what I'm doing and in general the actions I take in certain situations. This improves them very quickly.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1646371#Comment_1646371
Read the post again I acknowledged that as buff I did say that the flashlight token is not read my post again.
The flashlight and pallet save tokens had been removed and this is bringing them back and most saves from slugging are not at 99.
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"WGLF buff isnt even a buff."
-Now gives increased healing speed on downed survivors
That is quite literally the definition of a buff. So yes, it is a buff. Arguing that it's minor to where it doesn't matter doesn't make any sense at all when we don't even know what the numbers are.
"WGLF buff has me worried it will be too minor" would be a much more accurate title to your post.
Lastly, arguing that people are always at 99 when slugged to where the extra healing won't matter is just completely untrue. I heal slugged survivors that are no where even close to 99 all the time.
If you'd want a different buff then sure, make a post offering that, but to act like the perk got nothing is nonsense.
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@OllieHellhunter said:
https://forum.deadbydaylight.com/en/discussion/comment/1645438#Comment_1645438
The change suggested that I liked most was giving it no timer at all, but deactivates after progressing the game state by, repairing a gen, doing a totem or unhooking or healing a fellow survivor. A variation on this I would personally prefer is that it also can be used twice if you are in fact tunelled twice.
Add that hooking someone else deactivates it as they aren't being tunneled then and I'm totally fine with this unlimited timer idea.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1645438#Comment_1645438
Once again why do I have to pay for a perk to stop a killer from doing something for free. You never commented on that. Why do I have to pay to be protected from tunneling? Gonna leave it at that because you have no answer. This DS change is going to be the start to a bunch of survivor nerfs. Back to back to back Im guessing.
I have an answer, the reason it wasn't answered is because that wasn't the point of the post.
Tunneling should be fixed at base, hardly anyone would disagree with that.
The reason it wasn't answered is because as I said earlier, you're argument was in favor of the perk because it was anti-momentum, not anti-tunnel. So you referencing back to the perk being needed because of tunneling is a strawman argument.
We're talking about making the perk BETTER for stopping tunneling.
You keep acting like you need the perk because of tunneling, while openly admitting you want it not for tunneling simultaneously, and then asking why the anti-tunnel perk is behind a paywall... the perk being behind a paywall has absolutely nothing to do with wanting to change how the perk functions.
If you want to argue DS should be moved out of a paid DLC fine, but that has nothing to do with our conversation about DS's balance.
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Fun, but not good enough in my opinion to be worth a perk slot.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1645404#Comment_1645404
I like its anti momentum because it justified needing to:
Pay for a perk to prevent being deleted in 2 minutes .
Also I do like its anti tunneling but having to pay for that is ludicrous especially when killer dont have to pay to delete you faster than you can earn bp. I also wouldn't call it abuse because the same devs who claim tis anti tunnel said its smart to be used outside of it but idk these guys are liars and contradict themselves so much. Only when it validates DS being anti tunnel is everyone quick to believe them correct? Problem leaving dbd anyways survivors will killed in the next couple of months to come.
"I like its anti momentum because it justified needing to:
Pay for a perk to prevent being deleted in 2 minutes ."
Anti-momentum and being too strong is justified to you because it's a paid DLC...you're serious?
A perk being with a paid DLC should never be a justification for a power level, that wouldn't make any sense at all.
People want it to only be anti-tunnel and even better at anti-tunnel than it is now (such as timer pausing in chase among others). No survivors should be upset over a change that makes them get tunneled even less...
The only people that can be upset with this change are people that abused the perk for more than it was intended.
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You're talking about how we need the perk because of tunneling while simultaneously talking about liking the perk because of its anti-momentum form and not its anti-tunneling function. That's contradictory. People have also been mad about DS for years, even after each of its "reworks" that still left it in a busted state.
You're admitting that you and others only like the perk because it can be abused as anti-momentum.
While not your intention clearly, you basically affirmed why there's an issue with the perk and why people are justified in their complaints about it.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1645361#Comment_1645361
Give me later today I'll have it out by then
Alright sounds good
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I'd be okay with that trap change, but honestly it's not her biggest issue. The main thing hindering her right now is how bad her crouch/ambush is. That's what is really holding her back.
There are quite a few other QoL changes she needs as well, but those seem secondary to me.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/190881/badham-preschool-needs-changes
Gonna stop you there there is barely any pallets and they are unsafe. Not to mention they SHRUNK killer shack.
Did you finish that video to corroborate this? I still feel the opposite and I'd like to know if I am actually incorrect.
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@bjorksnas said:
After being unhooked ds becomes active for 40/50/60 seconds
Healing, Repairing, Cleansing, sabotage, or searching chests for a cumulative 3 or more seconds deactivates the perk
Upon another survivor being hooked ds deactivates
If picked up by the killer succeed in a difficult skillcheck to escape the killers grasp and stun them for 4 seconds
^ This is exactly what it needs.
Any of these things mean you aren't being tunneled.
If the killer has time to down someone else, pick them up, hook them, and still come back to find you, then that was your team failing you as that was plenty of time to be picked up.
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I've been wanting this for a long time. I'd like to rewatch the match or see the statistic from it. Heck even just a clock at the top to see how long the match was would be nice.
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I care less about the nerf itself and more about the principal of it. The fact that they thought Pop was more of an issue needing to be addressed than the numerous unhealthy second chance perks like DS that have been plaguing the games health and limiting its perk diversity for years is just disturbing. It makes them seem really disconnected with the issues in their game, which is why so many people are upset.
Now if they have changes in mind for the perks like DS that are more of an issue to the game but just don't have anything set in stone so they don't want to announce it yet, that's fine, but you should at least tell people you're working on it. This is similar to when we got the Ruin rework. People would have been much less angry if during the Ruin announcement they also let us know gen speeds were being worked on.
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1643777#Comment_1643777
Again there's nothing anyone can do for now except #########.
What's rational about "There's a problem" and ol reliable "No there isn't git gud"?
Except there is things they can do. It's going into PTB, not LIVE. They are listening for feedback.
There's has been lots of rational responses to the change in regards to what other changes he needs and how this is going to effect him.
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1643763#Comment_1643763
It's a small rebalance. And mockery is the great equalizer. It's going to end up being nothing.
So because you disagree with them you'd rather mock them than have a rational conversation about why you disagree. Got it.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/1643199#Comment_1643199
After rereading the paragraph about the perk, Its funny how they mention the perk being lose-lose situation for survivor and like killer players often complain of small PP build(DS+Unbreakable) and the irony is that DS+Unbreakable is arguably a bigger lose-lose situation for killer than thanotophobia is to survivor and unlike small PP build, Thano is actually countered by... med kits, inner strength, botany where as Small PP build is kinda uncounterable and a major reason to why some killer players like ScottJund complain about it. Personally Pop goes weasel was only as good as the killer was at using it(getting hooks) and thanotophobia is one of those perks that is better off staying weak and staying unchanged as it being strong can be overwhelming for survivors. they should went for a perk like Surge to improve rather than this one. My prediction with this perk is they'll change it, realize it's kinda too strong for legion and plague and than hopefully it doesn't go pass PTB and stays as some niche perk for builds like Renjiro's Bloody Glove Oni(also known as no power oni).
Oh I agree on your points.
Although I do like their change for Thanata in concept (as long as the numbers are good enough), them calling it a lose/lose as you mentioned is kind of ironic and disingenuous. The "win" scenario of Thanata currently is to just ignore it because it's so weak that it doesn't matter.
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1643636#Comment_1643636
I don't need to? He's getting the changes regardless. What kind of counterargument do I need to make?
Well you're in here basically just mocking people. If you're gonna make fun of people because of their opinions you'd think you'd at least have a reason to back it up.
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Given it still has the 50% gen progression restriction we would have to see a crazy high exhaustion timer to make it even semi decent. Way higher than I could reasonably see them doing.
Realistically we'll probably get something like 15 seconds which is still garbage and no one will run it.
I'll withhold criticism though until we see the numbers for sure.
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1643596#Comment_1643596
It's in the first half of the sentence guy. You pull a Huntress and wait to they're animation locked then down. Except he doesn't need to replenish his power.
Going by the countless threads I've seen, no one thinks he has any other power because they apparently never walk on his barbed wire things.
It's like a Demo that never uses portals. They don't see much use in using them which is a crying shame.
But everyone does acknowledge his other power. I'm not sure why you think not.
His other power just has extremely limited use. It's fact of existing also doesn't detract from any of the good points made here. You haven't provided counter arguments to anything.
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@Tactless_Ninja said:
Ah so you recognize they have another half to their kit besides downing people with PotD. It'd be a shame if people only spammed one thing over and over to compensate for their own lack of skill wouldn't you agree?
And what would they be spamming exactly?
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@Tactless_Ninja said:
Imagine a killer who can mori people being so flimsy that a small change like this kills them lmao.
You can't mori them until they're dead on hook..so how is that relevant to anything.
If you were able to be mori'd you were already dead even if that feature didn't exist. Not to mention you had to get Tormented in the first place anyway.
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He just needs the attack to be less easily dodgeable as well and then the change is fine.
They addressed the excessive over punishment for attempting the attack but that was only part of the reason people were only using it in locked animation. The other part being how overly easy it is to dodge still needs to be addressed.
They could make the attack faster, they could give him more control of it like a flick, or even keep it just as hard to land but make it more rewarding, like now landing the attack also applies Torment to the survivor.
I personally don't want hook perks to affect the cages. That is part of his unique features and there's no reason this needs to be changed.
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I don't get it either. I'd always rather be slugged.
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@TWiXT said:
https://forum.deadbydaylight.com/en/discussion/comment/1643141#Comment_1643141
I Apologize Oh God of DBD who fears no killer, and bestows upon thine teammates the gift of never making mistakes whilst thou reparith unruly generators. I hast not encountered the likes of thou evenst at the reddest of ranks, and know not of what I speak. As a lowly rank 1 killer dwelling upon thy own PC, I have sullied the names of all killer kind by relying too greedily upon the mistakes of errant survivor kind, and prey upon them with merciless intent. How dare I assume that plebians such as them represented thou's average gaming experience, as thou hast pointed out, they do not exist in conjunction with thou's level of ascension. Have mercy oh great one!
That's "messing with you"... everything else I've said has been out of genuine concern regarding the upcoming change, especially when it comes to new killer players, of whom will lose a vital tool against players when they no longer receive gen explosion alerts.
Well at least you understand now, even if it is in an old english state of mind.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/1642962#Comment_1642962
I think your putting too much faith into BVHR. it will probably be like 1% increase... I mean desperate measure is 14% extra to healing so if this perk was 14% extra to gens than it would be ok but that's wishful thinking. maybe they switch 4% that was on healing to gen so for 8% per stack but again, very wishful thinking. Killers only used it to get marginal better sloppy butcher and its questionable if it was even worth the perk slot for like Oni power.
Oh I'm not saying they will, I'm just not gonna be overly critical till I see the definitive number. You are right though, if it holds true to their past tweaking I'm expecting a number increase that's not substantial enough to matter.
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@TWiXT said:
https://forum.deadbydaylight.com/en/discussion/comment/1643019#Comment_1643019
I'm not sure you understand what I'm getting at. Technician's upcoming change will keep everyone from alerting the killer 100% of the time they fail a skillcheck... That's a HUGE buff as it literally takes away HALF of the risk of doing gens. Anything that makes the game easier for survivors is something they can and will abuse/flaunt, and you know it! Taking away that risk, for new and veteran players, would be heavily abused if they didn't make the penalty for failing skillchecks bigger. Ask yourself how many times have you been on a gen, and either you or a teammate has failed a skillcheck, which summoned the killer right to you? Now ask yourself if that scenario could be completely avoided with the addition of a single perk, would you equip it/want others to? We both know that even semi competent players occasionally still miss skillchecks, but with this new change to Technician, they will have a safety net that ensures the killer won't immediately come after them for their mistakes, and to me, that's the definition of making the game easier.
With a change this strong, the devs had to increase the time it takes to repair a gen if someone fails a skillcheck, otherwise it'd be broken as hell.
"Technician's upcoming change will keep everyone from alerting the killer 100% of the time they fail a skillcheck... That's a HUGE buff as it literally takes away HALF of the risk of doing gens."
You're missing my point. They don't fail skill checks and skill checks are not a risk to doing a gen.
"Anything that makes the game easier for survivors is something they can and will abuse/flaunt, and you know it!"
You act like skill checks are hard in the first place or like they actually take skill at all. They don't. Making something easier that was already so easy it was to the point of irrelevance is just that, irrelevant.
"Taking away that risk, for new and veteran players, would be heavily abused if they didn't make the penalty for failing skillchecks bigger."
I don't mean this in a rude way but I feel like you're trolling me. You are honestly telling me you are worried about veterans wasting a perk slot to "abuse" being able to avoid skill checks? You're serious?
"Ask yourself how many times have you been on a gen, and either you or a teammate has failed a skillcheck, which summoned the killer right to you?"
Almost never. Much less do I care if the killer gets a notification.
"Now ask yourself if that scenario could be completely avoided with the addition of a single perk, would you equip it/want others to?"
I feel like this has to be a joke. You seriously think people would waste a perk slot to avoid failed skill checks? No, no I don't. That would be a really, really bad decision.
I feel like you're messing with me, you have to be. You can't seriously believe that avoiding skill check failures is game changing and that veteran players would waste a perk slot on that....lol
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@Dustin said:
https://forum.deadbydaylight.com/en/discussion/comment/1642772#Comment_1642772
Well to be honest I like both aspects of the perk. I'd be cool if it primarily was based on silent repairs however it had the missed skillcheck thing as a bonus. However if you miss a skillcheck it puts the entire perk on a short cooldown disabling it until it's back up. Would make more sense and be a bit more fun for survivors.
I agree.
Make it completely silence the gen sounds entirely but go on cooldown if it prevents a failed skill check. That would be solid.
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@TWiXT said:
I disagree. Technician just received a Massive buff in that it always prevents gens from exploding because of a missed skillcheck. This screws over Killer Builds that mess with skillchecks by employing perks Overcharge, and Unnerving Presence, but more than that it also prevents the killers from knowing which gen a survivor is screwing up. If they didn't add in an extra penalty to progress for screwing up a skillcheck, lets face it, everyone, new and veteran, would abuse the hell out of Technician because you no longer have to fear alerting the killer via failed skillchecks. I'm only hoping that the penalty it adds is 10% more, because if its anything less than that's no skin off anyone's teeth, and they can feel free to fail away without ever alerting the killer.
"lets face it, everyone, new and veteran, would abuse the hell out of Technician because you no longer have to fear alerting the killer via failed skillchecks."
No, because no one even semi competent is missing skill checks in the first place. Skill check builds are memes, they aren't actually good against good players. Overcharge and Unnerving are bad perks.
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I'd say it really all depends on the numbers. Like if it's 2 seconds off the recovery of his Punishment then we might be talking.
Honestly it's the change he needed, but they just needed to also increase the speed of the attack to make it less dodgeable and more about predicting. If it's just the recovery time that's probably not enough to compensate unless it's significant.
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I'm actually pretty interested to see the Thanata numbers. If hypothetically in exchange for losing the heal debuff it gains 5% more objective slow then that seems quite decent. All depends on the number.
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Unless they're talking some serious number bumps like 30+ seconds of exhausted at least, it still looks like garbage.
I can't imagine them putting it that high though.
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Imagine WGLF, Botany, and Desperate Measures..
Haven't even seen its numbers yet, but even if it's extremely low like 20% that is gonna be like seconds for a pick up from just being downed rofl and I expect it to be more than 20% even.
Honestly I ran it for the blood points regardless so bonus heals and easier tokens just seems like win/win all around to me.
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Not sure why Lucky Break doesn't function like Iron Will already.