Blueberry
Blueberry
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I see some of these frustrations you're talking about, but the MMR system is only going to fix some of the problems and introduce a few new ones itself. Overall I don't think it's going to do much for the problem at all and isn't a good idea imo.
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I play vastly more than than the average player and this literally has not happened to me a single time. This is either way over exaggerated or they are playing toxic and that was the killers response.
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@AssassinZodiac said:
https://forum.deadbydaylight.com/en/discussion/comment/1098635#Comment_1098635
A fellow Bro I see. Edgar is the best. So messed up how bhvr treated him.
What happened?
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Someone lost their Fog Whisperer status?
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@Bunnie said:
https://forum.deadbydaylight.com/en/discussion/comment/1097915#Comment_1097915
yea me and my bf have like an understanding of if we play together and we happen to use the card we never take anything in with us anymore cause we know theres a huge chance that itd be wasted. i dont mind dying its just i miss the ptb before it came out when ppl were playing the demogorgon on it. i dont get to play against that killer much either. a lot of ppl use nancy and steve but the map and killer dont seem to be too popular with ppl in my experience
It's funny you mention not seeing Demo much. I play him pretty regularly and I get quite a lot of people after my matches that thank me for playing him because they rarely get to see him lol
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@Bunnie said:
https://forum.deadbydaylight.com/en/discussion/comment/1097853#Comment_1097853
yes lerys and hawkins are my fave. big confusing ass maps and the plus side with the doors being on opposite sides too. literally every hawkins card ive had has been wasted. ppl killing themselves on hook or killers slugging everyone. and i get it like there are ways around that but if u want a decent game trying to save other people is apart of that and they know that. it sucks cause i love that map
Yeah every time I use an offering someone DC's or kills themselves as well.
I like that the indoor maps prevent the killer from being seen from miles away, which allows the killer to apply more pressure as they don't know exactly where he's at all the time and they play more cautiously.
They allow for more mind games and stealth on survivor side which I like.
They are also just more aesthetically pleasing as well.
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It's my favorite map on both sides.
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Seems like a fair change to me.
Why waste a perk slot on Franklins that doesn't really even counter the problem, when you could just dodge and not have to waste a perk slot in the first place? I think that's a question that a lot of people ask themselves. Less lobby dodging would always be a good thing.
The only real purpose Franklins has currently is just annoying the survivors. For this it is actually quite effective.
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@TheMonadoBoi said:
https://forum.deadbydaylight.com/en/discussion/comment/1097603#Comment_1097603
Tbh I agree but if you don't give survs a buff alongside a nerf Devs don't listen and hell breaks lose with survivor mains.
That is the ridiculous trend they seem to like sticking to, but I think it's one we need to break.
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A really good Huntress. That takes a lot of practice.
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I don't see the point of increasing the time. If you loop a killer for the current duration of 60 seconds yall already won the game unless your team was total potatoes. A Killer can't commit even remotely close to 60 seconds on a single chase and hope to win the game against good survivors.
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Oni is fine.
Only thing I would change is his 2 ultra rares. Revert the change to his glove and rework the family crest into something that isn't complete trash. That's it.
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It's a mix of quite a few things with varying degrees of influence.
- The biggest factor is map design. Many maps are just way too large and need to be shrunk down. Then there's quite a few loop tiles that are just entirely too strong. Lastly is the tile generation. Meaning when you get strong tile, connected to strong tile, connected to strong tile. The stronger tiles need to be better spread and not chained together.
- Even though it's not the main issue, I do think gens might be slightly too fast. This is even further exacerbated by how busted toolboxes are. Now we throw some gen speed perks on top of that and you can see how it gets ridiculous.
- Finally the more controversial topic, second chance perks. They are entirely out of control imo. The only way the killer can try to slow these gens down is with pressure, and all these second chance perks are anti-pressure. They reset the pressure you create. They need to exist for the sake of camping/tunneling etc but they are abused for far more than that, ask nothing skillful of the survivor, have no cost, are quite literally game swinging with even 1 but it's usually x2-4 per game for each and are some of the few perks that have an extremely strong effect even if they don't activate at all. This is because everyone runs them so much that the killer has too play every single game assuming they are being ran and play around them, aka "playing fair". Playing completely "fair" against good survivors will lose you the game. So even if they don't activate at all they are still winning you the game just by the possibility you are running them. This leaves the killer in a lose/lose scenario.
I think 1 and 3 are the primary issues. I wouldn't focus on 2 until we see how the others work out.
If problem 1 was fixed extremely well the other things may not be as much of an issue, but the problem is that will take years at the rate we are going and that's if not a single other bad map gets released in that entire time.
EDIT: I should've added this before, but there are a lot of really weak killers that need varying degrees of buffs as well.
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It's pretty useless.
You can meme if you want a little with Nemesis but that's about it.
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@AhoyWolf said:
Everybody: Exhaustion addons? Only Huntress and Clown does have them.
Demo:
https://us.v-cdn.net/6030815/uploads/456/1SV0ZOOLHSN1.png
:,)
Man it's such a garbage addon too, especially for being very rare. That 5 seconds needs to be like 30.
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My favorite map on both sides.
Better or worse depending what killer.
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I want more creature killers so I'm hoping for a beast.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1094354#Comment_1094354
"People have posted the math for objective times."
This math is flawed. It assumes that every Generator needs the same amount of effort from the Survivor Team, but this is not true. The first Gens are easier for the Survivors and become harder later on.
Like, this math would be correct, if Survivors would be free to do Gens, but there is some thing running around preventing them from doing it - the Killer.
@Topic:
I agree. The Bug with Doctor showed it pretty good, they were tunneling like crazy, simply because it is easy to push the Survivor into Madness 3 and pick them up without any risk of getting hit by DS. And even if people pretend - in most of the cases getting hit by DS is 100% justified. Sure, there are some edge cases where the Killer did not tunnel, but from my experience, those are rare.
"Like, this math would be correct, if Survivors would be free to do Gens, but there is some thing running around preventing them from doing it - the Killer."
This was taken into account in the math.
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It's because most the other "slow down" perks are trash so it's all were left with.
It also rewards you for playing well ie good design.
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@gatsby said:
Decisive wouldn't be strong if Killers didn't have such BM tendencies. The game is designed for Killers to bounce around different survivors and end up hooking everyone a couple times. Map pressure is the overall key to successful 4ks not proxy camping at hook, play the game the way its supposed to be played stop making survivors have to force you to
"The game is designed for Killers to bounce around different survivors and end up hooking everyone a couple times."
This just isn't accurate. The game is not balanced for you to win playing in this manner against good survivors. People have posted the math for objective times.
I'd like to play that way, but that just isn't the current balance atmosphere we live in.
Against bad survivors, sure, you can do whatever and do alright. However competent survivors at high rank that just isn't the case.
Pressure is not created by playing in that manner, it's by slugging.
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The Beast
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This actually surprised me as well. I was pretty sure that they had in the past talked about how the hitboxes were different, hence why killers gained less ground circling objects rather than in a straight line.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/129832/why-do-exhaustion-add-ons-even-exist-anymore
No it’s not poor design.
1 well timed exhaustion perk can completely cripple either Clown or Huntress, especially when they are out of ammunition.
They need their exhaustion add ons.
Run Vigil 🤣
Well they did mention Vigil as one of the perks getting reworked here soon. Maybe they'll add that it also allows Exhaustion to recover at 50% the normal rate while running in addition to its current effect.
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@arslaN said:
They removed it from doc so the will probably remove all of them eventually.
To people defending them: It is stupid how a brown addon can make a perk completely useless. Either make them a lot more rare or make them skillful, like make it so that direct hits with clown's bottles give exhaustion, stuff like that.
I'd actually be fine with this. A higher rarity would be alright.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1093602#Comment_1093602
Just because they were originally designed around a time when Exhaustion was busted doesn't automatically mean they are now too good.I never said they were too good at all, just silly, they were designed around a time where exhaustion was stronger, it makes perfect sense to scale down the counters since exhaustion has been changed.
These are not equivalent. Toolboxes are quite busted, you just not getting to situationally use an Exhaustion perk if you even brought one in the first place is not ruining a game at all. Toolboxes can and do.Toolboxes can be quite easily avoided by dodging the lobby, or using franklins, and they're already being changed, likely due to the ruin change, and don't mistake me, they aren't being compared as equivalents, they're just in the same position.
Ruin helped "counter" gens & toolboxes, ruin was changed, it makes sense for toolboxes also. Exhaustion was changed, these addons which were made to simply not let you use them immediately in chase made it so you couldn't use the perk AT ALL in a chase, so they deserve be changed too.
It's called balance, something I've seen you cry a lot about, I guess it should only go one way?
"I never said they were too good at all, just silly, they were designed around a time where exhaustion was stronger, it makes perfect sense to scale down the counters since exhaustion has been changed."
You are saying that they need to be removed because they were around a time when Exhaustion was stronger. That is you implying they are indeed too good right now with that statement. We base something needing to be removed or not based on its current balance. Exhaustion perks current state is still extremely strong and I see no reason why Exhaustion addons need to be removed.
"Toolboxes can be quite easily avoided by dodging the lobby, or using franklins, and they're already being changed, likely due to the ruin change, and don't mistake me, they aren't being compared as equivalents, they're just in the same position."
That is just silly. You're gonna call lobby dodging a "counter"? Really? Franklins doesn't counter them that much, they can easily just be picked back up. If they aren't equivalents and just simply in the same position then there was no point in bringing them up.
"Ruin helped "counter" gens & toolboxes, ruin was changed, it makes sense for toolboxes also. Exhaustion was changed, these addons which were made to simply not let you use them immediately in chase made it so you couldn't use the perk AT ALL in a chase, so they deserve be changed too."
You say you aren't using them as an equivalent, but you are. Ruin helped "counter" toolboxes "some" but that is not the reason for it. It's reason was for slowing down gen speeds at base. You are deeming what the addons original intents were when being made but you have no idea of that. They never said such a thing. You are assuming.
"It's called balance, something I've seen you cry a lot about, I guess it should only go one way?"
And the sky is blue. Yes, we are talking about balance. If you have any understanding of the subject at all, how about you actually rationalize your point instead of resorting to insulting the other person. I actually value balance on both sides unlike some people.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1093562#Comment_1093562
Because they were designed around a time when Exhaustion was actually stronger.
Just like killers want toolboxes removed/reworked because ruin is gone, the same applies to exhaustion, a 3K addon that entirely disabled a perk for the chase is silly.
Edit: For what it's worth i think they'll be removed with addon passes anyway.
"Because they were designed around a time when Exhaustion was actually stronger."
Just because they were originally designed around a time when Exhaustion was busted doesn't automatically mean they are now too good.
"Just like killers want toolboxes removed/reworked because ruin is gone, the same applies to exhaustion, a 3K addon that entirely disabled a perk for the chase is silly."
These are not equivalent. Toolboxes are quite busted, you just not getting to situationally use an Exhaustion perk if you even brought one in the first place is not ruining a game at all. Toolboxes can and do.
"Edit: For what it's worth i think they'll be removed with addon passes anyway."
They probably will. A change I don't agree with.
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I have a better question. Why shouldn't Exhaustion addons exist?
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The only way you're winning without slugging is if the survivors are quite bad.
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@AhoyWolf said:
I'm hyped up aswell, for the Killer at least because there is a very small chance of the Killer being a Werewolf. I'm not that hyped about the Survivor because I already found the best Survivor in the game, the thicc Jeff. Also I hope the map would be balanced and perks usable. :)
This is actually my guess as well. I don't think they'd do a stereotypical "werewolf" but I'm thinking "The Beast" that the alchemist transformed into after injecting himself.
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I think very few people are actually doing it to intentionally get people to DC. Most are doing it just for pressure. The rare chance you all get left to bleed out at the same time on the ground means yall had to have been quite toxic.
Not to mention there are even perks available to counter slugging if you wanted them.
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Demo or Plag
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@kreeper124 said:
https://forum.deadbydaylight.com/en/discussion/comment/1092696#Comment_1092696
He's not talking about hook tech. He's talking about people body blocking the hook, which is easy to avoid
ah. Easy to avoid though? not really if the survivors know what they're doing. You more just deal with it efficiently as possible.
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It is a bug that the devs said they are already working on a fix for.
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Yeah a few people have added up the math before and it's pretty glaring the results. There is a massive difference in the time each side has for their objective.
The funny thing is that it's actually even way worse when you start counting in more things like DS, BT and Unbreakable.
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@darktrix said:
https://forum.deadbydaylight.com/en/discussion/comment/1091312#Comment_1091312
As if survivors had many ways to counter killers while in a chase. Looping is it.
You act as if those killers I listed don't all have counters that don't involve looping.
I feel like this is self explanatory.
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I'm guessing The Beast.
New map seeing as the last one was a redone version of a prior.
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/1091413#Comment_1091413
Except it's not. When camera moves killer moves as well. Making physical attacks miss
You are misunderstand how it works. They explained it quite well in the video already so there is no point in me explaining it again.
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/1091339#Comment_1091339
I did watch it "aim dressing" is what causes killer to miss his attacks and autoaims the camera
The hit or miss is pre determined before the lunge was even seen, the "auto dressing" is entirely visual.
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That isn't what that means.
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As Mr_K already pointed out, you are misunderstanding how the system works.
You should rewatch the explanation.
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Looks like The Beast to me.
Matthew also phrased the teaser with "something to chew on". Might be coincidence, might not.
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We need more killers like Nurse, Spirit, Huntress etc where their viability isn't determined by how loopable they are. Too many killers are countered in the exact same way.
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She's been one of my mains here lately. I'm just playing her because I enjoy her and she isn't that common to see on survivor side. I know a lot of survivors hate playing against her but that has nothing to do with why I enjoy her.
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@KornySon10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1086926#Comment_1086926
Thanata is great on people who just injure everyone for free, like legion and plague.
https://forum.deadbydaylight.com/en/discussion/comment/1086923#Comment_1086923
You may as well just use lightborn then. I sometimes slap it on if there's 2-3+ flashlights in the lobby. not because I particularly care about flashlights, but just being able to pick up a survivor right in the flashlight users face, and then run at them while they are trying to blind you, is pretty funny.
It's still lackluster on both those killers. There are much better options.
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Just like Thanata the numbers are too low.
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Because I don't like abusing overpowered second chance perks.
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It's not. It's highly over exaggerated in how often it happens.
Proximity camp is every now and then, but those are savable even without BT or DS.
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I personally prefer originals much more as well. Gives them much more freedom in design and future cosmetics. Not to mention I can buy them with shards.
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Coulrophobia is still quite weak. It needs the treatment that the survivor radius perks received in where it lingers after leaving the TR. Until then, not worth using.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1085305#Comment_1085305
You specifically stated the only reason killer perks are diverse is because killers aren't just skins.
Actually no, I did not say that is the only reason. I simply gave one reason.
Stating a fact about something doesn't mean I'm complaining about it. I simply just pointed it out as a reasoning. I didn't say if it was good or bad.
I do in fact think there are other reasons for more diversity in perks among killers.