Blueberry
Blueberry
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Saying 50% of them are completely terrible would be generous on both sides. Maybe 20% are near useless.
We need massive perk buffs/reworks on both sides for all the bad ones. At least 25% of those bad perks could be fixed by literal just number changes too, super easy, no programming time required.
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The perk is already extremely good, it doesn't need changes.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370576#Comment_3370576
It being cheap I can sort of understand but I don't understand why it's not "earned". Otherwise you could argue a lot of the ways to expose survivors isn't earned. I don't know, maybe you are saying that.
Well if you see it as cheap, what makes something cheap? Not earned? Somewhat synonymous here.
It's not the Exposed, it's the speed boost. Just the Exposed still requires skill to outplay them at a loop, with the speed boost it does not.
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Not OP at all.
That said, unhealthy design. It gives you kills/hooks you didn't earn.
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Another bug fix patch released and this bug with the Knight still exists.
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Generally speaking they need to stop nerfing as much and focusing on buffing all the bad perks. We want to widen the list of viable perks, not just replace them with something else.
That said, there are a few outliers that need nerfing/reworking as they're unhealthy for the game in their current state. That would be DH, CoH and PT. Other than those we need to focus on buffing bad perks. I generally think the rest the perks are fine.
CoB and OC are also fine. Since Eruption has been nerfed these perks aren't an issue.
Side Note: When picking what perks to buff they need to look at the ones for both sides that encourage fair and fun game play. For example, Grim Embrace is the epitome of encouraging fair game play and not rewarding tunneling. This perk should be at the top of the list for getting into the meta.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370194#Comment_3370194
You can wedge people on corners.
I don't think so.
Map size and shape are the best solution in my opinion that's actually feasible and realistic.
I do not think it is realistic.
"I don't think so."
There are 3 gens on the ends with corners.
"I do not think it is realistic."
More realistic than any other option. A passive out of combat move speed boost for m1's is never going to happen, map reworks do though.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370148#Comment_3370148
coal tower is pretty big length wise so I would not say that hold-w is ineffective on it. your solution to making maps smaller is not correct. your asking maps to be more circular similar to Wrecker Yard because circular maps create dead ends. I do not see this ever becoming true in DBD because many dbd maps are licensed. Badham for example is licensed map. Haddonfield is licensed map. they are never going to be circular and maps probably should not be all circular because its dull and boring. You need a solution that is more generic and keeps the game fun for survivor while solving killer issues.
I think the real problem behind it is that killer movement speed is too slow outside of chase, but increasing their m/s outside chase is difficult because it is possible to exploit m/s outside chase. Just look at Old legion moonwalk where players could look at the floor while following the survivor to deplete the deep wound meter. Its certain puzzling problem to look at.
I didn't say the shape of coal tower, I said the size. You're referencing shape. I do think hold w is way less effective on coal tower than most maps. You can wedge people on corners. I don't think circular is necessarily the sole solution. Also, they can adjust the map sizes and shape even if it's licensed.
I don't think anything similar to increased move speed outside of chase is ever going to happen, nor do I think it's a good idea. Map size and shape are the best solution in my opinion that's actually feasible and realistic.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370030#Comment_3370030
I wonder what could be done to make low mobility killers more effective vs shift-w. Maybe they could use a perk that gives them haste effect when they walk near generators. I am not entirely sure. Many killer feel like a lost cause.
It is a difficult problem.
I think the best solution is probably shrinking maps to make the hold w less viable against m1 killers. Like let's use Coal Tower as an example (referencing map size here, not layout), on this map holding w isn't nearly as viable against m1 killers as most other maps.
Hold w being viable is a symptom of maps being too large essentially.
Hold w can also be reduced by more LoS blockers in map design so they have less heads up that you're coming. Some of the worst hold w maps are the ones you can see the killer coming from a mile away. Think about most indoor maps for example, you don't generally speaking see as much hold w on these maps because they don't have a clear idea of where exactly you're coming from.
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@TigerSnake said:
Mindlessly chase different survivors and lose.
Literally this ^
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@thrawn3054 said:
3 gen only sucks when they refuse to even attempt to chase.
I mean wouldn’t that defeat the entire point of a 3 gen? Like if you were going to chase then why even 3 gen in the first place. Chasing is how you lose a 3 gen.
I think the core problem here is that the entire reason killers don’t chase from their 3 gen is because the chases take too long to be viable and that chase will lose them the game even if they played it perfectly. Like literally just straight hold w time in a straight line for that chase would lose him the last gen..not even throwing looping into the mix.
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She’s really bad.
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It is ridiculous. Way too large, too many pallets and most of the loops are extremely safe and forced pallet breaks. Also very few LoS blockers incentivizing everyone’s least favorite game play of hold w since you can see the killer coming a mile away. It’s the epitome of everything in bad design. Since this is the newest map released it makes me think after all these years we haven’t learned anything from past mistakes. How are we supposed to fix all the badly designed old maps if we’re still releasing new ones even more messed up?
When I queue into this map as survivor unless it’s one of the more top tier killers I fully expect them to be tunneling the first person they down asap as that’s their only chance of winning unless me or my team is playing really, really badly. I can’t really blame them.
As killer this map makes me want to dc on load in since I don’t like having to tunnel someone out.
Not nearly as important as the other things but in general I think most people find the map aesthetically unappealing as well.
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Hope so. It’s a map that needs changes.
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Yeah.
It’s like a night and day difference. Not even close in my experience. I play solo queue when I feel like relaxing.
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After Eruptions change CoB is not an issue.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369712#Comment_3369712
skull merchant and knight have no mobility. you can pre-shift w from generators. if they commit to you, they lose. if they do not commit to you, you can chip at generator and gen regression is slower then progression.
Yeah this ^
This is generally why most 3 gens lose unless the survivors play bad.
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@Skill_issue said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369758#Comment_3369758
they happen but it is down to survivors rushing gens without strategy and they end up giving the killer the pressure...dbd has always been about the killer capitalizing on survivor mistakes. you either run deja vu or do every other gen not all the gens on the same side of the map
the only killers that can start a match and defend a 3 gen are trapper (debatable) hag maybe doc and obviously knight and the merchant but non of these killers has the lethality that makes it hopeless unless there is a snowball effect.
Yeah and realistic most the 3 gen killers don’t have the lethality as you mentioned so the survivors just go on all different gens and will slowly progress them faster than the killer can regress them even with full gen kick perks. There’s also going to be a CoH sitting out there for each person to also solo reset.
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@MrPeanutbutter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369758#Comment_3369758
“Mythical boogie man”. OK. So I guess the huge numbers of people complaining about this (including myself) are just liars?
I believe your experience, and you shouldn’t dismiss the experiences of other players
I never dismissed the experience of others, I’m sure they do experience it. What I actually said was that the 3 gen issues they’re experiencing is more relating to a them or their team skill issue.
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@EvilSerje said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369824#Comment_3369824
So insulting you is not agreeing with you point of view? Well, ok, guilty as charged. I have no intention to feed the troll any further and continute this futile conversation.
No, insulting is not disagreeing with my point. Your previous posts are still there for anyone to read. It was insulting because you mocked me and the things I said and were nothing but condescending towards me. You quite literally laughed at me and made fun of my thoughts..I can literally quote your post for you if you’d like.
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@EvilSerje said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369763#Comment_3369763
And then all you do is mocking my experience because of your anectodical experience. And having literally 1 escape in 20 games (among hundreds of other players matched with me) is "was factually untrue", well, what can I say. "Don't feed the troll."
You’re being disingenuous as you were not mocked. I said “lol” in reference to a 90% kill rate in “matches”, not “your matches”. “Factually untrue” was also “matches”, not “your matches”. This is a strawman and the posts are still there to read back. Even the “lol” was only after you came at me unprovoked with sarcastic mocking of which even after insulting me I chose not to return the same vitriol towards you. You have been extremely rude and insulting towards me in multiple posts of which I have done none to you.
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@EvilSerje said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369751#Comment_3369751
Typical putting completely different words in my mouth. I never said that your experience cannot be taken. Everyone can say about their experience and find majority vs minority. It's you just started "lol", but you'r lol no better than mine, right? I was expecting answers like "then you don't allowed to play if you play casually" or anything. But completely twisting what I said is really "lol".
You implied it. It wasn’t putting words.
Also the only “lol” I put was because you quoted a “90% kill rate” and even called it as “fact”. That deserved a “lol” because it was factually untrue.
I didn’t twist your words but you did twist mine which is why there’s irony here.
If everyone can have their anecdotal experience then why did you even reply to my originally post about “my experience” as you mocked my experience.
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Yeah I’m not sure where these mythical unbreakable 3 gen games or 3 gen games that last an hour are as I never see them. I play way more than the average person and solo queue at that and these games are nearly non existent. I can’t even remember the last game I lost because of a 3 gen.
I think people lost a lot of matches that have a 3 gen because they or their team are playing bad and instead of taking accountability for skill issues or bad choices it’s easier to just blame a 3 gen or gen kick perks as why they lost.
This mythical 3 gen issue is honestly a boogieman that doesn’t realistically exist. It can happen here and there, not saying ever, but rare enough that it really isn’t a problem.
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@EvilSerje said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369624#Comment_3369624
Kill rates including all people including high MMR. And that's you right, I will do me, because it is I who play the game, not someone for me.
But refering to kill rates, it seems very unlikely that killers are "blindfolded" and handicapped. Let alone all twitch and youtube.
As you’ve said yourself you play at low mmr so you are talking about your experience as I am talking about the average and my experience at high mmr. The OPs question was why do “you” not bring items of which I gave my reason why I don’t at my mmr. So for using your own personal experience you view as okay but using my personal experience is not okay? You deemed mine as wrong based on “your” personal experience.
If we’re going to go anecdotal we need to at least be consistent and value mine just as much as you are valuing yours otherwise that’s a double standard.
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@EvilSerje said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369612#Comment_3369612
Just telling what I saw everyday. You can "lol" all you want, but fact is a fact.
If you are telling about some mythical "high MMR" and tournament-level, I dont give a slightest f, i'm on low MMR, obviously (with 10% success rate), so as hundreds of people I'm matched with.
Well we literally have kill rate stats from the devs to show that 90% is very much not fact, but you do you.
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@EvilSerje said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369275#Comment_3369275
Ahahahaha!) Poor poor killers. They only win 90% of matches, that's so unfair. Now I understand why all survivors die that fast, it a compassionate gesture.
lol 90% kill rate, okay.
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@Killing_Time said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334403#Comment_3334403
The nerf killer grim the top down but buff survivors from the bottom up. It's a completely stupid logic.
They say it's a casual game, but will nerf killers based on the skill of .01% of players vs the best survivors. They'll also nerf killers based on new survivors unwillingness to learn the killer. (Release Freddy is an example.)
They'll then buff survivors because casual players are either struggling or complaining, but will not nerf survivors based on 95% pick rates. (Looking at you dead hard) They'll nerf killers because of it tho.
Exactly. It is a double standard.
Twins is an example of this. Nerfed because of the .1% at the top end but survivors aren’t nerfed because of the .1% top end.
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The games already unbalanced enough without items, that’s why I don’t bring any. I want a fair game, not a game with the killer blindfolded and a hand tied behind his back. The only item I bring is a flashlight for funsies.
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@icedrake402 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334403#Comment_3334403
I remember Overwatch, where a 3 tank / 3 healer team was the best choice at esports level, so it got nerfed--and made things worse for most of the players, where you were already struggling to find anyone who'd fill those role.
A lot of games have the problem that, at high and low levels, it's effectively two different games. The solution isn't to make things tougher (more unfair, less fun) for the people at the bottom.
Well with an mmr system it self adjusts. So hypothetically at the lower end they’d lose some more games initially but the mmr would adjust them to where they were winning/losing the exact same amount as before, so not really.
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Going for a 12 hook game spreading hooks evenly without tunneling/camping is probably the highest skill.
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@Nos37 said:
Why can he stalk me over a tiny object, but I cannot reveal him over that same object?
Like what object?
It feels ways more common that they can break you out without being stalkable than vice versa. Also given it's a 4v1 and you can get simultaneously broken out from different people in different directions I feel the reveal should be more in his favor especially given it's his power, it's currently the opposite.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/367574/ghostface
I have been playing ghostface for a while and i still do not understand all hand-holding. generally flapping sound for most survivor is absent. very few survivor act on this and even if they do, you often come close enough to m1 them but it makes it impossible to stalk them on generators if the generator has blocked LOS. they can hear you coming and then play that whole LOS peako boo waste your time game with stalking.
Lingering breakout is their latest hand-holding change they added in May update that changed Legion and Ghostface. No clue why.
The deal breaker is 3rd change. the loss of stalk meter when m1 a survivor. It hurts his ability to juggle stalking and only allows you to m1->stalking after your power refills instead of getting an attempt to stalk then m1. Its also annoying when survivor bodyblock you at hooks because if you drop survivor, smart survivors during drop might get to a pallet and the person slugged might be impossible to hook. Alternative, your forced to m1 them losing your stalk which sucks. I presume swf utilize this more then soloq.
Yeah I started playing him more than I have in the past and he just feel clunky. Like why am I getting punished for playing well when I break line of sight. It should be a pseudo game of peak a boo with me going in and out, in and out preventing my breakout trying to get them exposed.
His cooldown on his stealth is also ridiculously long. Feels basically required to run an addon to shorten it.
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Yeah this is still an issue
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Complete garbage.
You'll lose the perk long before you get much value out if it and the scream component lets them all know that you see where they're at. It also is a very short duration aura read as well as happening not very often at all.
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Well their data is for kill rates which is flawed for a multitude of reasons for use in measuring balance.
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Essentially late afternoon/night time when everyone’s off work and out of school is when all the swf sweat squads form up so it’s the more challenging time.
During the morning and middle of the day are much chiller matches and less swf.
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I’d say like 5% of the maps are balanced…maybe 1 or 2 that are killer favored..but that’s still debatable even.
We can see stats to show which maps are the best “compared to the others” for killers, but being the best compared to others doesn’t make them objectively “killer sided” just the best comparatively since they can be less survivor sided while still being survivor sided simultaneously.
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It’s basically a killer that their power doesn’t directly help them get the hit. So think like Pig, Myers, SM ect. Their powers help them, but at the end of the day they have to run the survivors down at normal speed and play the loop as intended.
It does not mean the killer simply hits them with an m1. So Spirit for example hits them with an m1, but is not an m1 killer because her power makes her get those hits. She is not running them down at normal speed and playing the loops as normal.
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I prefer the killers with macro gameplay. IE built in game slow down and map mobility type stuff. It allows survivors to have all those fun chases they like but it also gives the killer enough time to have them without costing him the entire game.
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Pretty much. Survivor is a way more relaxing experience. I do survivor when I wanna chill or I’m eating food. Ironically that’s also what can cause it to get boring though, little too chill. Also ironic but these are essentially the hardest matches you’ll get too as the higher mmr you go the easier it gets as your biggest downfall as survivor is your teammates which is more significant than the killer getting better. It’s basically the opposite of playing killer.
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@Unimatrix00 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3365455#Comment_3365455
Does it increase the breathing volume and groans of pain on your system?
It does and it is noticeable it just doesn’t matter much.
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@Yoshirama said:
There’s some things that can be done
1- The unhooked lose collision: they can’t bodyblock the killer
2- BT is paused when you’re in chase: Many killers know how to count to 10, so if you’re in a chase the BT is paused so you can be save until the killer hits you
3- OTR should stack with basekit BT: many killer wait until you get unhooked and hit you right there making you deactivate other perks, BT shouldn’t counter OTR because it just doesn’t make sense
I really like these ideas. Good changes.
We just also would need to simultaneously balance the game better to where tunneling is also never necessary to win.
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I agree it’s an issue. I’d rather have the self healing on medkits and CoH addressed instead. Team healing is totally fine.
Self healing is currently just overly accessible and way too efficient.
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It’s something I guess.
In general her radar/claw traps feel largely irrelevant and don’t really do much of anything.
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Super weird change.
Revert the nerf and remove the timer. Make it permanent. It’s already a very low number and not really effecting much still the games already over.
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If anything killers need an early game slow down…not to make it even worse.
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Stack all the gen kick perks and set up camp.
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@Desteriaa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362761#Comment_3362761
so making the game easier for killer is gonna stop tunneling? that’s basically what you said. Yes let’s nerf survivor so the killer has easier time 👎
That’s not what I said.
If you reread it I said to make tunneling near impossible.
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@Phasmamain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362626#Comment_3362626
It’s a good overall idea but I can’t see a way to really stop tunnelling. If you crank it up too much then survivors will play offensively if they get hooked twice to make use of the effects
Agreed on self healing being too strong though. Hell they literally nerfed leverage specifically self healing speed which is very worrying because self healing should be slower not faster
Yeah I was thinking something around zero collision so they couldnt use the anti tunnel offensively as they do now.
That was pretty wild to see about Leverage. It was already a trash perk to me and then it got hit with that heavy nerf. Now sure why they’d want it to weaken the healthy way of healing and have no effect on the unhealthy way. Extremely confusing change.