Blueberry
Blueberry
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/3285985#Comment_3285985
Doesn’t make it good at all, infact games doing this are also usually F2P, dbd is not f2p
This is also previous content that was once available 24/7 being changed to seasonal instead, it still has some of the issues exclusives have of “man I wish I got it when I had the chance” except now its “man I have to wait a whole year to get it again”
It’s literally a cosmetic, if you want it get it now, you don’t then don’t. What’s the issue? Whether it’s a f2p or p2p I don’t see how that changes a single thing. You’re paying for the game, not a cosmetic. The community being disgruntled by this all seems silly honestly. Basically every single game I’ve ever played does limited time seasonal cosmetics.
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I’d rather play against anything than a deathslinger.
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Your reasoning is flawed. Swf can have an advantage from information and simultaneously not mean solos need more information. These are not mutually exclusive. The issue of solo queue is one of skill, that’s why they lose more, not an issue of balancing. I play solo queue almost entirely and when we lose it’s because me or my team played badly, not because we need more information.
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This is kind of what I wanted then to do with Bloodhound. Make it show blood trails as aura reading within a small like 12m radius.
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I don’t see what the issue is, this is literally done by almost all games.
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Yeah for wanting to better balance old maps nearly all of the recently added maps are terrible in terms of balance.
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Since we’re still waiting on poor Sadakos buffs after this long I would expect we have a very long wait.
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Ideally you shouldn't be going by kill rates period, they are flawed for a multitude of reasons.
Balancing around hooks, while still having some flaws, would be way, way more accurate in measuring balance than kill rates.
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Medkits have definitely been too strong for a very long time. Seeing 4 medkits in lobby lowers your chance of winning significantly. Items should not be that game swinging.
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Tons of paid games have limited time cosmetics this isn’t a new thing. I don’t see the issue.
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It’s very noticeable and does have quite an impact on game play. Needs fixing.
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Very annoying, please fix.
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I was just about to make a post on this.
I noticed it immediately. It feels super bad.
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It's still completely busted. Makes every other healing perk look like trash in comparison.
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When the game is balanced for all that stuff, sure, let us not see. However the game is not balanced for all that.
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100% survivor for me at all times. North America west
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I lean towards not needing to run perks to counter thing specifically as you said. Unfortunately the devs seem to disagree given things like shattered hope existing and CoH being left unchecked, so I guess that’s their stance.
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It’s nice to look at but one of the worst offenders of map design. Just loading into this map as killer your chances of winning just dropped tremendously.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/3280818#Comment_3280818
Yeah I guess 75% of matches is way rarer than 100%.
More like once every 5 games and even that is being very generous.
A killer ever coming back to a hook for any reason whatsoever isn't camping and someone getting downed more than once in a row isn't tunneling.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/3280800#Comment_3280800
That could work but just slowing gens down isn’t really the solution imo. Killers like nurse and blight are doing just fine so slowing gens by any significant amount would make them even stronger relative to other killers
So if slower gens were to occur then these 2 would definitely need to be looked at. It isn’t as simple as just adding extra time
"That could work but just slowing gens down isn’t really the solution imo." "That could work but just slowing gens down isn’t really the solution imo."
That isn't what I was suggesting. By slow down gens I mean that is the end goal, not to literally slow them down.
By slowing gens I mean things like shrinking map sizes to allow better killer pressure, weakening loop strength, less pallets ect. Maybe even a second objective.
Map size and loop strength are the main issues with gen speeds. Most maps are way too large to reasonably apply pressure and most loops are way, way too safe. These two essentially make chases take way too long and way too much time is wasted holding W.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/3280634#Comment_3280634
How can we make slowdown perks optional without making a 4 slowdown build too strong though? I seriously don’t see a way of doing this properly
Well ideally if the gens were slowed down to where gen perks were optional then we could in turn nerf them all down significantly.
With the nerfs to slow down perks in the last patch their nerfs to gens did basically nothing.
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You don't.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3280354#Comment_3280354
I don't know about you but Borgo feels absolutely tiny to me. It seems like you can see the killer from the complete opposite end of the map. Yet it's technically bigger than Garden of Joy.
It's most likely the fact that it's almost a perfect square with virtually no obstacles above head height, they should go back to layouts like Yamaoka.
Well Coal Tower is probably the ideal balanced map size in my opinion.
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I mean we've been telling them map design and map size are the games biggest issues for literally years and we are still getting new maps that are both unfairly designed and still too large. I don't see this fixing anytime soon if the same mistakes that were being made years ago are still being made today with nothing learned.
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I mean for how annoying that is, it's just as annoying when they spawn on opposite sides. Opposite side gates bar some off exceptions is essentially a guarenteed free escape unless the survivor just plays bad.
Maybe the solution is something in the middle. Bring the outliers on both sides in.
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Essentially always on 100% for survivor for my zone, only think I've ever seen it on killer once and that lasted for a good 10 minutes.
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- Popular license
- Good skill requirement on both sides
- Not a completely weak killer like most of the killer roster
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No good reason.
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I thought about baking gate hemorrhage into Remember Me to make it less trash, but then I realized it should be just a base feature in the game.
But you can just kick the gate open as killer! Yeah..let me just leave the guy on hook or my current chase to go kick the gate and throw my end game free kill. Makes total sense.
Not sure why this wasn't implemented ages ago.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3279003#Comment_3279003
It's literally every game in Solo Q.
I can do a gen. I can't force anyone else to do so.
Maybe we're in different regions then because i play solo queue like 99% of the time and we win most matches.
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I hope not, it's not overpowered at all and has counter play.
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Play normally?
I mean honestly if the killer already has someone out of the game even at 4 gens then ya'll are playing very badly. Even with him hard tunnel/camping ya'll should be at least down to 3 gens minimum if not more realistically 1-2.
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Mainly if I see 3+ medkits or toolboxes. The games already extremely unbalanced enough without all that, I just want a fair as possible match. Also I’ll dodge if they look like a 3+ swf as same as above, the game isn’t balanced for that and I just want a fair as possible match. If the devs won’t balance the game properly then killers are left lobby filtering to try and balance it as much as they can themselves. If the game was balanced I wouldn’t dodge anything.
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The games poor balance currently requires it against good survivors. If we balance the game properly then sure remove it, but no we can’t just remove it without significant other changes as well. Camping is not the sickness, it’s a symptom. You need to fix WHY killers camp, not just punish them for doing it.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3276589#Comment_3276589
information perks? I mean nowhere to hide is 24 meter aura reading for 5 seconds after damaging a generator. BBQ is global aura reading after hooking. SC: Flood of rage is global wallhacks on unhook. Discordance triggers when 2 survivors on a generator. Whispers can help find the last survivor in the trial, though no way out does what whispers does but better. Surveillance highlight a generator in yellow when a survivor touches a regressing generator. Infectious fright makes survivor scream in terror radius. I would not say the info perks are under-tuned in the sense they do not find people.
it is more that finding survivor is not main struggle of killer. its just base-line to be good at killer in my opinion.
I wasn’t referring to their information being undertoned but undertuned in the sense of how much value you actually end up getting from that information. Ie not what killers need that much or that actually lead to much increase in time efficiency.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3273421#Comment_3273421
Currently that happens to be mostly gen slow down because most of the information or chase perks that exist quite frankly aren't good enough to save you as much time in chase or search as you would save just throwing another slow down on. Meaning we should be buffing most the chase/information perks to be on par.
What chase perks do killer have that are relevant? Enduring spirit fury is too slow. PWYF has cooldown for gaining stacks and 3 stack limit. Coup the grace is too safe of chasing perk. Fire-up action speed is 4%, too small numbers for non-existent benefit. Most of instant down non-hex perks are highly conditional. Hubris is newest perk and it has 20 second of exposed.... Dragon grip has too long of cooldown. Make your choice becomes too obvious to be consistent. Trail of torment grants undetectable, but shows aura of the generator, defeating the purpose of the perk. Hysteria grants 30 seconds of oblivious but only on healthy to injured survivors, not every hit. Deathbound is another meme-tier oblivious perk.
Most of the misc-type perks are just not very good. dev are too safe with all the killer perks. Too scared of Merciless storm becoming too strong.
Yeah that's basically what I'm saying. All the chase or information perks for killer are mostly all bad or way undertuned to be relevant bar some small exceptions.
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Survivors can't see the green orb
Survivors can't see the green circle around the guards
Flag doesn't give a speed boost or Endurance.
Guards apply breaking/kicking perks.
Buff guard move speed and how fast they initiate chase even more.
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@Kirarozu said:
https://forum.deadbydaylight.com/en/discussion/comment/3274189#Comment_3274189
It happens all the time. I don't believe it never happens to you. Killers slug for 4K all the time. I'm not unlucky. You are very lucky.
Honestly, I don't believe for a second this never happens to you.
"tired of being left on the floor to bleed out" and "Killers slug for 4K all the time."
Are two completely different things.
One is being toxic and one is being strategic to get the 4th kill. You were referencing in your post toxicity, not slugging for the 4k, of which slugging for the 4k is completely fine and I don't get what you're complaining about if that is what you're talking about. There are tons of slugging counters and slugging in general is high risk for the killer.
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Because then they get away and injures are meaningless, only hooks are relevant.
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Does that seriously happen to you that often to be even worth talking about?
In almost 9k hours that has happened to me..maybe 5 times? If that. Not even an issue worth mentioning for how rare it is.
Either you're the unluckiest person in the world or you might be acting toxic towards them in your games.
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Some interesting ideas that would add some creativity in builds and play style for sure I agree.
Honestly they need to start out with a bare minimum of removing the survivors ability to see the green orb, see the radius around the guards and removing the Endurance plus speed boost from the flag. Minimum.
Then we can start looking at more things to possibly buff from there.
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I just don't think were going to agree in terms of the games balance then, that's okay.
I'd give like 80% of maps as survivor sided to varying degrees, 5% as killer sided and 15% as balanced. That's how bad I'd say maps are.
"And I do believe that's even the case for top mmr. But a game like DBD can't be solely balanced around top mmr anyways. And the lower you go, the worse it gets. I do hope we will soon see proper information buffs to solo survivors, so at least that balance gap gets shortened."
If you balance top down with an MMR system then that actually doesn't hurt lower people because MMR will adjust them until they're winning/losing the exact same amount of games as they were before. I also disagree with the popular notion of solo survivors needing buffs. I play solo like 99% of the time and when we lose it's because I or my team played bad, not because of bad balance for solos. 4 good random solos is still very, very much the power role in this game.
"Also, tunneling is sadly something one has to always also consider when talking about the game's balance. Killers can't just be buffed and then everyone hopes killers just don't tunnel anymore. Tunneling and camping need to be nerfed further as well, no doubt."
Well of course, if they made the proper buffs to killer then we could remove tunneling/camping entirely. Currently a necessary evil unfortunately though.
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Unless the survivors are bad, just make a ton of mistakes or you're playing a top tier killer they are necessary though in most circumstances. Unless you plan to hard tunnel anyway.
"I get that they are necessary on some maps, too many, if you go against a really good survivor team. But that's a problem of map design in my opinion, not gen times. Right now, stacking 4 strong gen slowdown perks is just too much."
We can say this until the cows come home and have been for literally years but the fact of the matter is even though the main issue is map design they aren't doing anything about it, so here we are, left doing the next best thing.
Stacking 4 slow down perks is not too much unless you're on one of the few top tier killers. I'd even go as far as to say on most of the killer roster with 4 slow down perks the game is still very survivor sided.
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They should listen to the more experienced players about map design. Most agree pretty unanimously on what they need and the good/bad parts of them whether they play survivor or killer.
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Way too big, way too many pallets, and way too many safe loops.
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Instead of asking if 4 slow down perks is too much, we should be asking why they run them.
The answer is an unbalanced game.
With how overtuned gen speed is you essentially need multiple gen slow down perks to make the game last as long as it should be lasting at base without any perks.
Is 4 gen slow down perks too much on a few of the top tier killers? Sure, I could see that. Is it too much on the other 90% of the killer roster? Absolutely not.
Also DBD is all about time efficiency. IE you bring the perks that save you the most time. Currently that happens to be mostly gen slow down because most of the information or chase perks that exist quite frankly aren't good enough to save you as much time in chase or search as you would save just throwing another slow down on. Meaning we should be buffing most the chase/information perks to be on par.
And even better yet slow the games down enough to make them less necessary. On most killers you feel forced into slow down perks rather than getting to have fun and choose a unique build that fits your play style.
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Sounds about right to me. Also remove the speed boost plus endurance from flag grabbing and make the flag grab like a 3 second channel instead of instant. The guards could use a move speed increase as well.
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I tried making Face the Darkness work with some builds playing around it and it’s interruption from screaming but it’s honestly just terrible. The screams don’t happen often enough and the auras aren’t revealed long enough to warrant it being a hex perk that can be removed. And it also shows the other survivors the survivor that is cursed for some silly reason as if it wasn’t bad enough already.
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What makes his design even worse is that the vast majority of his addons are all built around the way the devs wanted you to play him which is non viable. So not only is he terrible but most his addons are useless as well. He needs rework level fixes, not just number tweaking.