Blueberry
Blueberry
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- Blueberry
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Highlighting him during Nightfall shouldn't be a thing.
Teleporting to lockers during Nightfall should ignore locks.
Lower his ambient volume in proximity. Even during Nightfall I can tell exactly where he is on the other side of the loop at all times ruining any mind games.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3029774#Comment_3029774
https://forum.deadbydaylight.com/en/discussion/comment/3029784#Comment_3029784
Why does anyone think they're entitled to anything in this game? The problem with the DS/BT combo before in endgame was that it created a lose/lose situation with absolutely zero counterplay in a high stakes environment where each interaction is supposed to be high risk/high reward. Thats absolutely bad design, regardless of which side it affects. Just like bubba being able to hit a bt'd unhooked survivor twice in the same chainsaw rev before they can escape, similar "you don't get to play" situation, which was probably no small part of the base 5 sec BT also giving haste as well. One feels a bit more fixed than the other, which is why people are trying to bring attention to it now rather than later.
Well to be fair if someone played more skillful than another player or "outplayed" them wouldn't that mean they deserve the down?
I get what you're going with on the whole entitled thing and it is true, but it was a tad exaggerated.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3029796#Comment_3029796
And yet both happen. The "Nerf" to NOED (which is more a mild inconvenience) shows that BHVR supports free Kills. So free Escapes should be supported as well.
To be clear I want NOED gutted as well. It's free kills and should be reworked as well.
"shows that BHVR supports free Kills"
No, they nerfed it to "try" and make it not free kills. They failed in that attempt, but to say they "support free kills" based on that is severely hyperbolic.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3029774#Comment_3029774
"Why do you think you deserve an escape in Endgame as survivor?" You dont deserve it.
And for me, once all Gens are done, I lost as a Killer. I know that Killers like to point out that stuff like NOED exists and that the game is not over. But why should Survivor Perks disable when the game is not over?
Because free kills/escapes shouldn't be a thing and being active at end game perks like OTR enable that.
For you maybe that's the case, but that is not reality. The sheer existence of end game perks shows that.
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@Mozic said:
If OTR's endurance effect is "the first time you're unhooked" that'd definitely move it from being at high risk of being oppressive down to just like, the regular, healthy amount of oppressive. Probably one of the first things folks are going to swarm to test out Wednesday!
Yeah that is a big difference.
If it was just the first time you're unhooked that's much more balanced.
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@Aven_Fallen said:
Why do you think you deserve a Kill in Endgame as Killer? Yes, you have to tunnel and camp at this point. But this does not mean that you should get the Kill.
You most likely failed during the match if you really need to rely on camping and tunneling in Endgame to get one Kill.
But how it makes sense? It doesnt. The goal is just to say "We changed the Meta, people are running other Perks now". So you just have to nuke DS to achieve it and make another Perk which will replace it.
Why do you think you deserve an escape in Endgame as survivor? You got hit, meaning you failed.
"You most likely failed during the match if you really need to rely on camping and tunneling in Endgame to get one Kill."
So if you didn't 4k by end game you failed in the match? Really?
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It doesn't make sense, at all.
The literal exact problem with DS in end game they fixed...just to then add the exact same problem with OTR.
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Months ago it was rampant. Now, it's been quite a long time. They did a pretty good job removing most of them as far as my experience is concerned.
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All the ideas I've seen/heard have flaws.
That said, I'd prefer a separate ranked and unranked queue where unranked can run any SWF groups but ranked is solo queue only. We would need some actual incentive reward for the system though in order to make people care enough about their rank.
Alternatively, buff killers to SWF levels and add a built in optional voice chat or aura reading/notification system.
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The killers who see the most gain from this are the m1 killers which are already the weaker killers in the game so I see this as a net positive.
Overall though it is still a bandaid fix for bad map design.
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Body blocking is fine, it's strategic and I'd say balanced.
What's not fine is abusing 3rd health state perks that are "supposed" to be there to prevent tunneling but are instead used to give 3rd health states to the rescuer.
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I think it's interesting comparing the kill rates with the rate of gens completed. It seems to suggest that a lot of the killer hooks/kills came at end game which is something I tend to see as well.
I would say that if we could see data comparing hooks/kills at 5 gens and at end game we would see hooks/kills at least doubled. IE something like 3 hooks by 5th gen complete and 6 hooks with 2 dead by end of match. I think hook swarming and not wanting to let someone die at end game inflates the hook/kill rates significantly and ultimately gives skewed data that makes the games "balance" look very different than it actually is since hook swarming at end game because you don't want to let someone die isn't really reflecting balance.
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@tendyhands said:
https://forum.deadbydaylight.com/en/discussion/comment/3028411#Comment_3028411
Uh that's actually exactly how you tell who's weak and strong? lol
No, it's not.
How you tell is comparing the results with how people played.
In other words if you lost 5 matches in a row but you had teammates that played like trash then that does not tell you there's a balance problem because their losing was affected by them playing bad.
How you do tell if there's a balance problem is if you were losing all those matches but none of you were ever playing bad.
It's a difference between correlation and causation.
Almost all of the solo queue games I lose are from either me or my team playing badly, not from balance problems. If neither side makes mistakes, survivors will win the vast majority of the time as most killers in the game rely on survivor mistakes to win. So if a killer nearly always loses if neither side makes mistakes that is a balance problem, hence the communities complaints about balance at high mmr where both sides are making much less mistakes.
This is also why we judge a perks balance for example when it's a good player vs a good player because it lowers the variables of mistakes. If you judged balance on bad vs bad or good vs bad you would have skewed results as player error is skewing something to look weaker or stronger than it is, rather than the actual perk itself being the determinant.
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Because losing = killers too strong.
Definitely.
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Definitely not the worst, but yeah he's still very bad.
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Super boring. Most all low wall loops meaning no mind games at all. Too many pallets that are mostly all safe so you can just pre throw everything. Too many pallets in general.
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Really surprised they didn't just bake both effects into the base game. It encourages fun game play.
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With how meta Exhaustion perks are you can basically guarantee there will always be 4 of them in every single game which you would think means killer Exhaustion perks would be meta as well right?
Well the issue is that most killer Exhaustion perks are just way too gimmicky and not practical. Most of them have unnecessarily long cooldowns, too short of duration applied Exhaustion or just simply too situational. This is also kind of what happened to Exhaustion addons as well, 5 seconds of Exhaustion is completely worthless against any half competent survivor. You get little pauses mid loop and you can almost always remove it before it's needed.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3026248#Comment_3026248
If you can't kill anything, hooks are just waste of time anyway.
Not killing anyone doesn't mean that you couldn't kill them, that's a false equivalency.
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They did.
Meanwhile Blight getting 360 flicks though lol.
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The cooldown. Remove it and you'd see the perk a lot.
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Honestly outside of DH all the rest of them aren't good enough to be hexes.
I'm cool with the whole high risk thing, but the problem is that basically all of them aren't powerful enough to warrant that high risk. They're suppose to be high risk/high reward, not high risk/average-mediocre reward.
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This is actually a fantastic idea. Further encourages people to leave the hook.
I was just gonna say up the aura duration to 10 seconds or something but you're idea is just as great.
Currently with the bloodpoint component removed very few people are gonna run BBQ anymore, it's generally not good enough just for the aura reading of 4 seconds.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3026214#Comment_3026214
If a killer got 8 hooks no kill intentionally or didn't care about it, he deserved to tick down as he will not be interested in tryhards.
If a killer got 3k ( 2k is 6 hooks worth of kills so I don't get why you put 2k there) by sweating as much as possible, he deserves to tick up because killer himself is a tryhard.
There is no such things as "problem" here.
"2k is 6 hooks worth of kills so I don't get why you put 2k there"
Because it's not 6 hooks. 2k can be me literally just standing in front of a hook reving my saw on Bubba.
Hooks are much more indicative of skill than kills are. They are not equivalent as you are using them.
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@PaintedDeath said:
https://forum.deadbydaylight.com/en/discussion/comment/3026202#Comment_3026202
Doesn't mean you played bad, means you didn't get a pip. Why should you? You died. The game isn't about looping the killer for 5 gens, it's about surviving.
"The game isn't about looping the killer for 5 gens, it's about surviving."
That is the exact flawed design philosophy that the devs have which caused this problem in the first place. The skill of how well they played the match is more important than if they survived.
A killer that got 8 hooks is a way better killer than one that got 2 kills.
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Their version of SBMM is terrible for the game.
Whether you played well or not ends up irrelevant since all that matters is escaping or dying. It rewards survivors for just letting teammates die instead of attempting a rescue and rewards killers for just tunneling/camping someone out instead of going for hooks and fun chases.
I ran the killer for 5 gens but finally went down after all that? I'm a bad player apparently.
The old system was way better since even if I died, the system would recognize that I still played will and move up in rank. So if my team was bad I would still slowly be getting better and better teammates.
With the SBMM even if I played well not only am I not slowly getting better teammates but I actually slowly getting worse ones since it think you played bad from dying.
Terrible design.
Then even if the SBMM system was somehow miraculously fixed to be perfect the game doesn't support it since the game is balanced for extremely low skill level solo queue. In other words, the game currently needs bad matchmaking to throw worse survivors into your matches because it's not balanced for good vs good players.
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Killer is so tight on time that seconds wasted tbagging or whatever is throwing the game.
Survivors have way, way more objective time so they can tbag/clicky to their hearts content without throwing the game.
Tbagging is also a representation of what it is in real life which is saying I'm way better than you and trying to degrade the other person with humiliation. It's sole purpose is to make the other person feel bad.
Lastly there's a difference in tbagging in this game and other games. Most other games that are better balanced if a player tbags you, you can outplay them and punish them for their cockiness if you're skilled enough. IE you have a solution to your problem and something you can do about it. In DBD that is not the case. DBD is so unbalanced at high mmr that bar some exceptions, they can tbag you and you can do nothing about it because of balance problems. This is why getting tbagged as a killer is completely different than getting tbagged or whatever from the killer.
Survivors can also simply leave the match by suiciding and being done. Killer will still be stuck in the match regardless and just have to deal with it. The survivors will continue to drag the match out as long as possible refusing to leave until you force them out.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/3022460#Comment_3022460
Dont forget about off the record.
Oh yeah, completely busted.
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@Peanits said:
Not quite sure I understand the question, so apologies if I'm not answering this correctly.
When you kick a generator, it starts regressing at 100% of the normal rate (0.25 charges per second), then steadily grows to 400% of the normal rate (1 charge per second).
@Peanits a lot of people have been wondering about the interaction between Overcharge and Call of Brine. Would you be able to clarify if they indeed stack?
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Honestly if they want it to be that trash it definitely doesn't need to be a hex anymore. Even against low mmr bad survivors it deactivates if the killer gets too ahead.
If it stays a hex like it is now no one will ever run this perk again.
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Well technically what you're saying is true, however the best slow down perks got nerfed so the extra percentage into 90 instead of 80 isn't really a big deal since the perks got got brought down to compensate. There are other perks that this technically buffs slight that are percentage based but those perks were already weaker to begin with so they honestly needed a buff.
Also yes those perks like STBFL technically will be going higher since there's some of their effects built in at base. That also doesn't necessarily mean those perks need to be nerfed, especially ones like brutal strength which are already honestly way under tuned and not doing much.
STBFL is probably the biggest outlier and was already a good perk before. However, good before, better now, but still not over powered with this change in my opinion. It's fine.
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The problem isn't necessarily map offerings themselves. The problem is the wild discrepancy in balance on many maps. IE unbalanced maps is the problem, not the offerings.
Also, map offerings are weighted equally yet it's 4 survivors to 1 killer in amount of players that can throw them. 1 killer map offering should be weighted heavier than 1 survivor offering.
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Hope is totally fine and the exact change I was hoping for.
Lightweight is probably completely fine as well, we'll have to wait and see how "sporadic" is on the PTB.
Off the Record, yeah this is completely busted and literally a better version of old DS while also doing the exact thing that they said was their rational for nerfing DS in the first place. At bare minimum needs to deactivate once gates are powered like DS.
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/3022456#Comment_3022456
But do they ever actually do that? Remember keys and moris? Not the most promising pattern...
Yeah that's what I was eluding too.
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For how trash it is now it doesn't need to be a hex anymore.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/3023142#Comment_3023142
This is assuming a number of factors including perfect communication to one person for the save instead of 2 or even on rare occasions 3 people all running for an unhook, etc but your point still stands and that makes sense. If everyone else is on separate gens at that time, progress is still being made in different places that the killer can't be at. Fair point
So I assume that better communication/efficiency since at high mmr the vast majority of the games are all SWF groups and even when they're not they're players that understand game time efficiency meaning they won't all rush the hook, they will all just sit on gens and wait to save him at the last minute before hook phasing.
I recognize that this efficiency or communication isn't a thing for lower mmr, however balancing under the assumption that the survivors will play dumb ends up making the balance completely destroyed when against the higher mmr players who don't play dumb or have communication and is the reason the high mmr balance is a dumpster fire in the first place right now. (balancing for low mmr)
It's a difficult things to balance for all levels.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/3023129#Comment_3023129
That's fair. I didn't interpret that when I initially read it. Although to also be fair, I feel like that's how it should be? Being able to erase even 20% of a gens progress with a single kick is dumb strung imo. 20% is like 16 seconds of time for the survivor if my math brain is working?
Sorry I edited my previous post that already answered that actually.
"which also isn't actually just 10 seconds because that means you aren't on a single survivors (1 on hook at most) so it's more like 3x10=30 seconds lost for the killer kicking the gen to make it lose 9 seconds.."
So, 20% of the total (if that's what it was) may seem intense to the specific survivor on that gen, but you gotta realize there's 4 of you. Meaning that everything the killer does has to be 4x as time efficient illustrated by my numbers above. So while he spent that 10 seconds removing all your progress you had at least 2 if not 3 other teammates all just sitting on gens for free during that time.
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A little note on something you missed. Pop wasn't reduced from 25%-20%. It was reduced from 25% of a total generator to 20% of current progress. Meaning it isn't actually 25%-20%, it's actually 25%-to closer to averaging around 10%. Much more massive nerf than people realize.
To put into perspective 10% is 9 seconds. Which..you waste around 10 seconds walking over, kicking and walking away from a gen..which also isn't actually just 10 seconds because that means you aren't on a single survivors (1 on hook at most) so it's more like 3x10=30 lost kicking the gen to make it lose 9 seconds..
Typically most people don't realize how costly it is for a killer to kick a gen and just take regression numbers at face value I'd say.
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@Mozic said:
https://forum.deadbydaylight.com/en/discussion/comment/3023084#Comment_3023084
Back when boons stacked and Circle of Healing's heal rate was 100% I'd have agreed with you wholeheartedly, but it's really not that big of a deal now - even vs. hit and run characters. Yes, it's loadout efficient. Yes, if you don't go snuff it, it's got great long-term efficiency. If you run sloppy butcher on your hit-and-run characters and find out where they set up their boon, you'll have a pretty easy time predicting where they're about to run off to.
Like, if this version of Circle of Healing is "the best healing perk available" right now, healing meta is in a pretty alright state. Botany Knowledge's change may well send it careening back over the line where it's too fast again, but that'll come at the cost of the loadout efficiency benefit of CoH, and if it's really bad again BHVR will just... adjust it.
"If you run sloppy butcher on your hit-and-run characters and find out where they set up their boon, you'll have a pretty easy time predicting where they're about to run off to."
Which is irrelevant. I can know exactly where their boon is at on the other side of the map and that doesn't help me. It's still completely inefficient and a misplay to go all the way over there to try and snuff the totem or down them. Sloppy Butcher value also goes down in value the faster the heal action is.
"Like, if this version of Circle of Healing is "the best healing perk available" right now, healing meta is in a pretty alright state"
No, that's a completely unhealthy state. It blows out all other healing perks by a mile. I don't think you realize how strong and overtuned CoH still is.
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@Mozic said:
Circle of Healing is not that oppressive anymore - it's still good, but I don't know why people act like it's still this 'forbidden perk' after having its efficiency slashed three times.
It's still the best healing perk in the game..by a mile. There's literally no reason you should bring other healing perks. Inner Healing for example used to be considered one of the better healing perk options which is also only self heal..and limited charges by totems..and CoH makes that perk look like garbage. It also single handedly invalidates the hit and run play style as well as the killers that rely on that, that's poor design. It's 1/16 perks that work for the entire team to have infinite medkit heals. For reference of how strong it is, you could completely remove the self healing component on it so that's it's just increased heals for the team in its radius and it would still be meta on swf groups..that's how good it is.
People downplay how significant it is that it only takes 1 perk slot for the entire team compared to say self care which took 4 slots. Also, the supposed "downside" of snuffing the totem is completely irrelevant and not really a downside at all as killers will almost never snuff the totems because it's actually a net negative on time to do so, meaning as survivor I actually hope they waste time snuffing as that is a net positive for me as survivor. So the entire downside its supposed to have doesn't actually exist.
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Even though the core issue is map design that's just so much extra work having to go back and fix every single map (this would take BHVR literally years at their pace) which is why I think they're going the more bandaid fix route that's much faster. That said, this is entirely the reason we were telling them this literally years ago before there was too many maps and doing that was more feasible but they ignored the games core problems for too long and let the problems escalate.
At the very least if it's too much to adjust tile sets on all the maps they should at least do a pass on map size shrinking them down. Like 95% of the games maps are too large to properly apply pressure and need varying degrees of size reduction. For a frame of reference, Coal Tower should be the gold standard of map size at 8,448 m^2
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Yeah honestly such a weird change. I think they were trying to buff the perk but they actually nerfed it.
It's a niche perk already. Just give it all those new silent effects and remove the slower action speed negative, totally unnecessary.
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Well they said they nerfed DS because they didn't want a perk to guarantee free escapes in end game.
Then release a perk that guarantees a free escape in end game..and is even better than old DS...makes total sense.
Also, why does not only OTR but also BT not deactive when gates are powered just like DS? They're serving the same purpose. Yeah touching the gate deactivates them..but someone else just opens the door..or they literally just open it before saving.
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It is kind of weird that they buffed a perk that was already S+ tier, meta, and arguable in the top 3 best perks in the game.
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@BabyCameron10 said:
https://forum.deadbydaylight.com/en/discussion/comment/3022435#Comment_3022435
No, but closing the gap between Swf and Solos = More Killer Buffs.
They would need to come simultaneously.
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Will we also be closing the gap between killer and swf if we do this change?
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@Gorgonia said:
https://forum.deadbydaylight.com/en/discussion/comment/3019785#Comment_3019785
It would be interesting to know how many kills are due to NOED.
I think it increases average kill rates by an entire kill.
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Complete and utter trash. No one will run this anymore. 40 seconds to remove 10 seconds.
It's bad enough it shouldn't even be a hex perk anymore, that's how bad it is.
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It's awful. It nerfed him more than the buffs he got.
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I'd rather see higher hook rates (not hook stages) than kill rates.