Blueberry
Blueberry
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/3009706#Comment_3009706
Dead Hard validation + Killer powers with limited use make it pretty impossible.
Its possible to reactively Dead Hard things like Hachets, Knives, Harpoons, Crows, Victor, Blinks, Vomit etc. which forces cooldowns/reloads. It's literally strong enough that you have to fail a hit to even get the Survivor to use it they can hold their Dead Hard all day waiting
Multiple of those examples you mentioned is a tad disingenuous. Victor can bait it out without basically any loss at all, vomit streams long enough to still hit them after that split second in many cases, Harpoon you can bait it out now that he has decreased slow down on aiming, Knives they're only avoiding maybe 1 or two, ect.
I think this is a bit hyperbolic saying the i-frame counters most those abilities. Now I am refering to the i-frame specifically here, not the distance, this is assuming the distance is removed.
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Kind of weird Tinkerer is even on the list at all. Pretty balanced perk imo. There are a tonnn of other perks that could use reworks much more.
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Until they stop putting anything other than their mmr next to their names in lobby they are going to continue confusing players. Prestige level next to peoples name is just going to mess with people who are newer to the game…again. I don’t get why this is so difficult.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3009775#Comment_3009775
Now that is An Opinion™©®.
I mean we could go through the math if you'd like.
For example, just on pick up, walk to the hook and the animation you lose nearly 25% of a gen lost every.single.time. That is locked animation, nothing you can outplay or improve on, just sunk time. So even on an even 6 hook game you lost a entire gen and half just in locked animation..
Anything longer than a 20 second chase without a hit or a pallet is typically losing you the game as killer. So even at 20 seconds for just a hit or a pallet you are losing 20x3=60 seconds. That's 75% of a gen per hit or pallet, not even a down. For reference most the killer roster can't get a hit or pallet in even 20 seconds against remotely decent survivors. You can hold W and cost him about 10 seconds of that before even playing the loop.
You could even just pre drop every single pallet instantly and have 5 gens done before you run out. There's that much time between break animation and just holding W to catch up again. Nearly 80% of most maps pallets aren't mind gameable against a decent survivor once thrown and require a break for reference.
Just the time to simply walk across the map at the start of the game is nearly 75% of a gen.
The time required for objectives between the two sides is not even remotely in the same playing field. Most the "issues" of solo queue have nothing to do with solo queue, it's players being bad at the game. That isn't a balance problem.
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@Tsulan said:
Unpopular opinion incoming:
Solo queue is fine. You can't fix bad players that don't want to improve and suicide/dc whenever they face a minor challenge.
^ Facts.
The game is currently balanced around very, very low skill level solo queue survivors. Even in solo queue we win most our matches and when we do lose it's because I or my team played poorly, or someone suicided. None of that is a solo queue issue.
I'd go as far as to say even in solo queue the game is still balanced in favor of survivors and quite significantly at that.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3009706#Comment_3009706
They said it's because of the Hit Validation which ISNT DH it's the Hit Validation of the servers. But I didn't have the energy to even try to convince them because they were so intent to prove me wrong
Maybe they're newer players to the game.
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@burt0r said:
Beside the point that bhvrs chat Filter is bonkers in terms of which harmless words it blocks, why do you feel the need to see what kind of slurs or other toxic waste other people spew around?
Again, i am not talking about the fact that the filter is stupidly blocking even normal words.
Because some people are not hyper sensitive and get their feelings hurt by everything. It's a game, trash talk is part of the competitiveness and human interaction. Some people don't need everything bubble wrapped and their hand held. I'd rather them be able to call me anything they want to than to have their voice censored. As long as it's not a direct call for violence I'd rather have free speech.
I can't think of a single good reason there shouldn't be an option to turn it off for our personal use. That doesn't hurt anyone else's option to have it on.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3005449#Comment_3005449
Strangely in another post I was in a small argument with a guy or gal that said the IFrames is the issue that everyone is complaining about....I was like wait no it's not the main issue is the distance.....I don't know how they said they have seem multiple posts contradicting every other complaint I have seen about DH
Well the i-frame can simply be baited out so I'm not sure why people would complain about that part.
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Yeah at least allow us to turn it off for ourselves. Pretty ridiculous.
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Honestly Hoarder could've been a decent perk. Instead of location pings it should just show survivor auras that are within 12 meters or so of any chest. Any chest opened will cause a damage state to the survivor. You'd essentially at most only get maybe 1 damage per survivor and then they wouldn't open any more but you also run the risk of lots of survivors that just totally ignore the chests entirely. At bare minimum you'd get maybe some early survivor finds from the aura reading.
Would be a pretty fun perk.
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Gonna see a lot of Deadlock, Dead Mans and Call of Brine I'd expect. That said, there were also quite a few weaker gen slow down perks on that list that may actually be seeing some buffs so they could end up in that meta as well. Like I can't imagine them nerfing Overcharge, Eruption or Jolt for example, they're all pretty underwhelming already.
With survivor you're gonna see stacked Sprint Bursts or Lithes in every game now. You'll also see lots of Prove Thyself and Unbreakable since now there's extra second chance perk slots.
We also have no idea what's happening to those perks on the list yet so some of those perks could get some insane buffs to make it into the meta who knows. This is what I expect just based on what we know so far though.
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The concept of what they want to do which is fixing the games base problems instead of having it bandaid fixed with perks which is how it's been for years is a good idea. So great if done correctly. The problem is based on their track record of not understanding how to balance the game from the top down the likelyhood of them getting it correct is very low. I'm going to hope for the best but it's probably going to be a complete disaster.
They really need to get some of the higher hour players as consults to understand how to balance their game.
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It doesn't make any sense, it was a bad change. It just makes them feel so clunky to play. They also nerfed their best addons and in exchange buffed a bunch of useless addons that btw are still useless even after the "buff".
They essentially wanted to nerf the minute few of us left that actually play Twins because they're "too good" at high mmr. Honestly even running into a Twins is rarer than a god tier Nurse is yet Nurse doesn't get nerfed because of how rare those god tier Nurses are.
I mean by that logic should we also nerf survivors because they're too good at high mmr specifically? Oh..no? That would hurt all the other survivors? Interesting. I guess that same logic doesn't apply to Twins.
You can see the double standards here.
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@_VTK_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3005899#Comment_3005899
Then Killer powers should also regress, like Myers etc
That makes literally zero sense.
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Hopefully these perk changes are a new trend that comes at a constant pace. We need to see this many perk changes on every single mid chapter for a while.
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/3006016#Comment_3006016
With good add-ons you still can have big chance to stand againts serious SWF groups imo. Her base kit is still better than most killers.
"With good add-ons you still can have big chance to stand againts serious SWF groups imo."
You're essentially forced to run speed addons as the only thing she has going for her now is trying to move faster than the survivors can react. Even with those I don't agree, outside of her ultra rare maybe.
"Her base kit is still better than most killers."
That isn't really saying much, most killers are pretty bad.
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Because she got dumpstered with too many nerfs. She's no longer comp or swf sweat squad viable.
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Gates should just passively regress if not opened
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I feel like most of them don't look good. Also, none of my mains got one.
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+ a creepy dark castle map? Yes please!
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3005449#Comment_3005449
There is no i frames on console so removing I frames needs to be done on pc so console and pc can be more equal. Invulnerability needs to also go and the time dead hard takes to activate should be increased so if survivors do it even bit late he should be lying on the floor.
"There is no i frames on console so removing I frames needs to be done on pc so console and pc can be more equal."
That doesn't make any sense. I could use that exact same statement to make the argument that that's why console should be changed to match pc.
"Invulnerability needs to also go and the time dead hard takes to activate should be increased so if survivors do it even bit late he should be lying on the floor."
That doesn't fix the problem at all. The way DH distance is used you could give it a delay and it would still be nearly just as strong.
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Septic Touch is complete trash.
The other 2 are decent though.
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Your DH change is actually a buff and misses the entire reason the perk is overpowered in the first place. The I frame has counter play, the distance does not. The problem is the distance. Keep the i frame, remove the distance. Most the time the perk extends every chase is because of the distance not the I frame and you made the distance even better…. However I love your noed idea.
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It's not that people don't enjoy going against good players.
The problem is that the game isn't balanced for good vs good players. It's forcing them to play a match that is completely unbalanced even when both sides are of equal skill.
If the game was actually balanced top down and at the higher levels then I think most people wouldn't mind facing good players. However losing to players that never actually out played you but simply won because of extremely poor game balance is not fun.
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SH is trash.
If you really want that combo you just run Plaything + Pentimento.
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He already is B tier...lol
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I hope they completely rework the perk. NOED single handedly inflates BHVR's kill rate statistics.
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Yeah that's always been a poorly designed challenge. Whoever designed it doesn't play much Demo. You are nearly never doing a fully charged Shred.
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Bad for the game overall. The games player base decrease since mmr release speaks for itself.
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Dredge B
Sadako D
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Thats why BT should have been loss of collision instead as then it would protect them but not be a usable as an extra health state for their team. I try not to tunnel but if they abuse BT to body block when I’m trying not to tunnel them they are absolutely now getting tunneled out and have no rights to complain. You can try and wait it out before you smack them as some have mentioned but that’s not always doable as 8 seconds is a long time in dbd. This is similar abuse of anti tunneling perks as when you’re in endgame collapse and the unhooked person body blocks you from not targeting them because he knows he has DS and puts you in a lose/lose scenario as well.
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Quite good on m1 killers but not really needed on Demo as his power already counters windows pretty well.
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@ProudRinMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2996126#Comment_2996126
Same but i still main her, that’s how much i love her lmao, i lowered my mmr to have fun ( i don’t bully those below me in skill but i just couldn’t take how much survivors get info on me while i’m phasing AND exactly which direction i’m coming from easily whereas i have to go blind AND have to be 4-0 meters to hear their breathing and walking footsteps and they run that busted perk IW with no downside )
And before anyone says i’m just not good “enough “ i’ve been maining her the day she was released and have seen her all that she went through from bugs to actual nerfs
current spirit just can’t keep up with high mmr survivors not unless she runs two add-ons every game ( the cheery blossom or the amulet )
i see comments saying “ Spirit can even go without Add-ons AND perks and do well “
wait what….? 🤦🏻♀️
Yeah she's no longer comp or top tier swf viable. You get so much info on her now she's literally pallet loopable. The only thing she has going for her is speed and trying to move faster than they can react which basically leaves her speed add on reliant.
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@ProudRinMain said:
@Blueberry couldn’t quote for some reason but i totally agree.
so sad what happened to spirit, i wish she at least got a worthy iri that like for example ( removes the whoosh inside the TR only ) instead of that joke of an iri ( the cup add-on ) like wth?!
and there would be a downside to balance it out just like MDR
Yeah I used to love Spirit (as and against for that matter) but they completely neutered her.
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Decent perk, one of the few I've actually been fine with.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2995151#Comment_2995151
Yeahhhhhhh, no.
I am not against buffing weak killers. But you can not buff them to Nurse level. There is problems;
- Nurse and Blight are S-tier killer for a reason. Both killers needs high skills. Casual killers can not use them very well, you need to pratice and learn.
- Wraith, Legion, Trapper etc are easy to learn killers. If you bring them to S-tier, people will play easy killers. Easy killers should not have strong powers.
- Like i said, killers are already op against low tier survivors. Everyone are not playing this game for long days. People are playing this game after work, school for couple games. You can not expect from casuals to be good players. They have not time to pratice those things. They will just leave game, if game stops being fun. Your suggestion is making game unfun for casual survivors.
- Killers have long queues when BHVR releasing new chapters. And imagine if all killers be Nurse level, more people will play killer. Less people will play surv. And plus people will leave game if they can not enjoy with surv. Result = Really long killer queues. You need 4 survivor for match. If you make game pain for survivors, less people will play surv. I'd leave game if all killers became to Nurse level and i am not even surv main.
- Tunnel and camp are strong strategies. Even Nurse and Blights are tunnelling when they want. So this strategies would be worse.
- Solo survivors have not enough information like SWF teams. You would destroy Solo-q exp, it is already so bad atm.
We need better balance. But balancing game around Nurse is not healthy for sure.
"Nurse and Blight are S-tier killer for a reason. Both killers needs high skills. Casual killers can not use them very well, you need to pratice and learn."
That's exactly why they're good design. You said it yourself, the killers win a lot more at lower levels hence why that higher skill cap is a good thing. Don't get me wrong though, just because I'm okay with killers being at S tier doesn't mean I think Nurse is perfect, I'd personally make changes to Nurse.
"Wraith, Legion, Trapper etc are easy to learn killers. If you bring them to S-tier, people will play easy killers. Easy killers should not have strong powers."
That's why you design around simple base powers to pick up that have higher nuances to reach their utmost potential. IE easy to pick up, harder to master, the master part being what actually brings them to S tier. Simplifying it down to "easy killers having strong powers" is not what I'm saying, at all.
"Like i said, killers are already op against low tier survivors. Everyone are not playing this game for long days. People are playing this game after work, school for couple games. You can not expect from casuals to be good players. They have not time to pratice those things. They will just leave game, if game stops being fun. Your suggestion is making game unfun for casual survivors."
They're not op when it's because of playing bad. "Op" is based on objectivity, IE people not making lots of mistakes. I better statement would be that lower level survivors struggle, that would be a fair statement. However, that's how almost all games work, newer/casual players do really bad because they don't know what they're doing. I feel like the direction you're wanting the game in is the "everybody gets a trophy" type of philosophy that really isn't healthy. I don't walk into a new game or play super casually and expect to win a lot, that wouldn't make any sense to me. I would be bad at the game and would expect to lose quite a lot unless I wanted to put the time in improving, it gives me something to strive for. As I mentioned before they're also bringing bot matches into the game to give a better learning and transition experience. I'd personally also have newer players/lower hour players be put into queues with also newer/lower hour players for a limited time to ease those players in.
"Killers have long queues when BHVR releasing new chapters. And imagine if all killers be Nurse level, more people will play killer. Less people will play surv. And plus people will leave game if they can not enjoy with surv. Result = Really long killer queues. You need 4 survivor for match. If you make game pain for survivors, less people will play surv. I'd leave game if all killers became to Nurse level and i am not even surv main."
No. You're ignoring how much higher skill they would require. You're acting like a new "Nurse" comes out and then everyones just playing at a god tier Nurse level suddenly and trashing everyone. That isn't reality. To be an "S tier" killer would mean having perfected their potential, meaning lots of practice and working out their nuances, not simply a killer that moves at 130% movespeed and now gets lots of free easy downs. I went over this before. When I say S tier I don't mean pick up and play S tier, the average player wouldn't be able to play them well enough to be a realistic S tier killer, IE what we currently see with Nurse. Most Nurse players aren't an S tier Nurse.
"Tunnel and camp are strong strategies. Even Nurse and Blights are tunnelling when they want. So this strategies would be worse."
This is a mute point and irrelevant. These things are being changed in an upcoming patch and if these killer changes were actually done I'd make changes to the base game to prevent these things as well. We're not working in a vacuum, other changes get made.
"Solo survivors have not enough information like SWF teams. You would destroy Solo-q exp, it is already so bad atm."
The average killer doesn't play Nurse or Blight at an S tier level so the average killer would not be utilizing those killers to such an oppressive level like you're imagining. Solo queue is fine btw, I do primarily solo queue and I'm still the power role on survivor by far. The real issues are camping and tunneling that wreck solo queue but as I said before I'd make changes to that as well if most killers were actually strong. Solo queue's also being harmed by the MMR system since it doesn't reward them (ranking up and then improving their teammate quality) properly when they play well since all that matters is if they survived which is less likely with lower quality teammates. This wasn't an issue in the old system.
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@M4dBoOmr said:
https://forum.deadbydaylight.com/en/discussion/comment/2995174#Comment_2995174
Why is this even a thing? 😒
Unfortunately because the devs balance the game from the bottom up instead of the top down like most games. That's why the game has trouble holding onto older players that play killer because they get to high mmr and realize how much how much of a dumpster fire it is and quit or switch to only survivor. At high MMR losing matches when you didn't even make any mistakes gets old fast.
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Movespeed can get really out of hand quickly so I'm always hesitant to give move speed on either side.
I'd rather it just relight 3 random gens when the last gen is completed if they didn't cleanse all the totems. Basically making them do 1 more gen if they ignored totems.
This gives you more time to make skilled plays instead of just free downs for nothing.
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Unless you're on Nurse or Blight the premade wins every single time. Even Blight and Nurse just has a fair chance of winning, not even likely.
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@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/2995123#Comment_2995123
In other words, solo queue players and anyone who isn’t playing in a top tier SEF with the strongest perks, addons, and map offerings can go screw themselves?
No. You can play solo queue without any of that, run perkless and still be the power role against S tier killers if you learn to play well.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2995123#Comment_2995123
So you are saying all killers should be on Nurse & Blight's level. Sure. But what about casual players? On low ranks, there is already killer domination.
So how you will balance them? Because clearly if we makes all killers S-tier, survivors will be stomped every game. Killers will be god even against god survivors.
"But what about casual players? On low ranks, there is already killer domination."
They learn, improve, and get better at the game like every other game in existence. This game coddles low level players to a ridiculous degree that most games do not. As much as we may or may not want this game to be casual we now have an MMR system. MMR systems do not go in casual games so this is not a casual game. As you balance for high level play all you do is have the low level players losing a few more games until their invisible MMR number lowers until it's at a degree to where they are now winning/losing exactly as much as they were before. They also already have bot matches coming for new player practice.
"So how you will balance them? Because clearly if we makes all killers S-tier, survivors will be stomped every game. Killers will be god even against god survivors."
Most killer designs need higher skill caps in order to reach that potential. IE to be hyperbolic for an example, we wouldn't just raise a killers speed by 5% to make them S tier, that isn't requiring any skill, but if you added a Defeaned effect on Deep Wounds now skilled Legions have mind game potential to fake running off with FF but instead doubling back on survivors who thought they were safe while hiding LoS. One of these buffs only gives power to skilled players and one gives it to all. This "buffs" them for high skill players but not as much for low ones who can't utilize that buff.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2994737#Comment_2994737
Oni is insanely strong in his power. Having that right from the get go, which also should allow him to make sure he will not run out of blood the rest of the match, is too strong. He'll just activate his power once he finds a survivor, and the likeliness of the survivor surviving that is very low.
He does have counterplay in his power, no doubt, he is still loopable to a certain extent, but the odds during chases are definitely in Onis favor, and he only needs one hit, because he insta downs survivors. Having that right from the get go would be too powerful in my opinion, and I am glad to see that most people on these forums here seem to agree. Oni is already A tier.
I guess that's the base problem, you're fine with A tier, I'm not.
All I care about is viable and not viable, with viable meaning against an equally skilled top tier SWF group you have a fair chance at winning without just hard tunneling/noed plays. You cannot be a killer that relies on survivor mistakes to win. A tier in DBD does not fit viable by those standards, S tier does. S tier is the balanced tier aka viable and of which all killers should be balanced to.
Anything A tier and below needs varying degrees of buffs in my opinion.
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Surprised how many people think that would be OP, I mean calling it a free down at start? Seriously? That’s just ridiculous. It’s not like you get a global queue telling you he’s activated his power as a heads up..or to actually have eyes and see him rushing at you..or the fact that literally every single pallet is still up..or simply that he’s actually quite loopable even with his power up if you’re a good player. Yeah, he’d be fine with his power at start..so would almost every killer for that matter.
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You essentially just said they’re the best designed perks because they’re good. That isn’t what makes well designed perks. Ironically you picked some of the worst designed perks and called them the best. Those perks generally have no downside, no cost, no skill requirement, aren’t situational and yet still completely game swinging. That’s the epitome of bad design. Well designed would be a perk like Deliverence as it has a game swinging effect but has a cost of requiring a safe rescue and the risk of not getting that save before your first hook.
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@socalfusions said:
https://forum.deadbydaylight.com/en/discussion/comment/2993339#Comment_2993339
Not even remotely close according to the study, 4 man SWF's only made up around 5%-10% of the player base while the remainder were mostly solo que and partially grouped players, obviously you're going to face these SWF's at higher mmr's though.
The study wasn't high mmr.
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Let's be honest the game needed more lockers on the maps in general regardless of Dredges release. It's a good change.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2993671#Comment_2993671
As I wrote to the other person, I don't have data on that to know. Common or not it doesn't make it a bad take to point this out as person I responded to claims.
If something that's said isn't true, it's a bad take.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2993541#Comment_2993541
Well there is nothing wrong with this take. There are plenty of players with high hours but aren't that great. I've seen a lot of players with half my hours that are 100 times more skilled than I.
Exceptions don't make the rule. Generally speaking, the higher hour player will be better.
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He's in such a sorry state.
Give him all his traps, make them darker at base, make putting down a trap silent, more traps at base, make Iridescent Stone base kit and make the addon be a better version of it, Blood Coil base kit and give the addon a new effect.
Now because we gave him all that give him a distance limiter of how close traps can be to one another to prevent so many traps from being piled up around the same spot. This forces him to spread them out a little more.
The fact that I'd give him that many buffs should tell you how trash he is. What really kills him a lot is simply map design as well. Almost every single map needs like triple the amount of grass..like I don't understand why they put so little grass on every single map. It limits his creativity in trap placement tremendously.
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LP is such a bait perk. It is doing so little for you. People way over exaggerate how good this perk is, it's not. You could literally double the aura duration and I would still almost always take CI.
Now make LP actually last until you injure a survivor and maybe we're talking. For how much value as far as downs or potential gen regression is worth in an entire perk slot that LP slot needs to essentially guarantee you an early down and even then you'd probably get more value from other perks..and that's its best case scenario that is also unlikely if they just pre drop early.