Blueberry
Blueberry
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Easy fix.
Any additional hooks add 20 seconds. So if it's currently active it just adds to the timer remaining and if it's already ended it just blocks it again for 20 seconds.
Pretty solid now.
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@Barbarossa2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/2676567#Comment_2676567
keep the dash remove the invincibility. It's crap you can dead hard a hatchet that hits you.
The dash is the broken part that has no counter play, the invincibility has counter play.
The dash allows you to greed every single loop. If he respects it you get more loops, if he doesn't you just DH and make the pallet anyway. It makes loops a win/win scenario.
Getting rid of the distance but keeping the I-frame would make more sense. You can bait out the I-frame.
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Ironically if killers had their version of DH it would be a hex totem..with a cooldown..and tokens to be acquired before it was usable. That's the kind of double standards we have on perks these days and should illustrate how strong DH actually is.
On a serious note, I'd rather the outlier perks such as DH be brought down instead of trying to match it. We've got a lot of power creep going on.
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Healing and anti-slug perks destroy them, as well as medkits.
CoH, Exponential, WGLF, Unbreakable and the plethory of other ones.
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@Jplanas98 said:
https://forum.deadbydaylight.com/en/discussion/comment/2674297#Comment_2674297
That's what's been happening to me. If I can get at least 3 hooks by the time they have 1 gen done, then that's fine, I feel like it's still a fair match. But lately it's pretty much 1 gen is done by the time I hit my first survivor, and then a second one is done by the time I down them. Then when I get close to the gen that's almost done, they finish repairing it directly in my face.
Well here's the thing though, they think it's balanced because we're close to a 2k average. However that hook ratio by 1 gen left tells us that in order to be reaching that they've got to be tunneling/camping someone out and that basically half their hooks are coming from doing just that. IE the 2 kill data isn't accurately representing "balance" per say.
Keep in mind this is also solo queue. When I actually SWF with friends (generally 2 good players, 1 average, and a pretty new player. IE not a swat group by any means) we go literally hours without losing a single match and they aren't even close, we're curb stomping for the most part.
Also we see people talk about how "rare" SWF is but at top MMR they are not rare whatsoever. I'd say less than 10% of matches have no SWF in them with 50-60%+ at least, are 3 or 4 mans. This obviously makes sense as of course all the SWF groups would naturally be piled up at the top from such higher win rates.
Anyway, my point with all this is that if matches are going that fast in solo queue, imagine how fast that are when it's actually SWF groups. The killer on average is probably getting 2-3 hooks for all 5 gens and the gates being open for our SWF matches (and we're not even a sweat group)...and that's with almost all of them running NOED..IE at least 1+ of those few hooks they got isn't a hook from "skill".
The killers just don't stand a chance with how imbalanced the objective times are for each side and they're forced into camping/tunneling if they want a chance.
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I'd say on average by the time we only have 1 gen left in solo queue the killer usually only has 2, maybe 3 hooks tops. That's crazy fast.
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Speaking of which, almost half the ultra rares in the game could have their negative effects removed entirely and they'd be perfectly fine. Most the negative effects on them are just so unnecessary which is why most killers best addons aren't their ultra rares (but they should be).
If our argument is going to be that the ultra rares are supposed to just be game changing and not strong then they shouldn't in fact be ultra rares anymore. The ultra rarity was originally put in place because they were supposed to be strong effects.
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Couldn't have said it better.
Glad to finally have a developer point out all the things we've been saying for years.
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If you were forcing me to give her a nerf or a buff I'd be closer to buffing her, so no not op.
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Yeah the CoH is pretty heavy power creep.
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@Pizzasauce said:
https://forum.deadbydaylight.com/en/discussion/comment/2673015#Comment_2673015
It usually depends on whether I want to be killer or survivor. Or maybe I just got into some good matches. :P
Yeah survivor queues are instant in morning with killers being a bit longer. Then at afternoon/night it completely flips.
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I definitely would not say S.
A seems more reasonable and I could even see an argument for high B.
I definitely don't think she's bad, but people are way over exaggerating.
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@Pizzasauce said:
https://forum.deadbydaylight.com/en/discussion/comment/2672997#Comment_2672997
I kept track for a day. I averaged about 3 matches a hour. I started at 6am. I played till 12am, minus 3 hours for the patch + actual life things. So that would be around 54 matches.
You must have had quite some long queue times it seems. I see those a good bit at night/afternoon but mornings are usually pretty quick.
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@Pizzasauce said:
https://forum.deadbydaylight.com/en/discussion/comment/2672989#Comment_2672989
That would be about as many as you could fit in a day's time, yes.
Yeah if we say 10min per match as an average that's a little over 8 hours a day which sounds about right. Could be more honestly.
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50+? Not entirely sure.
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Spirit and Huntress are always fun.
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We were already pretty gutted by CoH, it's just nails in the coffin.
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@Fuzzels said:
https://forum.deadbydaylight.com/en/discussion/comment/2668523#Comment_2668523
The recharge is based off how many birds you send. If you shoot all your birds, yeah the CD is way too long. If you want to land snipe hits, you need to send one bird to swarm, wait for the recharge, then attempt to snipe.
Yeah unfortunately, I wish it was a bit better.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2668523#Comment_2668523
Now that I have played with her some more, I would argue she is definitely not op, but pretty damn strong.
But yes I kind of also find it a shame that her more interesting and skillful playstyle, trying to hit survivors at range, seems much less viable than just chasing a survivor to a loop and then shutting that loop down. It would be great if they found a way to increase counterplay against her a bit at loops, and instead make her long range chase stronger. So that both playstyles are at least kind of equally powerful.
I agree completely.
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I'd say the worst survivor games you get (died, got camped/tunneled) are more relaxing and fun than the average high mmr killer match.
MMR and Boons are really killing the killer game play right now.
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I guess I disagree with some people about Engineers Fang being too strong, I think it was fine before. Against a solid swf at max mmr you needed this addon just to have a chance at competing.
Could it have been maybe too strong against average-bad survivors? Maybe, but we shouldn't be balancing around them in the first place. It's also an ultra-rare addon..IE you aren't getting that many of them anyway...it should be strong.
Also, Pinhead is a very high skill cap killer anyway, so only really good Pinheads would be utilizing this addons to those high levels anyway. IE not as oppressive at low mmr because it can't be fully used to its highest extent.
I don't agree with nerfing it, or his other addons for that matter. Most his addons are bad and I would've been closer to giving quite a few of them buffs.
Pinheads current state is a very skill and high risk killer for low reward with a map pressure ability that is realistically never happening unless you give up 2 of your perk slots and even then against actually good survivors can be very limited. His base kit could use some QoL changes.
I could see an argument more so if this was on a low skill requirement killer but the fact that he requires a high skill level makes it more acceptable. Essentially a similar argument as to why we don't complain about Nurse and Nurse is just like that base kit, no ultra rare. Not saying he's as hard as Nurse, but I definitely think he's up there as one of the top few as far as skill requirement.
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Those maps are still too big as well, that's the issue.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/2669465#Comment_2669465
Do we got specific numbers?
I do not have the exact numbers on me unfortunately.
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Another map that's way too big. It's like we've learned nothing.
It is beautiful visually though.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2668462#Comment_2668462
You need to learn how to use it correctly.
That's why it's called a "First Impression".
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/297240/pentimento-plaything-is-a-really-good-combo
The big issue is that, with the boon meta, it's often hard to use. Honestly, snuffing a boon totem should break that totem.
My thoughts exactly. This indirectly nerfs noed but I think noeds unhealthy for the game anyway.
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Blessing is never wasted time even if the killer keeps snuffing it out.
Blessing = 14 seconds
Killer time to walk over and kick = At least 6 seconds and that's being very generous (could be significantly more depending on map). 6x4=24 seconds
So snuffing boons you're losing 10 seconds every single time at least. Not to mention losing all your map pressure.
It is an interesting combo though.
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I'm down for built in anti-tunnel, after we get the game properly balanced to where it isn't necessary
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2668462#Comment_2668462
How did she feel lacking against good survivors? She can shut down loops insanely well.
Hold W basically. Also I was more excited for her long range sniping playing her kinda like a Huntress but the cooldown on the ability is too long to where by the time it's back up the crows are already long off anyway, even with addons.
If were left just playing her like a Hag cutting off loops that's pretty boring to me as well simply from a fun stand point.
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First impression, felt pretty strong.
Impression after going against some groups of actually good survivors, felt lacking.
Side note: She gets completely wrecked on maps with lots of elevation, such as Haddonfield. It hinders the use of her crows tremendously.
Annoying note: Extremely frustrating with how much of a delay there is between placing the crows and releasing them. I'm finding I'm spam mashing control and waiting for it to actually trigger. The delay on place and release is very annoying.
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The slow down takes too long to build up and the healing speed increase hurts your map pressure. They need to completely remove the healing speed increase for starters, totally unnecessary. Even then it's just average. You'd get more slow down with other perks.
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Stupid totem spawn locations is the main problem, but that's been awknowledged for years and never been fixed, much less even on the new map. It clearly isn't happening.
Like 80% of the entire list of hex perks aren't good enough to warrant being hexes. They're supposed to be high risk/high reward, instead we get mostly high risk/low-mediocre reward.
Those are the main issues. Spawn locations, followed be undertuned/weak hexes.
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@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2667276#Comment_2667276
Or just have it on indefinitely. Would that make it in line with other perks?
I'd be okay with that as well
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Firstly, the timer on it should pause when you are unable to utilize it. IE on the ground or on the hook.
Maybe also give it an extra minute of time.
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There's been a significant increase in camping/tunneling and running NOED since SBMM. It's un-fun but it's basically required now at high MMR and technically even lower than high MMR as lots of high MMR killers have stopped playing killer because of how bad MMR is which is now getting lower MMR killers forced against those high MMR survivors. I don't blame them though, it's the result of a terrible system. It needs heavy changes or to be removed.
I played a 4 man SWF the other night with 2 of us being good survivors, 1 just average, and the last being a decently new player. Out of 6 hours of straight playing we only lost one match and even that was just because we made a lot of mistakes. Bare in mind that almost all of these matches were not even close, as in we won with the killer only getting on average maybe 4 hooks. We weren't even running many meta perks either. I'd say there was a NOED in probably 90% of those matches which is pretty wild. I'd also say on average nearly half the total hooks in those matches were just from NOED alone at end game and with camping.
MMR has made it pretty un-fun for everyone right now honestly.
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The problem is we shouldn’t be using kills/surviving as a metric for balance in the first place. All the options have their own issues but kills has by far the most problems. Hooks for example would be a much more accurate representation of balance. Like right now I highly doubt we are even remotely close to a 6 hook balance and even that’s not accounting for all the hooks that happen at end game just from camping which have nothing to do with “skill” or “balance” and that single handedly probably accounts for at least half the matches total hooks. Better than using kills at least.
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This literally happens on a regular basis, this isn't rare at all.
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On a serious note, a perk that in its best case scenario gets me 1 early hit is lucky to be called even B tier. Very overrated and its value can end up much less than that.
After enough matches you have spawns memorized already. Finding survivors early shouldn't be something you need help with.
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People seem to constantly confuse the terms being used with this.
When we say gen speeds are too fast, we aren't literally saying gens should take longer than 80 seconds.
We are saying gens should not be able to be done as fast as they currently are able to be done. This could just mean shrinking maps down and weakening loops to allow the killers to pressure the map more for example.
People are playing with semantics too much, it's quite annoying.
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Increased blood point gains per prestige would be cool.
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I mean honestly if I was on survivor in any of those matches the only one that looks broken to me would be Trickster blades. Everything else seems reasonable. Exposed as a status effect is already pretty limited and with certain specifications that need to be met. Almost all those have decent counter play as well.
We already don't really see any of the Exposed perks ran in the meta anyway.
The only outlier I would mention here that is an issue for sure is this interaction with NOED, there would need to be some kind of change here.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2665990#Comment_2665990
Don't know how you come to the conclusion that he's a worse demo. Demo suffers worse penalties for whiffing his power, and that power does not go through pallets and windows, making it far weaker in loops. Nemesis also has passive intel and pressure. In theory.
Because, IMO, that is Nemesis' actual problem: the zombie AI is busted. If they do what they're supposed to, Nemesis is fine. If they faceplant into a tree, he's underwhelming.
Fix the zombies. Then re-evaluate.
"Don't know how you come to the conclusion that he's a worse demo. Demo suffers worse penalties for whiffing his power, and that power does not go through pallets and windows, making it far weaker in loops. Nemesis also has passive intel and pressure. In theory."
Worst penalties for whiffing isn't quite accurate as many times the distance moved can actually be more beneficial. Also, Demos power is significantly more easy to land. Nemesis tentacle can be juked quite easily. Demo doesn't need to go through windows because if you know how to play Demo you time it at animation lock and you get the hit every time anyway. The only thing Nemesis has going for him is over pallets and even that's a stretch as he requires T2 to break pallets whereas Demo has it from the very beginning. You're also generally always running the increase pallet break addon meaning you're shredding them extremely fast whereas Nemesis is auto locked on Marvins Blood just to even get to pallet breaking within a reasonable amount of time. Nemesis passive intel and pressure "in theory" is the key words because realistically you aren't getting almost any pressure from them and very limited information. You're probably getting more info from even Demo portal pings than zombies not to mention way, way more reliable match pressure from teleporting around than what pitiful pressure you're getting from the zombies.
Do we even also need to add that Demo doesn't need 3 hits to down? Or that most Nemesis addons are bad with one even being force auto locked?
Like I said, nearly everything Demo does just better.
"Because, IMO, that is Nemesis' actual problem: the zombie AI is busted. If they do what they're supposed to, Nemesis is fine. If they faceplant into a tree, he's underwhelming."
The zombie AI getting stuck is an issue, but even if they never got stuck they would still be barely useful in most matches. Even calling them map pressure is being generous.
"Fix the zombies. Then re-evaluate."
That's so little of an improvement and he's so far below par I think he would need a lot more before we even give the first re-evaluate.
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He needs some heavy buffs.
They could make his tentacle strike damage on the first hit (removing the 3 hits to down thing) which would indeed be a huge buff and he would still just be a flat out worse Demogorgan...who is already only just a decent killer that still gets mopped by good survivors...that should illustrate how really bad Nemesis is. Demogorgan does everything Nemesis does except significantly better.
The problem with that is now infection has no purpose. This is why they should really tie infection to growing his zombies. IE for each survivor infected it increases the zombies move speed, detection range, ect. I like the idea of more zombies but they've already stated that's not happening so we're doing the next best thing and making the 2 we do have just better.
The zombies at base need to not get stuck on objects like they currently do, move faster, have higher detection range, and honestly just be flat out more useful/smart. I shouldn't be able to work on a gen and the zombie walks right past me on the other side of the gen without detecting me just because I'm out of line of sight...he should be able to hear me on the gen.
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Really wish they'd move into more creature type killers rather than humanoid.
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B tier.
People are gonna pre drop pallets on you and you can guarentee eventually getting a hit, but it's gonna take you multiple loops to get it and still lose the game because of how much time you waste.
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Hiding the hud of the other survivors would be a nice addition to blindness. Also, why are we literally YEARS later and blindness STILL doesn't hide the hook location ping? IE defeating nearly it's entire point of existing. Hiding a hooked persons aura is irrelevant if you're going to tell them exactly where they're at anyway. I find it so irritating that something so simple and so counter intuitive to what little use the effect even has is still left in the game to this point. We shouldn't even have to mention this, it's silly.
Side note on Blindness: In addition to hiding team huds, most the effects that apply Blindness in the game have simply way too short of durations to be relevant. I mean really..giving someone Blindness for 15 seconds.. common. That's doing literally nothing. Most all the games Blindness addons need a minimum duration of at least 60 seconds to have even a chance of being impactful.
Hemorrhage I'm not a fan of just removing like that. It is by far the most completely useless status effect though I agree. It would be interesting to make it like Ruin for healing as some have mentioned, but honestly that still sounds weak. That isn't effecting the game almost ever.
I'd recommend baking the current Bloodhound effect into Hemorrhage as this still keeps it as a tracking tool which is what I think they want. Bloodhound itself is also basically irrelevant and not used anyway. This wouldn't make Hemorrhage really good or anything but at least it would counter stealth a decent bit as it was originally intended to do. This also gives us the opportunity to rework Bloodhound into something new which is needed. I'd recommend new Bloodhound be a short ranged blood aura reading.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2665170#Comment_2665170
People are gonna say she got gutted even if she receives small nerfs. That's just what people do on here. I think she'll be fine and will stay strong.
I mean while that's true if we also go by past experience they tend to over nerf killers harder than they probably intend to.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/2665366#Comment_2665366
yeah think certain forms of the word "kill" are also blocked...
Which is hilarious considering the game we're playing lol
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Can't say camping or tunneling either.
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@Salty_Pearl said:
I hope they don't gut her as well. She has potential to be S tier, a Killer that WILL FINALLY shake up the same three high MMR Killers (is Spirit still considered S tier???)
I think she's pretty balanced. She's powerful, yet still balanced as you need to use her crows effectively in order to get the most of her power.
I don't think Spirit's S anymore and I wouldn't call A tier balanced either.