BongoBoys
BongoBoys
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@MSX_exe said:
Syringes too powerful? Used in chase a lot?
Here's how I'd nerf them to the perfect state:
- Syringes should have an animation of activating that lasts 2 or 3 seconds (this prevents vaulting windows or dropping a pallet and immediately activating the auto-heal without losing any distance. Healing mid chase SHOULD be a risk)
- The time it takes to heal should be FIXED, which is 24 seconds I believe (more on this in point #3) (this way, the syringe can't do a self heal in 10 seconds with the help of perks and other add-ons, nor can it make full anti heal builds affect it)
- Healing speed while running should be 50% slower (example: if you walk, crouch, do a gen, heal another survivor, do a totem etc. the healing speed is normal, whereas if you run, it's half as fast (but only when you run). The reasoning behind this is again, to make healing mid chase a risk. It's much safer to be healed while doing a generator in 20ish seconds than to risk losing a powerful add-on mid chase just because you decided to play with fire)
The goal with these suggestions isn't to butcher the syringe or give it some other powerful effect (like removing exhaustion instantly), it should still be a powerful add-on that needs to be used wisely, but not so unfair and unfun that makes playing it super miserable.
I agree with it needing an Animation Nemesis Syringes have a injection animation just use that and we're good to go
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@CrypticGirl said:
Nope. The debate about harsher penalties has been going on for ages, and the devs just made the penalties harsher quite recently. The fact that we're already talking about making them harsher still just shows how well the harsher penalties are working. Which is to say not well at all. So if it didn't work this time, why would it work next time?
I also don't see how ragequitter queues are going to help anything. If the DC problem is as widespread as people say, I'm sure the DC'ing players have been on both sides of it, so having their own queue won't change anything for them. Meanwhile, normal players will suffer from longer queue times. People already hate having separate event and modifier lobbies because of what they do to the normal queues. So having a separate ragequitter queue will hurt normal players more than it'll hurt the quitters.
Because the system is still very loose that's why it didn't work this time you can be nitpicky with your matches you can dc 4 times of those 20 matches and not really suffer from penalties. Ghoul-DC, Wraith-Tolerable, Twins-DC, Billy-Tolerable, Nurse-DC 30 second penalty and so on my point is you can game the system pretty hard which is why it needs to be stricter and we will start to see results.
And maybe if it still doesn't work we can try other ways to punish dcers people like blood points and x times multipliers if you DC to much we could add a Bloodpoint Divider to bad behavior players. You dced 5 times? Here's a ÷ by 4 to your match score for x amount of games.
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@Massquwatt said:
We just need a low-priority queue for people who ragequit. The best punishment is having those people play with each other really. You could have the grace be like one free DC per day, anymore than that and you're thrown into low prio for 6 or so hours and scales up from there. To keep queue times managable Killers could have the option to opt into low priority matches for a bloodpoint bonus or something like that.
@100PercentBPMain said:
there needs to be a rager queue for all the ne'er do wells to mingle with each other; they can ruin each other's games since the stick method doesn't do much to stop them
As much as I think your points are good unfortunately if we separate the queues it would cause longer queue times unfortunately.
If the playerbase was much bigger I would have loved to see these. For now I'm gonna have to stick with Harsher DC penalties.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029042#Comment_4029042
Increased dc penalty already didn't work. Demonstrably.
Also,
make reportable Go-Next button so you can report people for going next
Is possibly the most abusable concept I've read in a long time.
False because the DC penalty system is to loose if we continue tighten it we will see less people doing it.
Its not abusable since the moderation team will be going over it and judge it for themselves.
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@killer_hugs said:
We all know it. Objects break pinhead's chains. The logic is already in the game.
Thus they could make Ghoul's power work the same way and this I don't understand.
Instead we get survivors frequently being injured from behind walls, it's frustrating and genuinely feels unfair to play against. (And that's on top of how unfair his kit feels in all the other ways).
The logic is greatly flawed as someone who has put alot of time into Pinhead.
chain breaking from the environment greatly screws his power over from either cluttered maps or your in an indoor map if you land a chain and a survivor instantly break outta them cause of the environment touched them it invalidates the power.
Which is why alot of Pinhead players wish chain environment collision wasn't a thing for him.
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@MoZo said:
this will never happen. until they remove the hitscan aspect from kaneki’s power, he will still get those sketchy hits because on the killers screen, the survivor was visible and when they clicked the attack button, it instantly hits the survivor, no travel time.
Yeah basically he's gonna stay Hitscan cause Devs they did say during early prototypes the tentacles were projectile based but it felt absolutely miserable to use
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Make DC penalties harsher and make reportable Go-Next button so you can report people for going next
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@Chilli_man2400 said:
this might be a hot topic but blight is the most double standard killer ever, he gets all these bonuses while killers around him get nerfed while he still remains in the same spot. It begs the question should blight be toned down a little??
im not asking for a skull merchant execution just some little tweaks to slow him down a littleMy only 2 changes I would do is making blight 110% MS(4.4M/S) and make it so when he breaks a pallet it consumes 1 token so he can’t just instantly rush
If ghoul gets that nerf it’s only fair he gets it too
Agreed however Blight Regenerates tokens much faster then Ghoul plus blight has add-ons to make token Regen faster.
A reasonable nerf would be he loses 2-3 tokens when breaking a pallet.
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Agreed Blight has been S-Tier for years now because he very Strong.
Good changes he needs is make him a 110% Killer and lose 2 rush tokens when breaking a pallet.
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@Memesis said:
Oof. Painful. I have no idea what could be done to help trapper without compromising BHVR intention with this killer. They don't want him too complicated to play or face. They need to balance the game ending scenario of a basement/main building lockdown. I don't think BHVR knows what to do with him either.
However, there is NO reason this trap shouldn't have worked.
I just think they need to scale up the model and Hitbox of the Traps by like 15% and this problem would never happen again.
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@JesusWept said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028753#Comment_4028753
They nerfed Ghostface?
Marked Duration went from 60 seconds to 30 seconds
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@Xray said:
This does bring up an interesting question. How would hex totems be intergrated into 2v8 would they make a 2v8 specific hex or just port over something like NOED?
I would imagine It would be like something like Hex Plaything and Pentimento as a combo class
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For Ranged Killers on a controller you can play Huntress, Deathslinger, Unknown, Artist fairly good with a lil practice on controller.
But like I said before don't bother with Trickster it's like trying to hit a Fly with a Dart and your hands are covered in butter.
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I think PH is fine he got some good changes and new Add-ons that make him fresh and Interesting.
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@SAWII said:
I assume with the spaghetti code that it was easier to leave the totems in their current tiles, or that removing them broke something else. Personally, I'm hoping for boon/hex classes at some point, but I won't hold my breath.
Ironically so true if they removed them it might break everything or snap Wesker in half.
But I do like to think they kept them cause Boon and Hex classes are coming someday
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Ever since the removal of infection on hooking there's no urgency anymore yeah you could just infect someone and find someone else but they'll just cleanse it if they already have a mushroom.
Cleansing leech is not hard or ever runs out since mushroom spawn naturally and spawns when Krasue changes to head form so they have plenty of cleansing.
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The portal idea does sound good. Demos portals are kinda outdated I think being able to teleport to any existing portal from anywhere can be a thing
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@AcesSpeedo said:
he basically warped the upside down into his own little playpen using his mind, strengthening his power over time so i imagine his power would be a passive gain like plague or onryo. maybe a bit of telepathy and a power that grows stronger throughout the trial, maybe his power would entail something like nancy from the texas chainsaw massacre where he can see the vision of survs pov and their locations for a moment to figure out where theyre hiding. fire could be used to weaken him similar to xeno turrets except, give survs molotovs to throw at him as a form of counter or something since thats what they used in the series to fight him and stop him from using his telekenises from lifting people up in the air and snapping all their limbs (like onryo mori)
could even have his weird growth root things that give him killer instinct if theyre walked across to notify the killer of survs locations (similar to how pyramid heads trail works) but maybe instead of them being placed down manually they just grow across the map as the game progresses or something like that
Oh cool maybe we can get upside down map when vecna arrives
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@Slurp_Ramen said:
There’s only questions about what survivors find fun/interesting/frustrating to play against and nothing for killers.
Where’s the section asking killers what classes they like/don’t like to play against??
Survivor queues are instant while Killer Queue are 30mins long it has to be a survivor sided mode
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Avoid playing trickster
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@The_Count said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028469#Comment_4028469
Casual is one thing.
Braindead is another totally different. SB on button + having to make 6 1v4 gens is too damn easy.The feedback 2v8 survey is available if you got a problem tell them on there
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2v8 has to be the survivor sided gamemode to keep them playing yeah it suck for Killer but just treat it as a causal chaotic gamemode they could tweak some things like on demand SB or buff the weaker killers like Slinger.
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Yeah it can be permanent when every killer and map gets added
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@Pulsar said:
I believe the new season will delve more into that.
He's certainly psychic, like Eleven, so most of her powers should carry over. He may be able to control the creatures of the Upside-Down, he can certainly command the Vines. He can also affect people mentally, driving them insane.
Ok so maybe Vecna can spawn minions like Knight? Or just have them around like Nemesis Zombies. He has Psychic powers? so something more like Sadako but with new ways to utilize psychic powers maybe remote hooking and remote breaking will be in his kit.
He could be a trapper with the Vines or Pinhead chains or area denial like Artist.
Then finally he could be a debuffer like Doctor driving people insane. He could just be Hybrid with all of these options tbh.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028037#Comment_4028037
i can't help but wonder if cages need to be more random...maybe that would give some bad scenarios but with the current system I can tunnel off hook with my eyes closed. it's way too easy. and in the case that survivors let that hooked person nearly die, I can proxy camp that hook and swoop in precisely when the one medic goes for the save, which moves the cage and ensures the hooked person dies.
Maybe they need to spawn near survivors that aren't near killers and if doesn't work buff the unhook protections like there doing for 1v4 30 seconds of endurance and haste. If a killer is proxying and forces the cage to relocate it should refill the life bar.
Or just give survivors reassurance or just medics
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I think cage time need to be increased cause as a medic trying save and heal people when a cage spawns and on the complete other side of the map and the time it takes to go for you takes so long and other times I'm cutoff by a killer while I'm trying to save and nobody else goes for you. I wish there was a solution for this
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@The_Count said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027962#Comment_4027962
The issue with queue times is the lack of new things for survivor.
Legion got removed and the queues are exactly the same. Almost every iteration we have new killers and maps, but survs get ZERO classes, items or whatever.
Also if 2v8 is suppose to be this turbo gen simulator that's being these days then you can go ahead and shut it down and never bring it back.While yes Survivor should be getting new classes (Boon Class Devs cough) and a if possible Rework to guide class since it doesn't do anything but be a meme class.
Furthermore Legion being removed has made a positive effect on making matches more tolerable and making people want to continue playing 2v8 where as last iteration after facing 50 legions matches and never wanting to touch the mode ever again.
Ps oh yeah we can bring back fog Crystals or bring back herbs for RPD map only in 2v8
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@Brimp said:
Here's to hoping that unique hooking on a majority of the roster is actually worth it this time.
You get bloodlust 2 now instead of 1 that's realistically what's it's gonna be
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@THE_Crazy_Hyena said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027752#Comment_4027752
My suggestion to the tunneling issue has been to just delay or turn off the unhook notifications, while having a worthwhile benefit that scales based on the killer you play.
Pretty much everytime you see tunneling, is when someone gets unhooked, even if it is far away. Like in some cases, the killer will actually drop chase with someone who is on the far side of the map, just to beeline back to the recently unhooked survivor.
Yeah I think the hidden and delay notification from the previous PTB should have stayed tbh
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@Pulsar said:
Stranger Things 2 would get me reinvested in DBD.
Apparently Stranger Things pulled the license again from dbd the chapter is gonna be no longer for sale again so my geuss is it ain't stranger things and more likely Jason
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I'm curious to see the improvements devs have made from our feed back from the PTB.
I have a solid geuss that the unique hook reward will be boosted to bloodlust 2
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After it's has added all the Killers and Maps and some balance tweaks I could be a good permanent addition to DBD
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Kinda crazy we can just leave if we're downed twice
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@Philscooper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026777#Comment_4026777
i mean if you gonna bring up things they removed or gutted,
herbs from the resident evil 2v8, fog-crystals or the fog-vials and guide class.
(or the older classes back in v1)
meanwhile killers new addition every new iteration while survivors get temporary things that wont even last long,
we get lucky if survivors get a class change which they love to do for some reason.
nobody asked from anyone for them to change and remove these things from survivor, besides legion
i kinda dont see how this even conflicts or make the good arguement of "survivors shouldnt get new classes"
or defending the "survivors qol is new content".
survivors are miserable to play since its just mostly a 1v4 copy with increased numbers, atleast killers get new stuff within just their kit, classes or being able to duo with a killer, liecensed killers aswell for free.Guide had to go cause it was very good for gen rushing and if it stayed with how insane gen speeds are now matches would be over in a minute. Fog crystal could be brought back tbh and new survivor classes should come I've been wanting a Boon/ hex class for awhile now
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@CrypticGirl said:
I would have thought the "play while you wait" feature would incentivize more people to play Survivor while they're waiting for their Killer games, and thus (maybe slightly?) reduce the Killer queue time. Is that not the case?
It has actually before in iterations it used to be 1 hour for me and few iterations later it was 30mins and now with play while you wait it's now 20mins.
While this is not everyone experience i can say it has improved vastly for me
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Endgame chat just has to go
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@Dokta_Carter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026844#Comment_4026844
They said
1 hate when they use certain addona
2 hate when ghoul uses their power to tunnel
This entire time they have been defending his scamper
I played a few ghoul matches, and i can say his scamper isnt as busted as you say?
I can understand disliking their scamper, but apparently every single scamper power is to much too? I've seen people saying WESKER and Legions scampers have to go too?
@BrightWolf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026878#Comment_4026878
Exactly that! Ghoul's powered vault is no different to Legion' or Wesker's powered vaults (And Victor to a degree as he can leap over palltes). But suddenly it's an issue only for Ghoul and Chuckey? All because survivors lose their precious frames from their vaulting perks, because the killers have built-in antiloop.
Seriously, it's like four killers who can vault pallets while their power is up. It's quite literally a nothing burger, compared to the killers who can hit survivors over pallets and short walls, aka Artist, Trickster, Huntress, Xeno, Slinger, Doctor, Unknown, Karasu, Springtrap, Vecna, Singularity, Nemmy, Dracula, Pyramid Head, Pinhead, Plague, Clown and Nurse.
So in comparison to other killers, with frankly more BS mechanics, killers being able to vault in power or having a powered vault as part of antiloop is the least problematic thing about them as a whole.
Delusional take both of you legions vault is fast but nonlethal and has to eat a cooldown to make it lethal. Wesker's is just very slow and has a long cooldown which is why it never get him the hit when he does use it.
Ghouls is fast with a very short cooldown and is lethal that applys a hinder and almost always guarantees a hit or down. If niether of you can see the differences compared to these killers with scamper shows the lack of game knowledge from you.
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@tes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026830#Comment_4026830
I don’t play him and never bought him, maybe I just accept that scamper his least problematic mechanic now after several nerfs? I was more likely downed by his leap zoning rather than in loop after scamper. Like literally, I was rather downed by m1 without vault or on the way to change loop.
But if being honest, I never had issue against scamper killers from the start. Even Krasue was manageable in this term and I rather hated her braindead dash and hitbox. I didn’t play against release scamper Chucky only… I rather struggle against dashes or killers like Doc and Dredge that affects my ears in terrible way
In his current state, you just need to understand when you should drop pallet against ghoul. And this is only for safe pre distance predrop or when he cancel power while you camping pallet. As soon as you start to play around his scamper he is actually enjoyable to mindgame in chase. If not bugs only…
I hate him only when he brings braindead add-ons that gives him 6 perks and use mobility for insta go for unhooked survivor. Just because I genuinely still struggle feeling pressure when being tunneled. But this is matter of time. First chases against him are actually kinda enjoyable for me
Right thanks for admitting you don't play or bought him to know what your talking about. Just because he's enjoyable for you doesn't mean he is for the vast majority.
Ghoul you admit is a problematic killer that needs to be adjusted and tuned more especially his Scamper
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Downvotes should have never comeback it only made toxicity worse here
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Nah I'm sick of stevegull
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@The_Count said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026777#Comment_4026777
Exactly.
Pretty bad matches today for me and my friend today. We only won 2 out of 7.
This never happened before and now we "leveled up our kits" for this 2v8 (went from a Wesker-Nemesis duo to Dracula-Blight).
ALWAYS 4 SB on command and the fact you need to only do 6 normal 1v4 gens to escape on top of the accursed anti-snowball… god damn it!If Devs released the Stats I Guarantee the Escape/Kill ratio would 70%/30%
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@BorisDDAA said:
I dislike the hooking makes gens go faster mechanic. It promotes killing someone asap and not spreading hooks.
Should have absolutely been kills then hooks
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@TheGoon224 said:
https://forums.bhvr.com/dead-by-daylight/discussion/460257/2v8-gen-speed-is-a-massive-problem
that’s because 2v8 has adaptive difficulty, if one side is doing better then the other side will get a buff
The comeback mechanic does not make a difference enough speeding or slowing down gens.
Survivors can do 6 gens while having the boost on and the so called adaptive difficulty would not do enough to slow down the last remaining gens cause Survivor efficiency Trump's it by fair when you can stack 4 people on a Gen.
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@Rokku_Rorru said:
If we nerf the S-tiers who are in the mode I'm for adding more gens but y'know I'm sure you'd be against that lol
Idk who your referring to but if it's me I'd gladly take that deal
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@tes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026445#Comment_4026445
being unable to counter his current scamper… is like complaining on current scamper from Krasue.
They fixed bug with prolonged hinder. You literally can loop him now most of the timesThat is so not true Ghoul Scamper is Faster then Krasues and applys a Hinder.
You seriously don't know what your talking about just say you want him busted bud.
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@UnicornMedal said:
Gens have to be able to go fast to keep up with 2 Killers. Gens can slow down, but to balance it fairly, you'd have to scale Killer down to compensate.
Literally only some killers can keep up (Nurse Blight Oni Billy Dracula) Other killers like (Slinger, Ghostface, Pyramid Head Nemesis) Can't either the weaker killers need to be buffed to be able to keep up or Gen speeds need to be tweaked in general so it's more fair to the killer side or maybe the 10 gens can be a thing since we're short changed already then that way they can stay fast
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@tes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026429#Comment_4026429
I’m agree with this, but it doesn’t cancel the fact that we have both killer with good mobility yet still have braindead meta on survivors as well with which other non mobile killers deal with
Ghoul was nerfed now… both his hinder timer and kidnap tech. Considering current pallet density he is just a simple yet strong killer, but still hated on some level of Nurse or Blight. Which I’ll never understand and not gonna do. And no, I’m not saying it from killer perspective, I never even bought his DLC lol because I despise his design approach. Just feel hate toward him is extremely overhyped now and the only excuse I can find is just because he is taking off the same strong and simple play from survivors and expose you in need to actually loop this killer. Which if being honest, people barely can do
It doesn’t cancel the fact he is overtuned tho, I’m not telling this. But this level of hate he receives never stopped to amuse me. Both him and Krasue just showing what happens when you take simple and casual approach on survivors in mind for killers as well. It was a story of heavy backfire for me since their day 1st of release
I'd be inclined to agree with you if It was just his mobility that was good cool he could be the guy that countered Shift W but the fact he still has his Scamper with Hinder having both extremely mobility and very strong anti loop is not good Krasue is fine but Ghoul is still a problem
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@tes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4025761#Comment_4025761
Ngl he is still low effort high reward killer and this shouldn’t exist, but I’m not surprised he is so hated because countering “low effort high reward” shift w from survivors
Look I get it hold shift W has always been strong on survivor but solution shouldn't be make a killer that has extremely insane mobility and very short cooldown that a survivor can't even make it to another close distance pallet let alone hold shift W and even if you do the killer can just hop over a pallet and apply a 50% Hinder on ya like ya know?
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@XDgamer018 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026291#Comment_4026291
"Feedback" as in wah wah free hit wah wah body blocking
Or
"Feedback" as in tune cooldowns and hitboxes?
Either way DO NOT touch his mid grapple cooldown otherwise he cannot do anything in loops besides pallets as the grapple into body block requires #1 an addon and #2 good prediction and timing both of wich can be countered.
Feedback as in tuning and cooldowns if you even bothered to look at one of my posts above explaining why he's needs tuning but seems your just here to be malicious
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@BrightWolf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026005#Comment_4026005
Bro I can berely play DbD without my PC catching fire, so I'm already "filtered out" because my PC is dying lol.
Plus, I'm a Legion main (I also play quite a bit of Wraith, Trickster and Sadako). I like fast-paced killers. Ghoul scratches the itch that Legion and my other mains can't keep up with anymore, because of all the pallets and second-chance perks that survivors have and are being gifted as base kit. Also, literally don't care about scamper, again, you only care about it because it counters yet another common survivor playstyle, which is to drop and wait and pallets, before shift+W away to the next loop.
BHVR is quite literally creating an environment where only fast-paced killers or those with decent pallet shred/anti-loop can thrive. If you want to be angry at someone, be angry at BHVR for pushing that playstyle.
Right so you just admitted you don't know what your talking about and only care about your side and your fun. Ghoul is problematic and we'll continue to give feedback so he'll be adjusted to be more fair and tolerable