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Brimp
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@GameDesignNerd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063746#Comment_4063746
Both of it's new effects are better, making it a better perk overall. Every 30 seconds, you're guaranteed to find someone, and whenever a survivor reveals you, you reveal them back. (Object of Obsession for killers) It's a very good info perk now, much better than the niche, situational and slug promoting old version
It helps a lot with hatch stand offs too, since you'll find the last survivor 100% unless they're hiding or have their aura hidden by some means. You can even 4k slug the second last survivor if the last remaining one has less chase time
So tell me what happens when you run this on the half of the roster that can't do anything with said aura reading? You actively have a perk that could nerf you mid chase by revealing your aura as a survivor having aura reading on the killer is actively more powerful than the killer having aura reading on the survivor especially mid chase.
Like cool you can find someone every 30 seconds but like I said if they're across the map its NOT worth going for them as a majority of killers. Also why do you think promoting slugging is bad? Its quite literally the same as hooking but it takes LONGER to die and you can move around. Always found that double standard weird when both essentially do the same but hooking is a faster more check pointy system to killing a survivor thanks to stages. -
@GameDesignNerd said:
https://forums.bhvr.com/dead-by-daylight/discussion/465181/deerstalker-dead
Because the perk promoted all forms slugging, short term and long. The perk is much better now with its rework
I wouldn't say it's better. All it does is promote going for a random survivor across the map which isn't good for a majority of the killers. You unironically have a more niche perk than old deer stalker.
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I mean yeah lithe, sprint burst and dramaturgy is basically 70% of the reason I don't play M1s. People talk about boring well lets talk about holding W when every person pre-runs across the map with lithe/sprint burst or just uses Dramaturgy like old DH.
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@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062272#Comment_4062272
Not trying to lay this all on your doorstep, but the logic last year is so insane to me. Phase 1 included a full PTB followed by a week live of players getting harsh DC penalties during the game for playing normally, which is still active in the game but only reduced. By comparison, anti-tunnel/slug/camp only got 2 days in the PTB before it was pulled.
I really don't know what more evidence we need that they prioritize one role over the other. There used to be at least some ambiguity about it. But we keep playing this game where we have to agree that Killer is eternally in a bad spot.
The DC penalties for playing normally should be gone yeah I do find it a bit insane how getting tunneled too fast can still result in one. As for prioritizing roles… I would say new players rather than a role. It just so happens new players like to tend to stick to survivor as playing with your friends most of the time is a lot more fun than playing alone. It's why we got those sweeping changes to "give everyone a chance" as I would like to call it. They tried those sweeping changes and almost every big content creator I saw were saying "yeah no this is bad for the future of the game" which is probably why it was reversed so quick. I've seen many opinions over the internet about killer and I couldn't agree more with the take this its the "big sibling" role where you have to go easy on the younger brother. Even right now the current systems in place really impede on lower tiers.
While I wouldn't be opposed to tunneling and camping getting changed in some way it has to be a good way. I believe it just needed some major adjustments to at least get something in, but BHVR did the one of their 2 options of partially implement it or don't do it at all. Simply slapping on penalties for participating in scenarios the survivors could control against a good chunk of killers (like going down under a pallet with a survivor making themselves known to be nearby in save range to build up anti-slug + waste a lot of the killers time in one place) was not the best choice. They could go the more ambiguous way of finely tuning penalties for each killer but with the rate they usually add killers it will get very out of hand as others get balance changes and to me personally is unsustainable and I could see that as apart to play as to why the first system was scrapped.
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@Chilli_man2400 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4061940#Comment_4061940
no it showed that killers are huge crybabies and when things don’t go there way they will throw a huge tantrum until all the changes get reverted
I find it there is a difference between stuff being nerfed but non-intrusive and literally rail roading you into a certain playstyle or there goes your chances of winning against people with brains as a majority of the roster. You know its bad that when even a previous developer came out of the woodwork and say some changes would have been bad.
Overall, the anti-tunnel and camp systems were huge failures as it didn't hit the mark to make weaker killers stronger as the buff they got for unique hooking was hit by a compensation nerf to playing efficiently in the first iteration of the anti-killer system while the second literally was no incentive at all. Seriously why were we going to punishing one role for playing efficiently but not the other? -
I mean yeah. A large tribute to M1's feeling awful is definitely exhaustion perks. As M1's most of your hits comes from winning mind games and not brute forcing hits through your power (blight/kaneki) but when someone just lithes and sprint bursts across the map refusing in any mind game potential it starts to become a problem. Like in terms of sheer unhealthy design Nurse is at the top of the ladder but certain exhaustion perks are close behind that.
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Oh yeah you can see plenty of people claim killer is easy and if you refute that they will never show gameplay of themselves. A lot of the times their gameplay would probably consist of someone running in for the save right in front of the killer or trying to hide behind random objects while they were already spotted.
It's also a lot of people like to associate something being unfun = unskilled. Is tunneling, camping and slugging the most fun playstyle? No but recognizing when to do said actions is a skill. Like you don't see people INTENTIONALLY gimp themselves in sports or other games (which if you decide to play "fair" you are unironically doing) and get called better than someone else unless it's a super egregious case which dbd isn't that type of sport/game. If you intentionally gimp yourself as killer you WILL end up losing if the survivors so choose to actually play and get good at the game and make as little mistakes as possible which isn't hard against the majority of the roster on a majority of maps. -
The knives did feel a bit off in the ptb like I was hitting knives that looked like they had huntress hatchet hitboxes. Other times it felt like they had model accurate hitboxes. As for style ranks I feel you go up too fast mainly because the bonus points for "threading the needle" is actually so generous and can trigger off of other survivors that are near the knives. Also, Main Event had this weird clunky 0.3 second delay when you press the button compared to when it actually ends. I assume its to have it more line up with the animations to where it ends after your next arm comes down but overall feels awkward.
As for him being back to 4.4 I feel like the best way to go forward is to literally just give him 4.6 only in S rank or leave the current numbers as they are in the PTB and give the entirety of Cut Thru U Single base kit and rework the addon again. It's haste so it makes main event, throw state and windup/down times a little bit more lenient without him being too overbearing. Other than that if he were to release like he is in the PTB now I would definitely like the laceration time to go back up to maybe 14 seconds as the decay is a little bit longer than live so the first stack would decay around the same time as live but be longer overall. -
@AlwaysInAGoodShape said:
The intent is really, to say whatever his regen speed is (say 2 units per second), that in the rework it will be 1 unit per second, and only becomes 2 units per second if he hits a survivor during his rushes. If he doesn't hit a survivor, it will be 1 unit per second + 110% movement speed for that duration
If you were meaning to respond for me then I think that would be way too punishing. Simply using your power for mobility would put it on cooldown for upwards of 20 seconds, 20 seconds you're forced to walk 110. I would say straight up killing his power for mobility purposes even if you do end up next to the person. Because like I said in mine his current regen is 0.5 tokens per second. Downing that to 0.25 makes it 4 seconds per token so even just 3 rushes puts you on a longer cooldown than just your base power today upon using all your rushes while also making you 110. It just seems TOO punishing especially for new players for simply missing a hit.
I personally still stick by the best course of action for blight is removing tokens upon breaking a pallet then going from there. As I see a lot of people don't like blights just using brutal strength on the pallet then hitting you in the in-between space for tiles with power. And your change would just enforce that even more as going for unique hits gets punished harsher. -
@Royval said:
If you actually played dbd when blight came out he wasn’t busted at all lmao he was a garbage killer for a long time with his bugged camera and his add ons being useless
Old blight was still EXTREMELY good. We can't just call blight bad because his collisions were a little stickier than they are now (current collision is just slightly better than release collision). We had old double speed, old Compound 33, old Iri tag, old Alchemist ring and old Compound 21. Sure it was the rarer of the addons but double speed was enough. Even old rat was enough.
PTB blight was bad but still somewhat playable but wasn't his live release. -
I will say this you need to be more clear in the "recovery speed of his rushes are halved"." What I read from halving the recovery speed is making each token 4 seconds to regenerate when currently it's 2 as it's a recovery rate of 0.5 tokens per second as "recovery rate" works on the charge per second system.
A better explanation would be "Upon ending your rushes without damaging a survivor, subsequent Rush tokens take 1 second longer to regenerate until full" as I assume you want to make it 3 seconds per token instead of the current 2. So this would make the minimum cooldown for power 6 seconds while the maximum is 15. All while you would be 110% correct? -
@BongoBoys said:
I know once Trickster comes to live alot of people will change there tune about trickster being strong when going against decent survivors
Cause theres already people testing the average chase time with new Trickster and the average chase time is 2-3 mins check out these vids they explain why new trickster is nerfed instead of it being a buff
Yup that Puffalope video shows how bad the laceration decay delay nerf really hurts Trickster along with being 4.4 m/s. You lose maybe 2 mind games and you suddenly have to hit 4 more knives. And you don't even get back to current LIVE delay with the best addon for it. You have to use BOTH to get back to live.
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@shalo said:
"We spoke with many trickster mains regarding the 4.4m/s and it was one of their biggest requests to get that speed back down."
Any of those Trickster mains willing to explain their reasoning?
Yeah idk what those specific trickster mains were thinking. I've heard others recommend 4.6 while in the S rank style just to give it SOMETHING other than "wow you reload slightly faster and get to use main event!" Like sure there's the slightly slower decay… to the part of the kit that should have never been nerfed in the first place. We learned long ago when they tried to make the delay for the decay 10 seconds that it was absolutely horrible so why are we trying to find a middle ground? They tried to make it 10 seconds TWICE btw and reverted it both times.
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Maybe? But not for long. This still isn't the trickster I fell in love with back before he was made 115.
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Problem with "isn't a game supposed to be fun" is…. DBD is a strictly a Player versus Player game at its core. An A-symmetrical one at that. You can't just create universal fun at the games core design especially when its subjective. I liked playing Trickster back in the day when they FIRST made him 6 knives to injure as it made hitting shots through small cracks actively more rewarding. But you can't always play Trickster that way, so you do inevitably have to go back to what is somewhat commonly referred to as the "unfun" trickster gameplay loop of spamming knives on a survivors back.
I don't want to necessarily tunnel, camp, use multiple slowdowns or bring multiple gen progression, healing or anti-tunnel perks every game just to feel I have a chance to get even a couple kills/escapes if I end up playing a low-mid tier killer or survivor. But some people would rather go after my throat for running said builds rather than criticizing game design even when I don't ego. It's just some people take you playing the game as personal attacks on them (mainly tunneling or camping). -
I would just want them to give the ACTUAL date the first time around. At this point why don't we just just give a heads up for an extension on the day 2v8 drops? Because an extension ALWAYS happens and honestly 2v8 is getting super old. The first two iterations were easily the best but then they just kept dropping in quality in favor of just giving killers buffs instead of unique interactions like Billy's saw exposing survivors he runs by.
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The probability of a Legion rework is the same as asking them to go and fix some of the twins bugs. Practically 0.
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Yeah… as a "rework" this really doesn't change much. The biggest change was bringing back the six knife injure and reducing his total knife count. I guess he's also getting an addon pass? But the style ranks literally are just… playing trickster as to how he was always played. Like cool he can reveal survivors with killer instinct but with a lower knife count making missing even more punishing like I get its 6 knife injure but nearly half his release knives?
Like we could have had recoil and added throw style with like a burst option with decently high recoil or a shotgun type blast that applies less stacks overall but reworked stacks to be more punishing then the lame "at x stacks you get injured"
In fact less knives overall just really incentivizes tunnel visioning one person rather than spreading knives which seemed to be what they wanted as hitting multiple people increases style faster. -
There's also the noticeable upsurge in stake out and hyperfocus builds. I usually see at least one per match now along with survivors generally being more efficient whether it be general skill increase or perks. Like even back in 20202-2021 matches didnt feel that fast even without running the noticeably stronger builds.
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Weirdest bug
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Yeah he's really not. Hes decently well balanced for the current state of the game where gens can just fly no matter what you do. Any future patches he MIGHT need some tweaks. Personally not a big fan of only 3-4 of his addons being worth using mainly the roller skates and rabbit remains. You play without at least rabbit remains and it becomes hold W across the map with sprint burst simulator from undergate because you simply can't do anything else besides waste time.
Like maybe in a future patch where certain exhaustion perks are made balanced or completely gutted then we can consider vecna changes. -
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054759#Comment_4054759
There was a several-day period, maybe 8 months ago, where there were no DC penalties. It was well known. I saw no uptick in DCs. "Every survivor" isn't a fair statement. I've never once DCed as survivor. It's either the sort of thing you'll do or not, regardless of penalty.
As it is now, you can just AFK under hook or run up to the killer to die, which is much worse for the match than having a bot. I'd rather have a bot that will do gens, heal, and unhook than someone who will suicide out or go rat in a corner. How are those things good for the game?
Historically disabling the penalty and it being announced has always lowered overall match quality. As for 8 months ago maybe it was well known in smaller percentages of the community but I still saw people asking "is the dc penalty disabled?" like they didn't believe it or not. But EVERY time it was publicly announced by BHVR that they were disabling the DC penalty (like when Nemesis released and his whip was crashing console players) it was just overall a worse time for the game.
Knowing this community a majority would just DC at any minor inconvenience and is especially worse if a killer does it because you queued up for a game and it just abruptly ends vs the game can still go on. -
Think its a "game is horribly balanced" angle. Like obviously you can't fully balance an Asymm but you can definitely close the gap between killers in some ways. High tiers do definitely need tuning but low tiers need MORE than tuning. They need literal game mechanic changes outside the killer to make them feel decent against survivors that are competent.
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Honestly would rather not. It was "cool funny haha" joke for like 3 matches then every time after it just gets annoying as it's just overdone.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4047256#Comment_4047256
Last time they tried compensating for individual offerings it got messed up horribly and some people weren't properly compensated, so flat BP is what we do now.
Even then they compensated 1 mil for cypress mori's. Why the sudden 3 quarter mark down?
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Twins. They have bugs that just don't make their power work or straight up ock you out of the match. At least Houndmaster and Nurse are still able to interact with the game.
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Yup. They are afraid to show MMR to the public in fear of some honestly stupid reasons. What they fear would happen with MMR being visible already happens albeit in different ways and honestly it's worse the way it is.
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She can be strong yeah but she's not really the most engaging to play. Plus, people were playing her for how strong she released out of PTB. She was just Wesker on steroids in terms of tunnel ability.
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Care to explain why? Or is this just no explanation because knowing base DBD I am objectively backed up.
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Eh the modes already objectively survivor sided when you play as most of the killer roster so I get why those specific killers tunnel. Killer with weak perks will ALWAYS be worse than survivor with weak perks which is what happens most games.
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I play to win. I expect the other side to do the same. Also why we talking about sympathy in a PVP game?
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@not_Queef said:
As long as it comes with massive nerfs to all other slowdowns, then fine.
But giving sweat Blights and Ghouls a fifth slowdown wouldn't be particularly healthy.
ALL other slowdowns? Or just select. Because I doubt, we really need nerfs to Surge/Oppression.
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Two uses would be too over powered. There's the issue already with someone coming off hook with 4 health states and intentionally taking chase, we don't need to make that BOTH of their hook states.
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I would much rather perks you have to earn be meta than ones you don't. We could always go back to the gen kick meta.
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So no substantial Twins bug fixes? Guess victor will just keep sliding off people when played at higher FPS.
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Well yeah according to one source they straight up somehow reverted the anti-cheat to its 2022 state meaning very obvious cheats just don't get automatically banned.
I am genuinely glad BHVR didn't even attempt at a Labor of Love plead this year. -
@Ghost77 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4035628#Comment_4035628
The killer was patrolling and the anti-camping bar was moving very slowly. Was this really their big change for campers? It seems exactly the same as before.
It was filling slowly because he was patrolling. It's anti-face camp meaning unless the killer is right next to hook for extended periods of time then it will fill slowly at best. Also, the fact that teammates can slow down the anti-face camp.
People need to understand this better and the teammates slowing it down thing made clearer. Big difference between standing right next to hook and coming within proximity of it repeatedly. -
@vol4r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4034978#Comment_4034978
Bro I win every game as a killer, what do you mean?
Winning =/= fun for some people. Just because you played against people who couldn't hold a single loop doesn't mean it's fun.
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Cant wait for Twins to get bug fixes just to leave the major ones in. Aka the FPS bug where the higher the fps you have the wonkier the power plays and the chance to just be soft locked in the "awakening state" for Charlotte.
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@crogers271 said:
As a few others have mentioned, this idea has been around for awhile.
It's the most absolute, straightforward way to "fix" the problem.
Except despite calling their changes 'anti-tunnel' BHVR seems really determined to keep tunneling a part of the game (causing confusion among the players). They really seem to think removing the possibility of tunneling entirely would be an awful direction, thus we get the weird state survivors were in during the 9.2 PTB so tunneling is a lot harder, but still possible.
Thus while ghost survivors could work pretty easily to end tunneling, it doesn't seem to be BHVR's goal.
Well it would be somewhat of an awful direction to "remove" tunneling. You remove tunneling then what. Over a LONG course of time you buff/rework weaker/mid tiers in a way and add base kit incentives that aren't obnoxious to play against. While also adding content and balancing that. Removing tunneling changes the game forever in a way where to get back to a "normal" state it would be multiple years ahead of where we are now.
Tunneling is a necessary evil for the game. -
@kaneyboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4035058#Comment_4035058
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4035086#Comment_4035086
just ask Ai, it said more survivors are leaving to me. Plus I was going off my experience and of people I know too who don’t play anymore.. my friends list used to be booming now no one is ever online.
"just ask AI" yeah ima stop right there.
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So do we actually have proof survivors are leaving on mass? Because at least queue times don't reflect this saying going around where "survivors are leaving"
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Bring back my FULL bbq stacks. Not the pitiful 10% they proposed. While not removing tunneling entirely (which it shouldn't and never will be impossible to tunnel) it would provide an actual incentive for me and some others to go for each unique hook.
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If 9.2.0 went live I would have no doubt survivor queue times would have gone up to 10 minutes.
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As most killers? You can never truly be sure what progress the gens are at unless you physically went to each one or have a dedicated perk slot for it. If I do have the information that multiple gens are being worked on it would be said best play to tunnel someone as they are doing their objective efficiently so it would be stupid not to do mine efficiently unless I really want to rely on a hope that they make game altering mistakes.
I'll wait for the silent downvoters that never really have a good argument. -
Its the norm. Quicker during the day slower at night. All though I've noticed that in certain regions survivor during the night is getting increasingly longer.
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I wouldn't mind a rework to speed addons and -2 or 3 tokens upon breaking a pallet (2 while breaking in power 3 while out of power) if I get slam duration base kit and pre 7.7.0 collision. Or better yet the first RE chapter collision which IMO was the perfect variation at least for its times. God only knows what could have changed with the Unreal engine update that auto generated collision.
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Yeah and I saw someone soloQ and escape all their matches. Difference is how well the survivors played. The game is in a very non-beginner/casual friendly state. When people actually want to win they can to a reasonable degree.